Commit 664f7575 authored by Parsa Rahmaty's avatar Parsa Rahmaty

Cannon shooting mechanics implemented

parent 46509420
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CannonControls : MonoBehaviour
{
[SerializeField] private GameObject projectile;
[SerializeField] private int shootingDelay;
[SerializeField] private Collider[] cannonColliders;
private int delay;
private int framesLeftToShoot = 0; // the number of frames passed since last shot
void Start()
{
delay = shootingDelay;
}
void Update()
{
if(Input.GetKey(KeyCode.Space))
{
Debug.Log(delay);
if (framesLeftToShoot == 0)
{
// start shooting cannonballs
GameObject childObject = Instantiate(projectile) as GameObject;
foreach (Collider collider in cannonColliders)
Physics.IgnoreCollision(childObject.GetComponent<SphereCollider>(), collider, true);
childObject.transform.parent = gameObject.transform;
childObject.transform.localPosition = new Vector3(0, 0, 0);
framesLeftToShoot = delay - 1;
if(delay > (shootingDelay * 1) / 2)
delay--;
}
else
{
framesLeftToShoot--;
}
}
if (Input.GetKeyUp(KeyCode.Space))
{
delay = shootingDelay;
framesLeftToShoot = 0;
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Cannonball : MonoBehaviour
{
public int speed = 10;
private new Rigidbody rigidbody;
void Awake()
{
rigidbody = GetComponent<Rigidbody>();
rigidbody.velocity = new Vector3(0, 0, speed);
Destroy(this.gameObject, 1f);
}
//IEnumerator SelfDestruct()
//{
// yield return new WaitForSeconds(1);
// Destroy("");
//}
}
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