made it feel like a game <3
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				@ -12,7 +12,7 @@ MonoBehaviour:
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@ -155,6 +155,17 @@ namespace Input
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                    ""action"": ""Shoot"",
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					                    ""action"": ""Shoot"",
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@ -140,6 +140,17 @@
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                    "action": "Shoot",
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					                    "action": "Shoot",
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					                    "path": "<Keyboard>/space",
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					                    "interactions": "",
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					                    "processors": "",
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					                    "groups": "Default",
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					                    "action": "Shoot",
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					                    "isComposite": false,
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@ -12,5 +12,5 @@ MonoBehaviour:
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@ -92,6 +92,7 @@ Material:
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@ -114,6 +115,7 @@ Material:
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					--- !u!114 &1642389398374086642
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@ -9,6 +9,7 @@ public class MovePlayer : MonoBehaviour
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{
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					{
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    [SerializeField] private SerialFloat speed;
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					    [SerializeField] private SerialFloat speed;
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    [SerializeField] private RectOffset extents;
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					    [SerializeField] private RectOffset extents;
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					    [SerializeField] private float lerpAmount = 0.95f;
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    private PlayerInput _input;
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					    private PlayerInput _input;
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@ -18,9 +19,14 @@ public class MovePlayer : MonoBehaviour
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    private Rect _pos;
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					    private Rect _pos;
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					    private float _yPos;
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					    private float _zPos;
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    private void Awake()
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					    private void Awake()
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    {
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					    {
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        _transform = transform;
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					        _transform = transform;
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					        _yPos = _transform.localPosition.y;
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					        _zPos = _transform.localPosition.z;
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    }
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					    }
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    private void OnEnable()
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					    private void OnEnable()
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@ -40,15 +46,16 @@ public class MovePlayer : MonoBehaviour
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    private void Update()
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					    private void Update()
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    {
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					    {
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        _transform.localPosition += (Vector3) _currentInput * speed * Time.deltaTime;
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					        _transform.localPosition += (Vector3) _currentInput * speed * Time.deltaTime;
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        _transform.localPosition = new Vector3(
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					        _transform.localPosition = new Vector3(
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            Mathf.Clamp(_transform.localPosition.x, extents.left, extents.right),
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					            Mathf.Clamp(_transform.localPosition.x, extents.left, extents.right),
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            Mathf.Clamp(_transform.localPosition.y, extents.bottom, extents.top),
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					            _yPos,
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            _transform.localPosition.z);
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					            _zPos);
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    }
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					    }
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    private void DoMove(InputAction.CallbackContext context)
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					    private void DoMove(InputAction.CallbackContext context)
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    {
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					    {
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        var value = context.ReadValue<Vector2>();
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					        var value = context.ReadValue<Vector2>();
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        _currentInput = value;
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					        _currentInput = Vector2.Lerp(_currentInput, value, lerpAmount);
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    }
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					    }
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}
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					}
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										8
									
								
								Assets/Scenes/Chief's Sandbox.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
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@ -11,13 +11,13 @@ using Debug = UnityEngine.Debug;
 | 
				
			|||||||
public class AudioBeatManager : MonoBehaviour, IAudioBeatManager
 | 
					public class AudioBeatManager : MonoBehaviour, IAudioBeatManager
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
    [SerializeField] private float bpm;
 | 
					    [SerializeField] private float bpm;
 | 
				
			||||||
 | 
					    
 | 
				
			||||||
 | 
					    private float _secPerBeat;
 | 
				
			||||||
    public float TimeBetweenBeats => _secPerBeat;
 | 
					    public float TimeBetweenBeats => _secPerBeat;
 | 
				
			||||||
    
 | 
					    
 | 
				
			||||||
    private float _bps;
 | 
					 | 
				
			||||||
    private int _currentBeat = 0;
 | 
					    private int _currentBeat = 0;
 | 
				
			||||||
    private float _timer;
 | 
					    private float _timer;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    private float _secPerBeat;
 | 
					 | 
				
			||||||
    
 | 
					    
 | 
				
			||||||
    [SerializeField] [FormerlySerializedAs("OnBeat")] 
 | 
					    [SerializeField] [FormerlySerializedAs("OnBeat")] 
 | 
				
			||||||
    private IntEvent _onBeat;
 | 
					    private IntEvent _onBeat;
 | 
				
			||||||
@ -34,7 +34,6 @@ public class AudioBeatManager : MonoBehaviour, IAudioBeatManager
 | 
				
			|||||||
    
 | 
					    
 | 
				
			||||||
    private void Awake()
 | 
					    private void Awake()
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        _bps = bpm / 60f;
 | 
					 | 
				
			||||||
        _secPerBeat = 60f / bpm;
 | 
					        _secPerBeat = 60f / bpm;
 | 
				
			||||||
        _timer = 0;
 | 
					        _timer = 0;
 | 
				
			||||||
        RuntimeManager.CoreSystem.getMasterChannelGroup(out _channelGroup);
 | 
					        RuntimeManager.CoreSystem.getMasterChannelGroup(out _channelGroup);
 | 
				
			||||||
 | 
				
			|||||||
@ -33,7 +33,7 @@ namespace Weapons.Editor
 | 
				
			|||||||
            AddRelativeProperty( property, "numToSpawn", space, ref currentPos);
 | 
					            AddRelativeProperty( property, "numToSpawn", space, ref currentPos);
 | 
				
			||||||
            
 | 
					            
 | 
				
			||||||
            AddRelativeProperty( property, "spawnDir", space, ref currentPos);
 | 
					            AddRelativeProperty( property, "spawnDir", space, ref currentPos);
 | 
				
			||||||
            
 | 
					            AddRelativeProperty( property, "spawnPlane", space, ref currentPos);
 | 
				
			||||||
            AddRelativeProperty( property, "surfaceOnly", space, ref currentPos);
 | 
					            AddRelativeProperty( property, "surfaceOnly", space, ref currentPos);
 | 
				
			||||||
            
 | 
					            
 | 
				
			||||||
            AddRelativeProperty(property, "offset", space, ref currentPos);
 | 
					            AddRelativeProperty(property, "offset", space, ref currentPos);
 | 
				
			||||||
@ -61,6 +61,7 @@ namespace Weapons.Editor
 | 
				
			|||||||
                AddRelativeProperty(property, "numSides", space, ref currentPos);
 | 
					                AddRelativeProperty(property, "numSides", space, ref currentPos);
 | 
				
			||||||
                AddRelativeProperty(property, "numPerSide", space, ref currentPos);
 | 
					                AddRelativeProperty(property, "numPerSide", space, ref currentPos);
 | 
				
