Projectiles work now + Endboss Level started
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55
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61
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m_Name: Projectile
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m_TagString: Untagged
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m_TagString: Untagged
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@ -1,14 +1,21 @@
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using System.Collections;
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using System.Collections;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Serialization;
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using UnityEngine.Serialization;
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/*
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WICHTIG
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Für dieses Script muss ein Object namens "RespawnProjectile" vorhanden sein an dem man wieder spawnt
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Collider Disabled Seconds muss so gesetzt werden das das Projectil aus der Quelle rauskommt ohne zerstört zu werden
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*/
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public class KitchenGun : MonoBehaviour
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public class KitchenGun : MonoBehaviour
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{
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{
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// The shot projectiles
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// The shot projectiles
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public GameObject projectilePrefab;
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public GameObject projectilePrefab;
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// Time between shots, game needs to be restarted to take effect
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// Time between shots, game needs to be restarted to take effect
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public float shotIntervalSeconds = 1f;
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public float shotIntervalSeconds = 1f;
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// Time alive for the projectiles
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// Time alive for the projectiles or until they hit something
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public float shotAliveSeconds = 1f;
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public float shotAliveSeconds = 1f;
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// Time until collider gets enabled
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// Time until collider gets enabled
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public float colliderDisabledSeconds = .2f;
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public float colliderDisabledSeconds = .2f;
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GameObject projectile = Instantiate(projectilePrefab,
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GameObject projectile = Instantiate(projectilePrefab,
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position,
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position,
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t.rotation);
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t.rotation);
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projectile.transform.parent = GameObject.Find("Dim2").transform;
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// determine correct force vector
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Vector2 force = shotSpeed;
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if (t.localScale.x < 0) {
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force *= -1;
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}
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force *= shotSpeedStepSize;
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// add force to projectile
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// add force to projectile
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projectile.GetComponent<Rigidbody2D>().AddRelativeForce(force);
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projectile.GetComponent<Rigidbody2D>().velocity = shotSpeed;
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// wait until enabling collider
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// wait until enabling collider
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yield return new WaitForSeconds(colliderDisabledSeconds);
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yield return new WaitForSeconds(colliderDisabledSeconds);
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yield return new WaitForSeconds(shotAliveSeconds);
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yield return new WaitForSeconds(shotAliveSeconds);
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Destroy(projectile);
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Destroy(projectile);
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}
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}
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}
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}
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30
Assets/AssetsFORELLE/Script/Projectile.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Projectile : MonoBehaviour
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{
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private Vector2 vel;
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private Rigidbody2D rb;
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private BoxCollider2D bc;
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void Start()
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{
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rb = GetComponent<Rigidbody2D>();
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bc = GetComponent<BoxCollider2D>();
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vel = rb.velocity;
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GetComponent<Collider2D>().enabled = false;
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}
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void FixedUpdate()
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{
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rb.velocity = vel;
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}
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void OnTriggerEnter2D(Collider2D bc)
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{
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Destroy(gameObject);
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}
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}
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Assets/AssetsFORELLE/Script/Projectile.cs.meta
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Assets/AssetsFORELLE/Script/Projectile.cs.meta
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userData:
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assetBundleName:
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assetBundleVariant:
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public class respawn : MonoBehaviour
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public class respawn : MonoBehaviour
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{
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{
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public GameObject player;
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private GameObject player;
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public Transform respawnPoint;
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[SerializeField] private Transform respawnPoint;
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void Start()
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void Start()
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{
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{
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player = GameObject.Find("Frank");
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}
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}
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void Update()
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void Update()
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26
Assets/AssetsFORELLE/Script/respawnProjectile.cs
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Assets/AssetsFORELLE/Script/respawnProjectile.cs
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using UnityEngine;
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public class respawnProjectile : MonoBehaviour
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{
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private GameObject player;
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private Transform respawnPoint;
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void Start()
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{
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player = GameObject.Find("Frank");
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respawnPoint = GameObject.Find("RespawnProjectile").transform;
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}
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void Update()
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{
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}
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private void OnTriggerEnter2D(Collider2D other)
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{
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if (other.gameObject.CompareTag("Player"))
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{
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player.transform.position = respawnPoint.position;
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Debug.Log("Respawn: Move");
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}
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}
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}
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11
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6989
Assets/Scenes/ScenesInGame/15EndBoss.unity
generated
6989
Assets/Scenes/ScenesInGame/15EndBoss.unity
generated
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Reference in New Issue
Block a user