using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events; public class TestPeaceMaker : CrewScript { [SerializeField] private Transform m_Camera; [SerializeField] private float m_Speed; [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; [SerializeField] private Transform m_LaunchPoint; public override Vector2 aimDirection { get { return m_AimDirection; } } public override Transform launchPoint { get { return m_LaunchPoint; } } private Vector3 zoomIn { get { Vector3 zin = new Vector3(m_Zoom.x, m_Zoom.x, 1); return zin; } } private Vector3 zoomOut { get { Vector3 zout = new Vector3(m_Zoom.y, m_Zoom.y, 1); return zout; } } private TopDownShadowCaster m_Shadow; private SpriteRenderer m_SpriteRenderer; private TopDownTransform m_Coord; private Coroutine m_CoFire; private Vector3 m_PreMouse; private Vector2 m_AimDirection; private Vector3 m_TargetZoom; private enum ControlMode { Mouse, Joystick, } private ControlMode m_ControlMode; private void Awake() { PlayerManager.Instance.SetCrew(this); } void Start() { m_SpriteRenderer = GetComponent(); m_Coord = GetComponent(); m_ControlMode = ControlMode.Mouse; m_AimDirection = Vector2.zero; m_TargetZoom = new Vector3(m_Zoom.x, m_Zoom.x, 1); m_Shadow = GetComponent(); } void Update() { bool isMove = Move(); SetAim(); bool isFire = Fire(); CameraFollow(); CameraZoom(isFire); } void CameraZoom(bool zout) { if(zout) { m_TargetZoom = zoomOut; m_Camera.localScale = Vector3.Lerp(m_Camera.localScale, m_TargetZoom, 0.25f); } else { m_TargetZoom = zoomIn; m_Camera.localScale = Vector3.Lerp(m_Camera.localScale, m_TargetZoom, /*Time.deltaTime * 2f*/0.25f); } } void CameraFollow() { Vector3 pos = m_Camera.position; pos.x = m_Coord.x; pos.y = m_Coord.y; if (Vector3.Distance(pos, m_Camera.position) > 0.1f) { m_Camera.position = Vector3.Lerp(m_Camera.position, pos, 3 * Time.deltaTime); } } bool Move() { float x = Input.GetAxisRaw("Horizontal"); float y = Input.GetAxisRaw("Vertical"); bool isMove = x != 0 || y != 0; if (isMove) { Vector2 direction = new Vector2(x, y).normalized; Vector3 position = m_Coord.position; position.x += direction.x * m_Speed * Time.deltaTime; position.y += direction.y * m_Speed * Time.deltaTime; m_Coord.position = position; if (x > 0) { m_SpriteRenderer.flipX = false; m_Shadow.Flip(false); } else if (x < 0) { m_SpriteRenderer.flipX = true; m_Shadow.Flip(true); } } return isMove; } 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; } bool 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; } return false; } return true; } IEnumerator coFire(float interval) { while (true) { CreateBullet(TestMathHelper.Rotate(m_AimDirection, -10 * Mathf.Deg2Rad), 12f, 2f); yield return new WaitForSeconds(interval / 3f); CreateBullet(m_AimDirection, 12f, 2f); yield return new WaitForSeconds(interval / 3f); CreateBullet(TestMathHelper.Rotate(m_AimDirection, 10 * Mathf.Deg2Rad), 12f, 2f); yield return new WaitForSeconds(interval / 3f); } } TestPeaceMakerBullet CreateBullet(Vector2 dir, float speed, float lifeTime) { TestPeaceMakerBullet bullet = Instantiate(m_Bullet); bullet.transform.position = m_Arrow.transform.position + new Vector3(m_AimDirection.x, m_AimDirection.y, 0) * -0.3f; bullet.Set(dir, speed, lifeTime); bullet.gameObject.SetActive(true); return bullet; } }