My Shooting Script! (demo)
JUSTSHOOT.lol » Devlog
using UnityEngine; using System.Collections; [AddComponentMenu("Playground/Gameplay/Object Shooter")] public class ObjectShooter : MonoBehaviour { public GameObject hand; private slots handslot; [Header("Object creation")] private ammoweapon ammo; public GameObject prefabToSpawn; private float reloadtime = 0f; public float timetoraload = 2f; private bool reload = false; private bool isreloading = false; public int startamountofaammo = 30; public KeyCode keyToPress = KeyCode.Space; [Header("Other options")] public float creationRate = .5f; public float shootSpeed = 5f; public Vector2 shootDirection = new Vector2(1f, 1f); public float rozrzut = 0; public bool relativeToRotation = true; private float timeOfLastSpawn; private int playerNumber; // Use this for initialization void Start () { handslot = GameObject.FindGameObjectWithTag("hand").GetComponent <slots>(); ammo = GameObject.FindGameObjectWithTag("Player").GetComponent<ammoweapon>(); ammo.ammo = startamountofaammo; timeOfLastSpawn = -creationRate; // Set the player number based on the GameObject tag playerNumber = (gameObject.CompareTag("Player")) ? 0 : 1; } // Update is called once per frame void Update () { shootDirection = new Vector2(Random.Range(-rozrzut, rozrzut), 1f); if (reloadtime <= 0f && isreloading == true) { ammo.ammo = startamountofaammo; reload = false; isreloading = false; ammo.reloadtext.text = ""; ammo.reloadimage.color = ammo.transparents; } if(reloadtime > 0f) { ammo.reloadtext.text = "rloading " + reloadtime; reloadtime -= Time.deltaTime; reload = true; ammo.reloadimage.color = ammo.colorreload; } if(ammo.ammo <= 0 && isreloading == false) { isreloading = true; reload = true; reloadtime = timetoraload; ammo.panim.SetTrigger("re"); } if(ammo.wanttoreload == true) { ammo.wanttoreload = false; isreloading = true; reload = true; reloadtime = timetoraload; ammo.panim.SetTrigger("re"); } if(Input.GetKey(keyToPress) && Time.time >= timeOfLastSpawn + creationRate && reload == false) { Vector2 actualBulletDirection = (relativeToRotation) ? (Vector2)(Quaternion.Euler(0, 0, transform.eulerAngles.z) * shootDirection) : shootDirection; ammo.ammo -= 1; GameObject newObject = Instantiate<GameObject>(prefabToSpawn); newObject.transform.position = this.transform.position; newObject.transform.eulerAngles = new Vector3(0f, 0f, Utils.Angle(actualBulletDirection)); newObject.tag = "Bullet"; // push the created objects, but only if they have a Rigidbody2D Rigidbody2D rigidbody2D = newObject.GetComponent<Rigidbody2D>(); if(rigidbody2D != null) { rigidbody2D.AddForce(actualBulletDirection * shootSpeed, ForceMode2D.Impulse); } BulletAttribute b = newObject.GetComponent<BulletAttribute>(); if(b == null) { b = newObject.AddComponent<BulletAttribute>(); } b.playerId = playerNumber; timeOfLastSpawn = Time.time; } } void OnDrawGizmosSelected() { if(this.enabled) { float extraAngle = (relativeToRotation) ? transform.rotation.eulerAngles.z : 0f; Utils.DrawShootArrowGizmo(transform.position, shootDirection, extraAngle, 1f); } } public void reloading() { ammo.ammo = 0; } } //AND AMMO SCRIPT: using System.Collections; using System.Collections.Generic; using UnityEngine; using TMPro; using UnityEngine.UI; public class ammoweapon : MonoBehaviour { public int ammo = 30; public TMP_Text ammotext; public TMP_Text reloadtext; public Color colorreload; public Color transparents; public Image reloadimage; public Animator panim; public bool wanttoreload = false; // Start is called before the first frame update void Start() { ammotext.text = ("" + ammo); } // Update is called once per frame void Update() { ammotext.text = "" + ammo; } public void Reload() { wanttoreload = true; } }
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JUSTSHOOT.lol
JUST SHOOT!!!(titule says everything lol)
Status | On hold |
Publisher | |
Author | SecretBasment |
Genre | Shooter, Fighting, Survival |
Tags | Arcade, Clicker, Dark, Fast-Paced, Roguelike, Short, Top down shooter |
Languages | English |
Accessibility | One button |
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