			||||||
                AddRelativeProperty( property, "radius", space, ref currentPos);
 | 
					                AddRelativeProperty( property, "radius", space, ref currentPos);
 | 
				
			||||||
 | 
					                AddRelativeProperty(property, "flipVertical", space, ref currentPos);
 | 
				
			||||||
            }
 | 
					            }
 | 
				
			||||||
            
 | 
					            
 | 
				
			||||||
            EditorGUI.indentLevel--;
 | 
					            EditorGUI.indentLevel--;
 | 
				
			||||||
 | 
				
			|||||||
@ -17,7 +17,9 @@ public class EnemyAppearBehaviour : BaseBulletBehaviour
 | 
				
			|||||||
        bullet.localScale = Vector3.zero;
 | 
					        bullet.localScale = Vector3.zero;
 | 
				
			||||||
        bullet.localPosition = new Vector3(pos.x, pos.y, zPos);
 | 
					        bullet.localPosition = new Vector3(pos.x, pos.y, zPos);
 | 
				
			||||||
        DOTween.Sequence()
 | 
					        DOTween.Sequence()
 | 
				
			||||||
            .Append(bullet.DOMove(pos, moveInDuration).SetEase(Ease.OutQuint))
 | 
					            //.Append(bullet.DOMove(pos, moveInDuration).SetEase(Ease.OutQuint))
 | 
				
			||||||
 | 
					            .Insert(scaleUpDelay, bullet.DORotate(new Vector3(0,0,45), moveInDuration/2f))
 | 
				
			||||||
 | 
					            .Insert(scaleUpDelay + moveInDuration/2f, bullet.DORotate(Vector3.zero, moveInDuration/2f))
 | 
				
			||||||
            .Insert(scaleUpDelay, bullet.DOScale(Vector3.one * size, scaleUpDuration).SetEase(Ease.OutQuint));
 | 
					            .Insert(scaleUpDelay, bullet.DOScale(Vector3.one * size, scaleUpDuration).SetEase(Ease.OutQuint));
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
							
								
								
									
										30
									
								
								Assets/Scripts/HitStopOnDie.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										30
									
								
								Assets/Scripts/HitStopOnDie.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,30 @@
 | 
				
			|||||||
 | 
					using System;
 | 
				
			||||||
 | 
					using System.Collections;
 | 
				
			||||||
 | 
					using System.Collections.Generic;
 | 
				
			||||||
 | 
					using UnityEngine;
 | 
				
			||||||
 | 
					using Utils;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					public class HitStopOnDie : MonoBehaviour
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    [SerializeField] private float lengthInSeconds = 0.1f;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private WaitForSecondsRealtime wait;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private void Awake()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        wait = new WaitForSecondsRealtime(lengthInSeconds);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public void OnDie()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        Wait().Run();
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private IEnumerator Wait()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        //Time.timeScale = 0;
 | 
				
			||||||
 | 
					        yield return wait;
 | 
				
			||||||
 | 
					        Time.timeScale = 1;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										11
									
								
								Assets/Scripts/HitStopOnDie.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								Assets/Scripts/HitStopOnDie.cs.meta
									
									
									
									
									
										Normal file
									
								
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					  executionOrder: 0
 | 
				
			||||||
 | 
					  icon: {instanceID: 0}
 | 
				
			||||||
 | 
					  userData: 
 | 
				
			||||||
 | 
					  assetBundleName: 
 | 
				
			||||||
 | 
					  assetBundleVariant: 
 | 
				
			||||||
@ -9,34 +9,18 @@ public class LoseLife : MonoBehaviour
 | 
				
			|||||||
{
 | 
					{
 | 
				
			||||||
    [SerializeField] private Renderer[] healthMarkers;
 | 
					    [SerializeField] private Renderer[] healthMarkers;
 | 
				
			||||||
    [SerializeField] private Renderer polygon;
 | 
					    [SerializeField] private Renderer polygon;
 | 
				
			||||||
    [SerializeField] private WeaponHandler weapon;
 | 
					 | 
				
			||||||
    private Color[] _markerColors;
 | 
					 | 
				
			||||||
    
 | 
					    
 | 
				
			||||||
    private EntityHealth _health;
 | 
					    private EntityHealth _health;
 | 
				
			||||||
    private Color _polygonColor;
 | 
					 | 
				
			||||||
    private Color _polygonColorClear;
 | 
					 | 
				
			||||||
    
 | 
					    
 | 
				
			||||||
    private void Awake()
 | 
					    private void Awake()
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        _health = GetComponent<EntityHealth>();
 | 
					        _health = GetComponent<EntityHealth>();
 | 
				
			||||||
        _polygonColor = polygon.material.color;
 | 
					 | 
				
			||||||
        _polygonColorClear = _polygonColor;
 | 
					 | 
				
			||||||
        _polygonColorClear.a = 0;
 | 
					 | 
				
			||||||
        
 | 
					 | 
				
			||||||
        _markerColors = new Color[healthMarkers.Length];
 | 
					 | 
				
			||||||
        for (int i = 0; i < healthMarkers.Length; i++)
 | 
					 | 
				
			||||||
        {
 | 
					 | 
				
			||||||
            _markerColors[i] = healthMarkers[i].material.color;
 | 
					 | 
				
			||||||
            _markerColors[i].a = 0;
 | 
					 | 
				
			||||||
        }
 | 
					 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    public void LifeLost(int livesLeft)
 | 
					    public void LifeLost(int livesLeft)
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        healthMarkers[livesLeft].transform.DOScale(Vector3.one * 5f,  1f).SetEase(Ease.InQuint).SetUpdate(true);
 | 
					        healthMarkers[livesLeft].transform.DOScale(Vector3.zero,  1f).SetEase(Ease.InBack).SetUpdate(true);
 | 
				
			||||||
        healthMarkers[livesLeft].material.DOColor(_markerColors[livesLeft], 1f).SetDelay(0.25f).SetUpdate(true);
 | 
					 | 
				
			||||||
        _health.enabled = false;
 | 
					        _health.enabled = false;
 | 
				
			||||||
        weapon.enabled = false;
 | 
					 | 
				
			||||||
        var timeVal = Time.timeScale;
 | 
					        var timeVal = Time.timeScale;
 | 
				
			||||||
        Time.timeScale = 0;
 | 
					        Time.timeScale = 0;
 | 
				
			||||||
        WaitUtils.Wait(0.1f,  false, () => Time.timeScale = timeVal);
 | 
					        WaitUtils.Wait(0.1f,  false, () => Time.timeScale = timeVal);
 | 
				
