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+ foreach (BulletType i in Enum.GetValues(typeof(BulletType))) { + if (i == BulletType.None) continue; + inventory[i] = 10; + } } public Dictionary PopEnemies(string sceneName) { @@ -72,6 +76,18 @@ public class GameController : MonoBehaviour Cursor.lockState = locked ? CursorLockMode.Locked : CursorLockMode.None; Cursor.visible = !locked; } + + public int GetBulletCount(BulletType bulletType) { + return inventory[bulletType]; + } + + public bool ConsumeBullet(BulletType bulletType, int n = 1) { + if (inventory[bulletType] >= n) { + inventory[bulletType] -= n; + return true; + } + return false; + } } [Serializable] @@ -79,11 +95,11 @@ public struct LevelInfo { public SceneAsset scene; public int hp; public int maxHp; - public FactoryType factory; + public BulletType factory; public Dictionary enemies; } -public enum FactoryType { +public enum BulletType { None, Rifle, Rocket, diff --git a/Assets/Scripts/Player/Rifle.cs b/Assets/Scripts/Player/Rifle.cs new file mode 100644 index 0000000..bd3196f --- /dev/null +++ b/Assets/Scripts/Player/Rifle.cs @@ -0,0 +1,21 @@ +using UnityEngine; + +public class Rifle : Weapon +{ + public GameObject projectilePrefab; + public Transform spawnPosition; + public float fireRate = 3f; + + [SerializeField] float currentDelay = 0; + + public override void Shoot(bool keyDown, bool keyHold) { + if (keyHold && (fireRate == 0 || currentDelay >= 1 / fireRate) && GameController.i.ConsumeBullet(BulletType.Rifle)) { + Instantiate(projectilePrefab, spawnPosition.position, spawnPosition.rotation); + currentDelay = 0; + } + } + + void Update() { + if (fireRate != 0) currentDelay = Mathf.Clamp(currentDelay += Time.deltaTime, 0, 1 / fireRate); + } +} diff --git a/Assets/Scripts/Player/Rifle.cs.meta b/Assets/Scripts/Player/Rifle.cs.meta new file mode 100644 index 0000000..bb4eece --- /dev/null +++ b/Assets/Scripts/Player/Rifle.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 4cc7bc1baad25a9459ee673b6d502363 \ No newline at end of file diff --git a/Assets/Scripts/Player/WeaponController.cs b/Assets/Scripts/Player/WeaponController.cs index 874f070..1ae598b 100644 --- a/Assets/Scripts/Player/WeaponController.cs +++ b/Assets/Scripts/Player/WeaponController.cs @@ -9,11 +9,12 @@ public class WeaponController : MonoBehaviour void Start() { weapons = GetComponentsInChildren(); - if (weapons.Length > currentWeapon) weapons[currentWeapon].SetWeaponState(true); + for (int i = 0; i < weapons.Length; ++i) weapons[i].SetWeaponState(i == currentWeapon); } void Update() { - ChangeActiveWeapon((currentWeapon + (int)Input.mouseScrollDelta.y) % weapons.Length); + if (weapons.Length == 0) return; + ChangeActiveWeapon((currentWeapon + (int)Input.mouseScrollDelta.y + weapons.Length) % weapons.Length); CheckButtonsForChangeWeapon(); if (Input.GetMouseButton(0) && weapons[currentWeapon].isActive) weapons[currentWeapon].Shoot(Input.GetMouseButtonDown(0), Input.GetMouseButton(0)); } @@ -28,7 +29,7 @@ public class WeaponController : MonoBehaviour void ChangeActiveWeapon(int ind) { if (ind < 0 || ind >= weapons.Length || ind == currentWeapon) return; weapons[currentWeapon].SetWeaponState(false); - weapons[ind].SetWeaponState(false); + weapons[ind].SetWeaponState(true); currentWeapon = ind; } }