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@@ -0,0 +1,21 @@
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|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
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|
public class GameController : MonoBehaviour
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|
{
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|
public List<LevelInfo> levels;
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|
}
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[Serializable]
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|
public class LevelInfo {
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|
public SceneAsset scene;
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|
public List<EnemyInLevel> enemies;
|
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|
}
|
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|
[Serializable]
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|
public class EnemyInLevel {
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||||||
|
public GameObject enemy;
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public int count;
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}
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|
using System;
|
||||||
|
using System.Collections.Generic;
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||||||
|
using UnityEngine;
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|
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|
public class LevelController : MonoBehaviour
|
||||||
|
{
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|
public List<Transform> spawnPoints;
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}
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|
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public Transform spawnPosition;
|
public Transform spawnPosition;
|
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public float fireRate = 1f;
|
public float fireRate = 1f;
|
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|
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float currentDelay = 0;
|
[SerializeField] float currentDelay = 0;
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|
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public override void Shoot(bool keyDown, bool keyHold) {
|
public override void Shoot(bool keyDown, bool keyHold) {
|
||||||
if (keyDown && (fireRate == 0 || currentDelay == 1 / fireRate)) {
|
if (keyDown && (fireRate == 0 || currentDelay >= 1 / fireRate)) {
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Instantiate(projectilePrefab, spawnPosition.position, spawnPosition.rotation);
|
Instantiate(projectilePrefab, spawnPosition.position, spawnPosition.rotation);
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currentDelay = 0;
|
currentDelay = 0;
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}
|
}
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@@ -2,7 +2,7 @@ using UnityEngine;
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|
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public abstract class Weapon : MonoBehaviour
|
public abstract class Weapon : MonoBehaviour
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{
|
{
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public bool isActive { get; private set; } = true;
|
public bool isActive { get; private set; } = false;
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|
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public abstract void Shoot(bool keyDown, bool keyHold);
|
public abstract void Shoot(bool keyDown, bool keyHold);
|
||||||
|
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@@ -8,9 +8,7 @@ public class WeaponController : MonoBehaviour
|
|||||||
|
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||||||
void Start() {
|
void Start() {
|
||||||
weapons = GetComponentsInChildren<Weapon>();
|
weapons = GetComponentsInChildren<Weapon>();
|
||||||
for (int i = 0; i < weapons.Length; ++i) {
|
if (weapons.Length > currentWeapon) weapons[currentWeapon].SetWeaponState(true);
|
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if (i != currentWeapon) weapons[i].SetWeaponState(false);
|
|
||||||
}
|
|
||||||
}
|
}
|
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|
|
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void Update() {
|
void Update() {
|
||||||
Reference in New Issue
Block a user