			||||||
@ -44,13 +28,12 @@ public class LoseLife : MonoBehaviour
 | 
				
			|||||||
        var sequence = DOTween.Sequence();
 | 
					        var sequence = DOTween.Sequence();
 | 
				
			||||||
        for (int i = 0; i < 5; i++)
 | 
					        for (int i = 0; i < 5; i++)
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            sequence.Append(polygon.material.DOColor(_polygonColorClear, 0.2f).SetUpdate(true));
 | 
					            sequence.Append(polygon.material.DOFloat(1,"_FlashAmount", 0.2f).SetUpdate(true));
 | 
				
			||||||
            sequence.Append(polygon.material.DOColor(_polygonColor, 0.2f).SetUpdate(true));
 | 
					            sequence.Append(polygon.material.DOFloat(0,"_FlashAmount", 0.2f).SetUpdate(true));
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        sequence.Play().OnComplete(() =>
 | 
					        sequence.Play().OnComplete(() =>
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            weapon.enabled = true;
 | 
					 | 
				
			||||||
            _health.enabled = true;
 | 
					            _health.enabled = true;
 | 
				
			||||||
        });
 | 
					        });
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
				
			|||||||
@ -9,15 +9,18 @@ using Random = UnityEngine.Random;
 | 
				
			|||||||
namespace Weapons.Spawning
 | 
					namespace Weapons.Spawning
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
    public enum SpawnType { Circle, Square, Polygon, Composite }
 | 
					    public enum SpawnType { Circle, Square, Polygon, Composite }
 | 
				
			||||||
 | 
					    public enum SpawnPlane { XY, XZ }
 | 
				
			||||||
    public enum SpawnDir { None, Randomised, Spherised, Directional}
 | 
					    public enum SpawnDir { None, Randomised, Spherised, Directional}
 | 
				
			||||||
 | 
					    
 | 
				
			||||||
    [Serializable]
 | 
					    [Serializable]
 | 
				
			||||||
    public struct SpawnZone
 | 
					    public struct SpawnZone
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        [SerializeField] private int numToSpawn;
 | 
					        [SerializeField] private int numToSpawn;
 | 
				
			||||||
        [SerializeField] private Vector2 offset;
 | 
					        [SerializeField] private Vector3 offset;
 | 
				
			||||||
        
 | 
					        
 | 
				
			||||||
        [SerializeField] private SpawnType spawnType;
 | 
					        [SerializeField] private SpawnType spawnType;
 | 
				
			||||||
        [SerializeField] private SpawnDir spawnDir;
 | 
					        [SerializeField] private SpawnDir spawnDir;
 | 
				
			||||||
 | 
					        [SerializeField] private SpawnPlane spawnPlane;
 | 
				
			||||||
        
 | 
					        
 | 
				
			||||||
        [SerializeField] private float width;
 | 
					        [SerializeField] private float width;
 | 
				
			||||||
        [SerializeField] private float height;
 | 
					        [SerializeField] private float height;
 | 
				
			||||||
@ -27,6 +30,7 @@ namespace Weapons.Spawning
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
        [SerializeField] private int numSides;
 | 
					        [SerializeField] private int numSides;
 | 
				
			||||||
        [SerializeField] private int numPerSide;
 | 
					        [SerializeField] private int numPerSide;
 | 
				
			||||||
 | 
					        [SerializeField] private bool flipVertical;
 | 
				
			||||||
        
 | 
					        
 | 
				
			||||||
        [SerializeField] private float radius;
 | 
					        [SerializeField] private float radius;
 | 
				
			||||||
        [SerializeField, Range(0, 360)] private float arc;
 | 
					        [SerializeField, Range(0, 360)] private float arc;
 | 
				
			||||||
@ -37,7 +41,7 @@ namespace Weapons.Spawning
 | 
				
			|||||||
        
 | 
					        
 | 
				
			||||||
        public int NumToSpawn => numToSpawn;
 | 
					        public int NumToSpawn => numToSpawn;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        public void GetPoint(Transform transform, Action<Vector2, Vector2> onGetPoint)
 | 
					        public void GetPoint(Transform transform, Action<Vector3, Vector3> onGetPoint)
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            switch (spawnType)
 | 
					            switch (spawnType)
 | 
				
			||||||
            {
 | 
					            {
 | 
				
			||||||
@ -58,7 +62,7 @@ namespace Weapons.Spawning
 | 
				
			|||||||
            }
 | 
					            }
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        private void SpawnPoly(Transform transform, Action<Vector2, Vector2> onGetPoint)
 | 
					        private void SpawnPoly(Transform transform, Action<Vector3, Vector3> onGetPoint)
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            var points = new Vector2[numSides];
 | 
					            var points = new Vector2[numSides];
 | 
				
			||||||
            for (int i = 0; i < numSides; i++)
 | 
					            for (int i = 0; i < numSides; i++)
 | 
				
			||||||
@ -81,10 +85,20 @@ namespace Weapons.Spawning
 | 
				
			|||||||
                {
 | 
					                {
 | 
				
			||||||
                    var t = j / (float) numPerSide;
 | 
					                    var t = j / (float) numPerSide;
 | 
				
			||||||
                    t += (1f / numPerSide)/2f;
 | 
					                    t += (1f / numPerSide)/2f;
 | 
				
			||||||
                    var point = Vector2.Lerp(points[i], points[next], t);
 | 
					                    var point = Vector3.Lerp(points[i], points[next], t);
 | 
				
			||||||
 | 
					                    if (flipVertical)
 | 
				
			||||||
 | 
					                        point.y = 1 - point.y;
 | 
				
			||||||
 | 
					                    
 | 
				
			||||||
                    point *= radius;
 | 
					                    point *= radius;
 | 
				
			||||||
                    
 | 
					                    
 | 
				
			||||||
                    var dir = Vector2.up;
 | 
					                    if (spawnPlane == SpawnPlane.XZ)
 | 
				
			||||||
 | 
					                    {
 | 
				
			||||||
 | 
					                        point.z = point.y;
 | 
				
			||||||
 | 
					                        point.y = 0;
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					                    
 | 
				
			||||||
 | 
					                    var dir = Vector3.up;
 | 
				
			||||||
 | 
					                    
 | 
				
			||||||
                    if (spawnDir == SpawnDir.Directional)
 | 
					                    if (spawnDir == SpawnDir.Directional)
 | 
				
			||||||
                        dir = direction;
 | 
					                        dir = direction;
 | 
				
			||||||
                    else if (spawnDir == SpawnDir.Spherised)
 | 
					                    else if (spawnDir == SpawnDir.Spherised)
 | 
				
