Merge pull request #4 from ProtoSharkk/distance

Add distance indicator
This commit is contained in:
ProtoSharkk
2024-10-22 13:26:52 -07:00
committed by GitHub
10 changed files with 296 additions and 4 deletions

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@@ -114,6 +114,7 @@ MonoBehaviour:
dashCooldownSeconds: 5
lastAttackTime: 0
lastDashTime: 0
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--- !u!50 &-4152331571693237436
Rigidbody2D:
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@@ -319,6 +319,14 @@ PrefabInstance:
propertyPath: dashDistance
value: 1000
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propertyPath: swingDistance
value: 1
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propertyPath: attackCooldownSeconds
value: 3

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@@ -16,7 +16,7 @@ public class ShopButton : MonoBehaviour
player.swingRange += 1;
}
else if (upgrade == "attackDistance") {
player.swingDistance += 30;
player.swingDistance += 0.5F;
}
else if (upgrade == "attackDamage") {
player.damageStrength += 5;

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@@ -14,6 +14,7 @@ public class Teo : MonoBehaviour
public float dashCooldownSeconds = 5;
public float lastAttackTime = 0;
public float lastDashTime = 0;
public GameObject distanceIndicator;
Rigidbody2D controller;
GameState gameState;
bool dashing;
@@ -45,14 +46,16 @@ public class Teo : MonoBehaviour
if (Time.fixedTime-lastAttackTime < attackCooldownSeconds) {
return;
}
Instantiate(distanceIndicator, transform);
// Get all objects in range in the direction of cursor
RaycastHit2D[] hits = Physics2D.CircleCastAll(
transform.position,
swingRange,
new Vector2(
Screen.width/2 - Input.mousePosition.x,
Screen.height/2 - Input.mousePosition.y
)
Input.mousePosition.x - Screen.width/2,
Input.mousePosition.y - Screen.height/2
).normalized,
swingDistance
);
// Damage all ratbots in scanned area
foreach (RaycastHit2D hit in hits) {

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@@ -0,0 +1,26 @@
using UnityEngine;
using System.Collections;
public class DistanceIndicator : MonoBehaviour
{
public float multiplier;
Teo player;
SpriteRenderer sprite;
float timeCreated;
void Start() {
player = GameObject.FindGameObjectWithTag("Player").GetComponent<Teo>();
sprite = GetComponent<SpriteRenderer>();
timeCreated = Time.fixedTime;
transform.localScale = new Vector3 (player.swingDistance*multiplier, player.swingDistance*multiplier, 1);
StartCoroutine("KillMyself");
}
void Update() {
sprite.color = new Color (1F, 1F, 1F, 0.5F-(Time.fixedTime-timeCreated));
}
IEnumerator KillMyself() {
yield return new WaitForSeconds (0.5F);
Destroy(gameObject);
}
}

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