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;
}
}Get JUSTSHOOT.lol
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JUSTSHOOT.lol
JUST SHOOT!!!(titule says everything lol)
| Status | On hold |
| Publisher | |
| Author | nwsprt |
| Genre | Shooter, Fighting, Survival |
| Tags | Arcade, Clicker, Dark, Fast-Paced, Roguelike, Short, Top down shooter |
| Languages | English |
| Accessibility | One button |
More posts
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- Some little changes 3.0 !!!Mar 01, 2020
- Added New music!!!Feb 29, 2020
- Upgraded Upgrade menu!!!Feb 28, 2020
- UPGRADE MENU!!!Feb 27, 2020
- Some Little Changes! 3.0.5Feb 24, 2020
- android actualiztion!Feb 24, 2020
- WE NEED YOU'R HELPFeb 23, 2020
- New small actualization!Feb 23, 2020
- Add some music!!!Feb 22, 2020
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