			||||||
@ -92,12 +106,17 @@ namespace Weapons.Spawning
 | 
				
			|||||||
                    else if (spawnDir == SpawnDir.Randomised)
 | 
					                    else if (spawnDir == SpawnDir.Randomised)
 | 
				
			||||||
                        dir = Random.insideUnitCircle.normalized;
 | 
					                        dir = Random.insideUnitCircle.normalized;
 | 
				
			||||||
                    
 | 
					                    
 | 
				
			||||||
 | 
					                    if (!surfaceOnly)
 | 
				
			||||||
 | 
					                        point = Vector2.Lerp(point, Vector3.zero, Random.Range(0, 1f));
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
                    onGetPoint?.Invoke(point, dir);
 | 
					                    onGetPoint?.Invoke(point, dir);
 | 
				
			||||||
                }
 | 
					                }
 | 
				
			||||||
            }
 | 
					            }
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        private void SpawnComposite(Transform transform, Action<Vector2, Vector2> onGetPoint)
 | 
					        private void SpawnComposite(Transform transform, Action<Vector3, Vector3> onGetPoint)
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            for (int i = 0; i < numToSpawn; i++)
 | 
					            for (int i = 0; i < numToSpawn; i++)
 | 
				
			||||||
            {
 | 
					            {
 | 
				
			||||||
@ -105,13 +124,14 @@ namespace Weapons.Spawning
 | 
				
			|||||||
            }
 | 
					            }
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
        
 | 
					        
 | 
				
			||||||
        private void SpawnCircle(Transform transform, Action<Vector2, Vector2> onGetPoint)
 | 
					        private void SpawnCircle(Transform transform, Action<Vector3, Vector3> onGetPoint)
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            Assert.IsNotNull(onGetPoint);
 | 
					            Assert.IsNotNull(onGetPoint);
 | 
				
			||||||
            
 | 
					            
 | 
				
			||||||
            for (int i = 0; i < numToSpawn; i++)
 | 
					            for (int i = 0; i < numToSpawn; i++)
 | 
				
			||||||
            {
 | 
					            {
 | 
				
			||||||
                Vector2 point;
 | 
					                var point = Vector3.zero;
 | 
				
			||||||
 | 
					                
 | 
				
			||||||
                if (!evenDistribution)
 | 
					                if (!evenDistribution)
 | 
				
			||||||
                {
 | 
					                {
 | 
				
			||||||
                    var angle = (Random.Range(-arc / 2f, arc / 2f) + 90 - transform.eulerAngles.y) * Mathf.Deg2Rad;
 | 
					                    var angle = (Random.Range(-arc / 2f, arc / 2f) + 90 - transform.eulerAngles.y) * Mathf.Deg2Rad;
 | 
				
			||||||
@ -135,8 +155,13 @@ namespace Weapons.Spawning
 | 
				
			|||||||
                    
 | 
					                    
 | 
				
			||||||
                }
 | 
					                }
 | 
				
			||||||
                
 | 
					                
 | 
				
			||||||
 | 
					                if (spawnPlane == SpawnPlane.XZ)
 | 
				
			||||||
 | 
					                {
 | 
				
			||||||
 | 
					                    point.z = point.y;
 | 
				
			||||||
 | 
					                    point.y = 0;
 | 
				
			||||||
 | 
					                }
 | 
				
			||||||
                
 | 
					                
 | 
				
			||||||
                var dir = Vector2.up;
 | 
					                var dir = Vector3.up;
 | 
				
			||||||
                if (spawnDir == SpawnDir.Spherised || spawnDir == SpawnDir.Directional)
 | 
					                if (spawnDir == SpawnDir.Spherised || spawnDir == SpawnDir.Directional)
 | 
				
			||||||
                    dir = point.normalized;
 | 
					                    dir = point.normalized;
 | 
				
			||||||
                else if (spawnDir == SpawnDir.Randomised)
 | 
					                else if (spawnDir == SpawnDir.Randomised)
 | 
				
			||||||
@ -147,13 +172,13 @@ namespace Weapons.Spawning
 | 
				
			|||||||
            }
 | 
					            }
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
        
 | 
					        
 | 
				
			||||||
        private void SpawnSquare(Transform transform, Action<Vector2, Vector2> onGetPoint)
 | 
					        private void SpawnSquare(Transform transform, Action<Vector3, Vector3> onGetPoint)
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            Assert.IsNotNull(onGetPoint);
 | 
					            Assert.IsNotNull(onGetPoint);
 | 
				
			||||||
            
 | 
					            
 | 
				
			||||||
            for (int i = 0; i < numToSpawn; i++)
 | 
					            for (int i = 0; i < numToSpawn; i++)
 | 
				
			||||||
            {
 | 
					            {
 | 
				
			||||||
                var point = new Vector2
 | 
					                var point = new Vector3
 | 
				
			||||||
                {
 | 
					                {
 | 
				
			||||||
                    x = Random.Range(-.5f, .5f),
 | 
					                    x = Random.Range(-.5f, .5f),
 | 
				
			||||||
                    y = Random.Range(-.5f, .5f)
 | 
					                    y = Random.Range(-.5f, .5f)
 | 
				
			||||||
@ -168,14 +193,18 @@ namespace Weapons.Spawning
 | 
				
			|||||||
                point.x *= width;
 | 
					                point.x *= width;
 | 
				
			||||||
                point.y *= height;
 | 
					                point.y *= height;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                if (spawnPlane == SpawnPlane.XZ)
 | 
				
			||||||
 | 
					                {
 | 
				
			||||||
 | 
					                    point.z = point.y;
 | 
				
			||||||
 | 
					                    point.y = 0;
 | 
				
			||||||
 | 
					                }
 | 
				
			||||||
                
 | 
					                
 | 
				
			||||||
                var dir = Vector2.up;
 | 
					                var dir = Vector3.up;
 | 
				
			||||||
                if (spawnDir == SpawnDir.Spherised || spawnDir == SpawnDir.Directional)
 | 
					                if (spawnDir == SpawnDir.Spherised || spawnDir == SpawnDir.Directional)
 | 
				
			||||||
                    dir = point.normalized;
 | 
					                    dir = point.normalized;
 | 
				
			||||||
                else if (spawnDir == SpawnDir.Randomised)
 | 
					                else if (spawnDir == SpawnDir.Randomised)
 | 
				
			||||||
                    dir = Random.insideUnitCircle.normalized;
 | 
					                    dir = Random.insideUnitCircle.normalized;
 | 
				
			||||||
                
 | 
					                
 | 
				
			||||||
                
 | 
					 | 
				
			||||||
                onGetPoint(point + offset, dir);
 | 
					                onGetPoint(point + offset, dir);
 | 
				
