diff options
Diffstat (limited to 'AlienSurvival/Assets/Test/Scripts/TestPeaceMaker.cs')
-rw-r--r-- | AlienSurvival/Assets/Test/Scripts/TestPeaceMaker.cs | 182 |
1 files changed, 182 insertions, 0 deletions
diff --git a/AlienSurvival/Assets/Test/Scripts/TestPeaceMaker.cs b/AlienSurvival/Assets/Test/Scripts/TestPeaceMaker.cs new file mode 100644 index 0000000..7b1a43d --- /dev/null +++ b/AlienSurvival/Assets/Test/Scripts/TestPeaceMaker.cs @@ -0,0 +1,182 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; + +public class TestPeaceMaker : MonoBehaviour +{ + + [SerializeField] private Transform m_Camera; + [SerializeField] private float m_Speed; + [SerializeField] private SpriteRenderer m_Shadow; + [SerializeField] private Transform m_Centre; + [SerializeField] private SpriteRenderer m_Arrow; + [SerializeField] private float m_ArrowRadius; + [SerializeField] private TestPeaceMakerBullet m_Bullet; + [SerializeField] private Vector2 m_Zoom; + + private SpriteRenderer m_SpriteRenderer; + private TestFakeHeight m_FakeHeight; + private Coroutine m_CoFire; + + private Vector3 m_PreMouse; + + private Vector2 m_AimDirection; + + private enum ControlMode + { + Mouse, + Joystick, + } + private ControlMode m_ControlMode; + + void Start() + { + m_SpriteRenderer = GetComponent<SpriteRenderer>(); + m_FakeHeight = GetComponent<TestFakeHeight>(); + + m_ControlMode = ControlMode.Mouse; + m_AimDirection = Vector2.zero; + } + + void Update() + { + float x = Input.GetAxisRaw("Horizontal"); + float y = Input.GetAxisRaw("Vertical"); + + Vector3 targetZoom = Vector3.one; + + if (x != 0 || y != 0) + { + targetZoom = new Vector3(m_Zoom.y, m_Zoom.y, 1); + + Vector2 direction = new Vector2(x, y).normalized; + + Vector3 position = transform.position; + position.x += direction.x * m_Speed * Time.deltaTime; + position.y += direction.y * m_Speed * Time.deltaTime; + + transform.position = position; + + if (x > 0) + { + m_SpriteRenderer.flipX = false; + m_Shadow.flipX = false; + } + else if (x < 0) + { + m_SpriteRenderer.flipX = true; + m_Shadow.flipX = true; + } + } + else + { + targetZoom = new Vector3(m_Zoom.x, m_Zoom.x, 1); + } + + Vector3 zoom = m_Camera.localScale; + m_Camera.localScale = Vector3.Lerp(zoom, targetZoom, Time.deltaTime); + + CameraFollow(); + + SetAim(); + + Fire(); + + } + + void CameraFollow() + { + Vector3 pos = m_Camera.position; + pos.x = m_FakeHeight.x; + pos.y = m_FakeHeight.y; + + if (Vector3.Distance(pos, m_Camera.position) > 0.1f) + { + m_Camera.position = Vector3.Lerp(m_Camera.position, pos, 3 * Time.deltaTime); + } + + } + + void SetAim() + { + float xAxis = Input.GetAxisRaw("AimHorizontal"); + float yAxis = Input.GetAxisRaw("AimVertical"); + + bool bJoytick = xAxis != 0 || yAxis != 0; + + bool bMouse = (Input.mousePosition - m_PreMouse).magnitude > 0.01f; + m_PreMouse = Input.mousePosition; + + if(bJoytick) + { + m_ControlMode = ControlMode.Joystick; + } + if(bMouse) + { + m_ControlMode = ControlMode.Mouse; + } + + Vector2 centrePos = m_Centre.position; + Vector2 dir = Vector2.zero; + if (m_ControlMode == ControlMode.Mouse) + { + Vector2 camPos = GetCameraPosition(); + dir = (camPos - centrePos).normalized; + } + else + { + dir = new Vector2(xAxis, -yAxis).normalized; + } + + if(dir.magnitude > 0) + { + m_AimDirection = dir; + Vector2 arrowPos = centrePos + m_ArrowRadius * m_AimDirection; + m_Arrow.transform.position = new Vector3(arrowPos.x, arrowPos.y, m_Arrow.transform.position.z); + m_Arrow.transform.rotation = Quaternion.Euler(0, 0, Mathf.Atan2(m_AimDirection.y, m_AimDirection.x) * Mathf.Rad2Deg); + } + } + + Vector2 GetCameraPosition() + { + Vector3 screenPos = Input.mousePosition; + Vector2 target = Camera.main.ScreenToWorldPoint(screenPos); + return target; + } + + void Fire() + { + if (Input.GetButtonDown("Fire1") || (Input.GetAxis("GunTrigger") == 1)) + { + if (m_CoFire == null) + { + m_CoFire = StartCoroutine(coFire(0.1f)); + } + } + if (!Input.GetButton("Fire1") && (Input.GetAxis("GunTrigger") == 0)) + { + if(m_CoFire != null) + { + StopCoroutine(m_CoFire); + m_CoFire = null; + } + } + } + + IEnumerator coFire(float interval) + { + while (true) + { + TestPeaceMakerBullet bullet = Instantiate<TestPeaceMakerBullet>(m_Bullet); + + bullet.transform.position = m_Arrow.transform.position + new Vector3(m_AimDirection.x, m_AimDirection.y, 0) * 1f; + + bullet.Set(m_AimDirection, 12f, 2f); + bullet.gameObject.SetActive(true); + + yield return new WaitForSeconds(interval); + } + } + +} |