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shootableMask = LayerMask.GetMask("Shootable"); @@ -34,7 +36,18 @@ public class PlayerShooting : MonoBehaviour if (Input.GetButton("Fire1") && timer >= timeBetweenBullets && Time.timeScale != 0) { - Shoot(); + switch(diagonalVersion) + { + case 0: + Shoot(); + break; + case 1: + Shoot3Direction(); + break; + case 2: + Shoot5Direction(); + break; + } } if (timer >= timeBetweenBullets * effectsDisplayTime) @@ -48,11 +61,13 @@ public class PlayerShooting : MonoBehaviour public void DisableEffects() { gunLine.enabled = false; + gunLight.enabled = false; } public void Shoot() { + gunLine.positionCount = 2; timer = 0f; gunAudio.Play(); @@ -84,6 +99,86 @@ public class PlayerShooting : MonoBehaviour gunLine.SetPosition(1, shootRay.origin + shootRay.direction * range); } } + + public void Shoot3Direction(){ + Shoot(); + gunLine.positionCount = 6; + + gunLine.SetPosition(2, transform.position); + shootRay.direction = Quaternion.Euler(0,-15,0) * transform.forward; + + if (Physics.Raycast(shootRay, out shootHit, range, shootableMask)) + { + EnemyHealth enemyHealth = shootHit.collider.GetComponent<EnemyHealth>(); + if (enemyHealth != null) + { + enemyHealth.TakeDamage(damagePerShot, shootHit.point); + } + gunLine.SetPosition(3, shootHit.point); + } + else + { + gunLine.SetPosition(3, shootRay.origin + shootRay.direction * range); + } + + gunLine.SetPosition(4, transform.position); + shootRay.direction = Quaternion.Euler(0,15,0) * transform.forward; + + if (Physics.Raycast(shootRay, out shootHit, range, shootableMask)) + { + EnemyHealth enemyHealth = shootHit.collider.GetComponent<EnemyHealth>(); + if (enemyHealth != null) + { + enemyHealth.TakeDamage(damagePerShot, shootHit.point); + } + gunLine.SetPosition(5, shootHit.point); + } + else + { + gunLine.SetPosition(5, shootRay.origin + shootRay.direction * range); + } + + } + + public void Shoot5Direction(){ + Shoot3Direction(); + gunLine.positionCount = 10; + + gunLine.SetPosition(6, transform.position); + shootRay.direction = Quaternion.Euler(0,-30,0) * transform.forward; + + if (Physics.Raycast(shootRay, out shootHit, range, shootableMask)) + { + EnemyHealth enemyHealth = shootHit.collider.GetComponent<EnemyHealth>(); + if (enemyHealth != null) + { + enemyHealth.TakeDamage(damagePerShot, shootHit.point); + } + gunLine.SetPosition(7, shootHit.point); + } + else + { + gunLine.SetPosition(7, shootRay.origin + shootRay.direction * range); + } + + gunLine.SetPosition(8, transform.position); + shootRay.direction = Quaternion.Euler(0,30,0) * transform.forward; + + if (Physics.Raycast(shootRay, out shootHit, range, shootableMask)) + { + EnemyHealth enemyHealth = shootHit.collider.GetComponent<EnemyHealth>(); + if (enemyHealth != null) + { + enemyHealth.TakeDamage(damagePerShot, shootHit.point); + } + gunLine.SetPosition(9, shootHit.point); + } + else + { + gunLine.SetPosition(9, shootRay.origin + shootRay.direction * range); + } + } + public void BoostPower(int amount){ int addedPower = damagePerShot + amount; if (addedPower >= damagePerShotMax){ @@ -92,4 +187,28 @@ public class PlayerShooting : MonoBehaviour damagePerShot = addedPower; } } + + public void upgradeDiagonal(){ + if (diagonalVersion < 2){ + diagonalVersion++; + } + } + + public void upgradeFaster(){ + if (fasterVersion < 3){ + fasterVersion++; + switch(fasterVersion) + { + case 1: + timeBetweenBullets = 0.08f; + break; + case 2: + timeBetweenBullets = 0.05f; + break; + case 3: + timeBetweenBullets = 0.03f; + break; + } + } + } } \ No newline at end of file diff --git a/Assets/Scripts/Player/WeaponUpgradeZen.cs b/Assets/Scripts/Player/WeaponUpgradeZen.cs new file mode 100644 index 0000000000000000000000000000000000000000..14f33cc4854d30fc4ed0f65ba1a6ffaa4b9b74a5 --- /dev/null +++ b/Assets/Scripts/Player/WeaponUpgradeZen.cs @@ -0,0 +1,58 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class WeaponUpgradeZen : MonoBehaviour +{ + public static bool GameIsPaused = false; + public GameObject weaponUpgradePanel; + public GameObject HUDCanvas; + float time; + public float interval = 30f; + int counter = 0; + GameObject player; + + void Start() + { + player = GameObject.FindGameObjectWithTag ("Player"); + InvokeRepeating("Pause", interval, interval); + } + + void Update(){ + if (counter > 4) + CancelInvoke(); + + PlayerHealth playerHealth = player.GetComponent<PlayerHealth>(); + if (playerHealth.currentHealth == 0) + CancelInvoke(); + } + + public void Resume() + { + weaponUpgradePanel.SetActive(false); + HUDCanvas.SetActive(true); + Time.timeScale = 1f; + GameIsPaused = false; + } + + void Pause() + { + counter++; + weaponUpgradePanel.SetActive(true); + GameObject diagonalButton = GameObject.Find("DiagonalButton"); + GameObject gunBarrelEnd = GameObject.Find("GunBarrelEnd"); + PlayerShooting playerShooting = gunBarrelEnd.GetComponent<PlayerShooting>(); + if (diagonalButton!= null && playerShooting.diagonalVersion == 2){ + 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