			||||||
            }
 | 
					            }
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
@ -212,9 +241,9 @@ namespace Weapons.Spawning
 | 
				
			|||||||
            Gizmos.color = color;
 | 
					            Gizmos.color = color;
 | 
				
			||||||
            SpawnCircle(transform, (point, dir) =>
 | 
					            SpawnCircle(transform, (point, dir) =>
 | 
				
			||||||
            {
 | 
					            {
 | 
				
			||||||
                Gizmos.DrawSphere(new Vector3(point.x, 0, point.y), 0.25f);
 | 
					                Gizmos.DrawSphere( transform.position + point, 0.25f);
 | 
				
			||||||
                if (color.a > 0.5f)
 | 
					                if (color.a > 0.5f)
 | 
				
			||||||
                    Gizmos.DrawRay(new Vector3(point.x, 0, point.y), new Vector3(dir.x, 0, dir.y));
 | 
					                    Gizmos.DrawRay( transform.position + point, new Vector3(dir.x, 0, dir.y));
 | 
				
			||||||
            });
 | 
					            });
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@ -223,9 +252,9 @@ namespace Weapons.Spawning
 | 
				
			|||||||
            Gizmos.color = color;
 | 
					            Gizmos.color = color;
 | 
				
			||||||
            SpawnPoly(transform, (point, dir) =>
 | 
					            SpawnPoly(transform, (point, dir) =>
 | 
				
			||||||
            {
 | 
					            {
 | 
				
			||||||
                Gizmos.DrawSphere(transform.position + new Vector3(point.x, 0, point.y), 0.25f);
 | 
					                Gizmos.DrawSphere(transform.position + point, 0.25f);
 | 
				
			||||||
                if (color.a > 0.5f)
 | 
					                if (color.a > 0.5f)
 | 
				
			||||||
                    Gizmos.DrawRay(transform.position + new Vector3(point.x, 0, point.y), new Vector3(dir.x, 0, dir.y));
 | 
					                    Gizmos.DrawRay(transform.position + point, new Vector3(dir.x, 0, dir.y));
 | 
				
			||||||
            });
 | 
					            });
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
        
 | 
					        
 | 
				
			||||||
@ -234,9 +263,9 @@ namespace Weapons.Spawning
 | 
				
			|||||||
            Gizmos.color = color;
 | 
					            Gizmos.color = color;
 | 
				
			||||||
            SpawnSquare(transform, (point, dir) =>
 | 
					            SpawnSquare(transform, (point, dir) =>
 | 
				
			||||||
            {
 | 
					            {
 | 
				
			||||||
                Gizmos.DrawSphere(new Vector3(point.x, 0, point.y), 0.25f);
 | 
					                Gizmos.DrawSphere(transform.position + point, 0.25f);
 | 
				
			||||||
                if (color.a > 0.5f)
 | 
					                if (color.a > 0.5f)
 | 
				
			||||||
                    Gizmos.DrawRay(new Vector3(point.x, 0, point.y), new Vector3(dir.x, 0, dir.y));
 | 
					                    Gizmos.DrawRay(transform.position + point, new Vector3(dir.x, 0, dir.y));
 | 
				
			||||||
            });
 | 
					            });
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
				
			|||||||
@ -60,9 +60,14 @@ public class TargetLockOn : MonoBehaviour
 | 
				
			|||||||
        for (int i = 0; i < numHits; i++)
 | 
					        for (int i = 0; i < numHits; i++)
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            if (_targets.Contains(_colliders[i].transform)) continue;
 | 
					            if (_targets.Contains(_colliders[i].transform)) continue;
 | 
				
			||||||
 | 
					            if (_targets.Count < maxTargets)
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
                _targets.Add(_colliders[i].transform);
 | 
					                _targets.Add(_colliders[i].transform);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
                OnTargetFound?.Invoke(_colliders[i].transform);
 | 
					                OnTargetFound?.Invoke(_colliders[i].transform);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
            if (_targets.Count >= maxTargets)
 | 
					            if (_targets.Count >= maxTargets)
 | 
				
			||||||
                break;
 | 
					                break;
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
 | 
				
			|||||||
@ -35,6 +35,7 @@ public class Weapon : ScriptableObject
 | 
				
			|||||||
    private struct Bullet
 | 
					    private struct Bullet
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        public Vector3 Direction;
 | 
					        public Vector3 Direction;
 | 
				
			||||||
 | 
					        public Vector3 PrevPos;
 | 
				
			||||||
        public float Speed;
 | 
					        public float Speed;
 | 
				
			||||||
        public float Lifetime;
 | 
					        public float Lifetime;
 | 
				
			||||||
        public bool IsAlive;
 | 
					        public bool IsAlive;
 | 
				
			||||||
@ -53,7 +54,6 @@ public class Weapon : ScriptableObject
 | 
				
			|||||||
    [SerializeField] private SpawnZone zone;
 | 
					    [SerializeField] private SpawnZone zone;
 | 
				
			||||||
    [SerializeField] private bool manualFire;
 | 
					    [SerializeField] private bool manualFire;
 | 
				
			||||||
    [SerializeField] private BaseBulletBehaviour behaviour;
 | 
					    [SerializeField] private BaseBulletBehaviour behaviour;
 | 
				
			||||||
    [SerializeField] private bool useDeltaTime;
 | 
					 | 
				
			||||||
    
 | 
					    
 | 
				
			||||||
    private List<Bullet> _bullets;
 | 
					    private List<Bullet> _bullets;
 | 
				
			||||||
    private List<Transform> _bulletTransforms;
 | 
					    private List<Transform> _bulletTransforms;
 | 
				
			||||||
@ -75,13 +75,20 @@ public class Weapon : ScriptableObject
 | 
				
			|||||||
        _job = new BulletMoveJob();
 | 
					        _job = new BulletMoveJob();
 | 
				
			||||||
        _bullets = new List<Bullet>();
 | 
					        _bullets = new List<Bullet>();
 | 
				
			||||||
        _bulletTransforms = new List<Transform>();
 | 
					        _bulletTransforms = new List<Transform>();
 | 
				
			||||||
        _currentCooldown = fireRate * Time.deltaTime;
 | 
					        _currentCooldown = fireRate;
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    public void Update()
 | 
					    public void Update()
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        _currentCooldown += Time.deltaTime;
 | 
					        _currentCooldown += Time.deltaTime;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        for (int i = 0; i < _bulletTransforms.Count; i++)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            _currentBullet = _bullets[i];
 | 
				
			||||||
 | 
					            _currentBullet.PrevPos = _bulletTransforms[i].position;
 | 
				
