Projektile implementiert mit *KitchenGun*
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Assets/AssetsFORELLE/Prefabs/Projectile.prefab
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Assets/AssetsFORELLE/Prefabs/Projectile.prefab.meta
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58
Assets/AssetsFORELLE/Script/KitchenGun.cs
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Assets/AssetsFORELLE/Script/KitchenGun.cs
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using System.Collections;
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using UnityEngine;
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public class KitchenGun : MonoBehaviour
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{
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// The shot projectiles
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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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public float shotInterval = 1f;
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// Speed of projectiles
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public Vector2 shotSpeed = new Vector2(1f, 0f);
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// Smallest step size for shot speed
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private short shotSpeedStepSize = 50;
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// Start is called before the first frame update
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void Start()
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{
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InvokeRepeating("RecurringBang",0f,shotInterval);
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}
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// Update is called once per frame
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void Update()
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{
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}
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void RecurringBang()
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{
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StartCoroutine("Bang");
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}
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private IEnumerator Bang()
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{
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Transform t = transform;
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Vector3 position = t.position;
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// create projectile
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GameObject projectile = Instantiate(projectilePrefab,
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position,
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t.rotation);
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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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Rigidbody2D pBody = projectile.GetComponent<Rigidbody2D>();
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pBody.AddRelativeForce(force);
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yield return new WaitForSeconds(shotInterval);
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Debug.Log("Bang!");
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Destroy(projectile);
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}
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}
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Assets/AssetsFORELLE/Script/KitchenGun.cs.meta
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