			||||||
 | 
					            _bullets[i] = _currentBullet;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        
 | 
				
			||||||
        _job.DeltaTime = Time.deltaTime;
 | 
					        _job.DeltaTime = Time.deltaTime;
 | 
				
			||||||
        _job.Bullets = _bullets.ToNativeArray(Allocator.Persistent);
 | 
					        _job.Bullets = _bullets.ToNativeArray(Allocator.Persistent);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@ -101,9 +108,11 @@ public class Weapon : ScriptableObject
 | 
				
			|||||||
            _currentBullet.Lifetime -= Time.deltaTime;
 | 
					            _currentBullet.Lifetime -= Time.deltaTime;
 | 
				
			||||||
            if (_currentBullet.Lifetime <= 0)
 | 
					            if (_currentBullet.Lifetime <= 0)
 | 
				
			||||||
                _currentBullet.IsAlive = false;
 | 
					                _currentBullet.IsAlive = false;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            
 | 
				
			||||||
            _bullets[i] = _currentBullet;
 | 
					            _bullets[i] = _currentBullet;
 | 
				
			||||||
            
 | 
					            
 | 
				
			||||||
            if (_bullets[i].IsAlive) continue;
 | 
					            if (_bullets[i].IsAlive && _bulletTransforms[i].gameObject.activeSelf) continue;
 | 
				
			||||||
            
 | 
					            
 | 
				
			||||||
            _bulletTransforms[i].gameObject.SetActive(false);
 | 
					            _bulletTransforms[i].gameObject.SetActive(false);
 | 
				
			||||||
            _pool.ReturnObject(_bulletTransforms[i], _bullets[i].Idx);
 | 
					            _pool.ReturnObject(_bulletTransforms[i], _bullets[i].Idx);
 | 
				
			||||||
@ -124,7 +133,7 @@ public class Weapon : ScriptableObject
 | 
				
			|||||||
            if (!_currentTransform.gameObject.activeSelf || !_currentBullet.IsAlive) continue;
 | 
					            if (!_currentTransform.gameObject.activeSelf || !_currentBullet.IsAlive) continue;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
            // if it has hit something
 | 
					            // if it has hit something
 | 
				
			||||||
            if (CheckCollision(_currentTransform, _currentTransform.localScale.x, out var numHits))
 | 
					            if (CheckCollision(_currentTransform, _currentBullet.PrevPos, _currentTransform.localScale.x, out var numHits))
 | 
				
			||||||
            {
 | 
					            {
 | 
				
			||||||
                // send the event
 | 
					                // send the event
 | 
				
			||||||
                BulletCollision?.Invoke(_currentTransform.position);
 | 
					                BulletCollision?.Invoke(_currentTransform.position);
 | 
				
			||||||
@ -138,6 +147,10 @@ public class Weapon : ScriptableObject
 | 
				
			|||||||
                
 | 
					                
 | 
				
			||||||
                // deactivate the bullet
 | 
					                // deactivate the bullet
 | 
				
			||||||
                _currentBullet.IsAlive = false;
 | 
					                _currentBullet.IsAlive = false;
 | 
				
			||||||
 | 
					                _currentTransform.gameObject.SetActive(false);
 | 
				
			||||||
 | 
					                _pool.ReturnObject(_currentTransform, _currentBullet.Idx);
 | 
				
			||||||
 | 
					                _bullets.RemoveAt(i);
 | 
				
			||||||
 | 
					                _bulletTransforms.RemoveAt(i);
 | 
				
			||||||
            }
 | 
					            }
 | 
				
			||||||
            
 | 
					            
 | 
				
			||||||
            // apply the changes we made
 | 
					            // apply the changes we made
 | 
				
			||||||
@ -145,7 +158,7 @@ public class Weapon : ScriptableObject
 | 
				
			|||||||
        }
 | 
					        }
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    private bool CheckCollision(Transform instance, float size, out int numHits)
 | 
					    private bool CheckCollision(Transform instance, Vector3 prevPos, float size, out int numHits)
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        numHits = 0;
 | 
					        numHits = 0;
 | 
				
			||||||
        
 | 
					        
 | 
				
			||||||
@ -153,7 +166,7 @@ public class Weapon : ScriptableObject
 | 
				
			|||||||
        if (!instance.gameObject.activeSelf) return false;
 | 
					        if (!instance.gameObject.activeSelf) return false;
 | 
				
			||||||
        
 | 
					        
 | 
				
			||||||
        // use the non allocating version so we don't have to allocate memory for every bullet
 | 
					        // use the non allocating version so we don't have to allocate memory for every bullet
 | 
				
			||||||
        numHits = Physics.OverlapSphereNonAlloc(instance.position, size/2f, _results, collidesWith, QueryTriggerInteraction.Collide);
 | 
					        numHits = Physics.OverlapCapsuleNonAlloc(prevPos, instance.position, size/2f, _results, collidesWith, QueryTriggerInteraction.Collide);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        return numHits > 0;
 | 
					        return numHits > 0;
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
@ -165,7 +178,7 @@ public class Weapon : ScriptableObject
 | 
				
			|||||||
        
 | 
					        
 | 
				
			||||||
        if (!manualFire)
 | 
					        if (!manualFire)
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            if (_currentCooldown > fireRate * (useDeltaTime ? Time.deltaTime : 1)) return false;
 | 
					            if (_currentCooldown < fireRate) return false;
 | 
				
			||||||
            _currentCooldown = 0;
 | 
					            _currentCooldown = 0;
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
        
 | 
					        
 | 
				
			||||||
@ -192,12 +205,11 @@ public class Weapon : ScriptableObject
 | 
				
			|||||||
            // enable the bullet
 | 
					            // enable the bullet
 | 
				
			||||||
            bullet.gameObject.SetActive(true);
 | 
					            bullet.gameObject.SetActive(true);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
            var newPos = new Vector3(point.x, point.y);
 | 
					            var newPos = point;
 | 
				
			||||||
            newPos = Vector3.Lerp(newPos, Vector3.zero, Random.Range(0, 1f));
 | 
					 | 
				
			||||||
            bullet.position = transform.position + newPos;
 | 
					            bullet.position = transform.position + newPos;
 | 
				
			||||||
            
 | 
					            
 | 
				
			||||||
            // point the bullet in the right direction
 | 
					            // point the bullet in the right direction
 | 
				
			||||||
            bullet.forward = new Vector3(dir.x, dir.y);
 | 
					            bullet.forward = dir;
 | 
				
			||||||
            bullet.transform.localScale = Vector3.one * bulletSize.EvaluateMinMaxCurve();
 | 
					            bullet.transform.localScale = Vector3.one * bulletSize.EvaluateMinMaxCurve();
 | 
				
			||||||
            behaviour.DoBehaviour(bullet, bulletSize.EvaluateMinMaxCurve(), bullet.position);
 | 
					            behaviour.DoBehaviour(bullet, bulletSize.EvaluateMinMaxCurve(), bullet.position);
 | 
				
			||||||
            if (zone.SpawnDir != SpawnDir.Spherised)
 | 
					            if (zone.SpawnDir != SpawnDir.Spherised)
 | 
				
			||||||
@ -214,6 +226,7 @@ public class Weapon : ScriptableObject
 | 
				
			|||||||
            _bullets.Add(new Bullet
 | 
					            _bullets.Add(new Bullet
 | 
				
			||||||
            {
 | 
					            {
 | 
				
			||||||
                Direction = bullet.forward,
 | 
					                Direction = bullet.forward,
 | 
				
			||||||
 | 
					                PrevPos = bullet.position,
 | 
				
			||||||
                IsAlive = true,
 | 
					                IsAlive = true,
 | 
				
			||||||
                Speed = bulletSpeed.EvaluateMinMaxCurve(),
 | 
					                Speed = bulletSpeed.EvaluateMinMaxCurve(),
 | 
				
			||||||
                Lifetime = bulletLifetime.EvaluateMinMaxCurve(),
 | 
					                Lifetime = bulletLifetime.EvaluateMinMaxCurve(),
 | 
				
			||||||
@ -232,10 +245,16 @@ public class Weapon : ScriptableObject
 | 
				
			|||||||
        color.a = Selection.activeObject == this ? 1 : 0.05f;
 | 
					        color.a = Selection.activeObject == this ? 1 : 0.05f;
 | 
				
			||||||
       zone.DrawGizmos(color, transform);
 | 
					       zone.DrawGizmos(color, transform);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					       Gizmos.color = Color.white;
 | 
				
			||||||
       if (_bullets == null) return;
 | 
					       if (_bullets == null) return;
 | 
				
			||||||
       foreach (var b in _bulletTransforms.Where(b => b != null))
 | 
					       for (int i = 0; i < _bulletTransforms.Count; i++)
 | 
				
			||||||
       {
 | 
					       {
 | 
				
			||||||
           Gizmos.DrawWireSphere(b.position, b.localScale.x/2f * bulletSize.EvaluateMinMaxCurve());
 | 
					           var b = _bulletTransforms[i];
 | 
				
			||||||
 | 
					           if (b == null) continue;
 | 
				
			||||||
 | 
					           Gizmos.DrawSphere(b.position, b.localScale.x/2f * bulletSize.EvaluateMinMaxCurve());
 | 
				
			||||||
 | 
					           Gizmos.DrawSphere(_bullets[i].PrevPos, b.localScale.x/2f * bulletSize.EvaluateMinMaxCurve());
 | 
				
			||||||
 | 
					           Gizmos.DrawLine(b.position, _bullets[i].PrevPos);
 | 
				
			||||||
 | 
					           
 | 
				
			||||||
       }
 | 
					       }
 | 
				
			||||||
       #endif
 | 
					       #endif
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
				
			|||||||
@ -12,6 +12,7 @@ public class WeaponHandler : MonoBehaviour
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
    [SerializeField] private UnityEvent OnFire;
 | 
					    [SerializeField] private UnityEvent OnFire;
 | 
				
			||||||
    [SerializeField] private Vector3Event OnBulletCollide;
 | 
					    [SerializeField] private Vector3Event OnBulletCollide;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    private bool _canShoot = false;
 | 
					    private bool _canShoot = false;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    private void Awake()
 | 
					    private void Awake()
 | 
				
			||||||
 | 
				
			|||||||
@ -7,9 +7,10 @@ Shader "custom/ship"
 | 
				
			|||||||
    { 
 | 
					    { 
 | 
				
			||||||
        [HDR] _Color1("Color 1", Color) = (1,1,1,1)
 | 
					        [HDR] _Color1("Color 1", Color) = (1,1,1,1)
 | 
				
			||||||
        [HDR] _Color2("Color 2", Color) = (1,1,1,1)
 | 
					        [HDR] _Color2("Color 2", Color) = (1,1,1,1)
 | 
				
			||||||
 | 
					        [HDR] _FlashColor("Flash Color", Color) = (1.1,1.1,1.1,1)
 | 
				
			||||||
        _FadeStrength("Fade Strength", Float) = 0.1
 | 
					        _FadeStrength("Fade Strength", Float) = 0.1
 | 
				
			||||||
        _VertexScale("Vertex Scale", Float) = 0
 | 
					        _VertexScale("Vertex Scale", Float) = 0
 | 
				
			||||||
        
 | 
					        _FlashAmount("Flash Amount", Float) = 0
 | 
				
			||||||
        _NoiseMap("Noise Map", 2D) = "black"
 | 
					        _NoiseMap("Noise Map", 2D) = "black"
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@ -43,8 +44,10 @@ Shader "custom/ship"
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
            float4 _Color1;
 | 
					            float4 _Color1;
 | 
				
			||||||
            float4 _Color2;
 | 
					            float4 _Color2;
 | 
				
			||||||
 | 
					            float4 _FlashColor;
 | 
				
			||||||
            float _VertexScale;
 | 
					            float _VertexScale;
 | 
				
			||||||
            float _FadeStrength;
 | 
					            float _FadeStrength;
 | 
				
			||||||
 | 
					            float _FlashAmount;
 | 
				
			||||||
            
 | 
					            
 | 
				
			||||||
            // This macro declares _BaseMap as a Texture2D object.
 | 
					            // This macro declares _BaseMap as a Texture2D object.
 | 
				
			||||||
            TEXTURE2D(_BaseMap);
 | 
					            TEXTURE2D(_BaseMap);
 | 
				
			||||||
@ -92,7 +95,8 @@ Shader "custom/ship"
 | 
				
			|||||||
                float2 p = -1.0+2.0*IN.positionHCS.xy/res.xy;
 | 
					                float2 p = -1.0+2.0*IN.positionHCS.xy/res.xy;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
                float t = length(p);
 | 
					                float t = length(p);
 | 
				
			||||||
                return lerp(_Color1,_Color2,t * _FadeStrength);
 | 
					                float4 shaderColor = lerp(_Color1,_Color2,t * _FadeStrength);
 | 
				
			||||||
 | 
					                return lerp(shaderColor, _FlashColor, _FlashAmount);
 | 
				
			||||||
            }
 | 
					            }
 | 
				
			||||||
            ENDHLSL
 | 
					            ENDHLSL
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
 | 
				
			|||||||
@ -64,10 +64,10 @@ MonoBehaviour:
 | 
				
			|||||||
      m_PreInfinity: 2
 | 
					      m_PreInfinity: 2
 | 
				
			||||||
      m_PostInfinity: 2
 | 
					      m_PostInfinity: 2
 | 
				
			||||||
      m_RotationOrder: 4
 | 
					      m_RotationOrder: 4
 | 
				
			||||||
    m_ConstantMin: 0
 | 
					    m_ConstantMin: 20
 | 
				
			||||||
    m_ConstantMax: 0
 | 
					    m_ConstantMax: 30
 | 
				
			||||||
  bulletLifetime:
 | 
					  bulletLifetime:
 | 
				
			||||||
    m_Mode: 3
 | 
					    m_Mode: 0
 | 
				
			||||||
    m_CurveMultiplier: 0
 | 
					    m_CurveMultiplier: 0
 | 
				
			||||||
    m_CurveMin:
 | 
					    m_CurveMin:
 | 
				
			||||||
      serializedVersion: 2
 | 
					      serializedVersion: 2
 | 
				
			||||||
@ -82,7 +82,7 @@ MonoBehaviour:
 | 
				
			|||||||
      m_PostInfinity: 2
 | 
					      m_PostInfinity: 2
 | 
				
			||||||
      m_RotationOrder: 4
 | 
					      m_RotationOrder: 4
 | 
				
			||||||
    m_ConstantMin: 15
 | 
					    m_ConstantMin: 15
 | 
				
			||||||
    m_ConstantMax: 20
 | 
					    m_ConstantMax: 5
 | 
				
			||||||
  bulletSize:
 | 
					  bulletSize:
 | 
				
			||||||
    m_Mode: 0
 | 
					    m_Mode: 0
 | 
				
			||||||
    m_CurveMultiplier: 0
 | 
					    m_CurveMultiplier: 0
 | 
				
			||||||
@ -107,18 +107,19 @@ MonoBehaviour:
 | 
				
			|||||||
  accuracy: 0
 | 
					  accuracy: 0
 | 
				
			||||||
  zone:
 | 
					  zone:
 | 
				
			||||||
    numToSpawn: 10
 | 
					    numToSpawn: 10
 | 
				
			||||||
    offset: {x: 0, y: 0}
 | 
					    offset: {x: 0, y: 0, z: 0}
 | 
				
			||||||
    spawnType: 0
 | 
					    spawnType: 0
 | 
				
			||||||
    spawnDir: 0
 | 
					    spawnDir: 0
 | 
				
			||||||
 | 
					    spawnPlane: 1
 | 
				
			||||||
    width: 0
 | 
					    width: 0
 | 
				
			||||||
    height: 0
 | 
					    height: 0
 | 
				
			||||||
    surfaceOnly: 0
 | 
					    surfaceOnly: 0
 | 
				
			||||||
    evenDistribution: 0
 | 
					    evenDistribution: 0
 | 
				
			||||||
    numSides: 5
 | 
					    numSides: 5
 | 
				
			||||||
    numPerSide: 80
 | 
					    numPerSide: 10
 | 
				
			||||||
    radius: 15
 | 
					    flipVertical: 0
 | 
				
			||||||
 | 
					    radius: 10
 | 
				
			||||||
    arc: 360
 | 
					    arc: 360
 | 
				
			||||||
    composite: []
 | 
					    composite: []
 | 
				
			||||||
  manualFire: 1
 | 
					  manualFire: 1
 | 
				
			||||||
  behaviour: {fileID: 11400000, guid: bb1cb2a77c68c42d4900953d18b23a49, type: 2}
 | 
					  behaviour: {fileID: 11400000, guid: bb1cb2a77c68c42d4900953d18b23a49, type: 2}
 | 
				
			||||||
  useDeltaTime: 0
 | 
					 | 
				
			||||||
 | 
				
			|||||||
@ -12,5 +12,5 @@ MonoBehaviour:
 | 
				
			|||||||
  m_Script: {fileID: 11500000, guid: 8d6fb9bb806b4efcbd8aefb293811842, type: 3}
 | 
					  m_Script: {fileID: 11500000, guid: 8d6fb9bb806b4efcbd8aefb293811842, type: 3}
 | 
				
			||||||
  m_Name: PlayerBulletScale
 | 
					  m_Name: PlayerBulletScale
 | 
				
			||||||
  m_EditorClassIdentifier: 
 | 
					  m_EditorClassIdentifier: 
 | 
				
			||||||
  scaleTime: 0.5
 | 
					  scaleTime: 0.25
 | 
				
			||||||
  scaleEase: 15
 | 
					  scaleEase: 15
 | 
				
			||||||
 | 
				
			|||||||
@ -104,7 +104,7 @@ MonoBehaviour:
 | 
				
			|||||||
  collidesWith:
 | 
					  collidesWith:
 | 
				
			||||||
    serializedVersion: 2
 | 
					    serializedVersion: 2
 | 
				
			||||||
    m_Bits: 128
 | 
					    m_Bits: 128
 | 
				
			||||||
  accuracy: 0
 | 
					  accuracy: 5
 | 
				
			||||||
  zone:
 | 
					  zone:
 | 
				
			||||||
    numToSpawn: 1
 | 
					    numToSpawn: 1
 | 
				
			||||||
    offset: {x: 0, y: 0}
 | 
					    offset: {x: 0, y: 0}
 | 
				
			||||||
@ -116,8 +116,9 @@ MonoBehaviour:
 | 
				
			|||||||
    evenDistribution: 1
 | 
					    evenDistribution: 1
 | 
				
			||||||
    numSides: 3
 | 
					    numSides: 3
 | 
				
			||||||
    numPerSide: 5
 | 
					    numPerSide: 5
 | 
				
			||||||
 | 
					    flipVertical: 1
 | 
				
			||||||
    radius: 1.25
 | 
					    radius: 1.25
 | 
				
			||||||
    arc: 360
 | 
					    arc: 360
 | 
				
			||||||
    composite: []
 | 
					    composite: []
 | 
				
			||||||
  manualFire: 1
 | 
					  manualFire: 0
 | 
				
			||||||
  behaviour: {fileID: 11400000, guid: 20de5bc0e86bc4037a85f6c46356a227, type: 2}
 | 
					  behaviour: {fileID: 11400000, guid: 20de5bc0e86bc4037a85f6c46356a227, type: 2}
 | 
				
			||||||
 | 
				
			|||||||
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		Reference in New Issue
	
	Block a user