jueves, 18 de febrero de 2021

warlike feats, "the documents" y como se hacen disparos en unity

 


 https://gamejolt.com/games/warlike_feats/588184

MI NUEVO PROYECTO CON UNITY ...ESTOY PLANTANDO EL HUERTO HABER QUE FRUTA SALE….

Argumento hazañas bélicas.

warlike feats
warlike feats, "the documents"
robar planos secretos de un arma nueva, o medicamento,
nave enterrada, pasillos , maquinas, ordenadores, cámaras de munición, científicos,
plataformas torres de vigilancia, puertas que se abren o explosionamos,

1- entrada torres de vigilancia destruir
2- patrullas a pie destruir.
3- entrar en interior edificación gigante.
4- pasillos, puertas , circulares bóvedas ,



scripts del juego tema disparos.


using UnityEngine;
using System.Collections;

public class Launcher : MonoBehaviour
{
    
    public Rigidbody projectile;
    public Rigidbody explosiveProjectile;
    public float launchspeed = 50;
    public bool useExplodingProjectiles = false;
    
    private float _LaunchDelayTime = 0.0f;
    
    public int stackSize = 60;            
    public Transform launchHole1;
    public Transform launchHole2;
    
    private Stack _Projectiles;
    private Stack _ExplosiveProjectiles;
    private Transform _myTransform;
    
    // Use this for initialization
    void Start ()
    {
        _myTransform = transform;
        _Projectiles = new Stack();
        if(useExplodingProjectiles)
        {
        _ExplosiveProjectiles = new Stack();
        }

        for(int i = 0; i <  stackSize; i++)
        {
            Rigidbody tr = Instantiate (projectile, _myTransform.position, _myTransform.rotation) as Rigidbody;
            PushProjectile(tr);

            if(useExplodingProjectiles)
            {
            Rigidbody rr = Instantiate (explosiveProjectile, _myTransform.position, _myTransform.rotation) as Rigidbody;
            PushExplosiveProjectile(rr);
            }
        }
    }
    
    // Update is called once per frame
    void Update ()
    {
        if(_Projectiles.Count > 0)
        {
            if(Time.time > _LaunchDelayTime)
        {    




                if (Input.GetButton ("Fire1")) ////ametralladora
        //    if (Input.GetButtonDown ("Fire1")) original tiro a tiro

            {
                Rigidbody tr = PopProjectile();
                tr.gameObject.SetActive(true);
                tr.transform.position = launchHole1.position;
                tr.transform.rotation = launchHole1.rotation;
                tr.velocity = transform.TransformDirection (Vector3.forward * launchspeed);
                
                tr = PopProjectile();
                tr.gameObject.SetActive(true);
                tr.transform.position = launchHole2.position;
                tr.transform.rotation = launchHole2.rotation;
                tr.velocity = transform.TransformDirection (Vector3.forward * launchspeed);
                    
                _LaunchDelayTime = Time.time + 0.5f;
            }
        }    
        }

        if(useExplodingProjectiles)
        {
        if(_ExplosiveProjectiles.Count > 0)
        {
            if(Time.time > _LaunchDelayTime)
            {    
                if (Input.GetButtonDown ("Fire2")) 
                {
                    Rigidbody tr = PopExplosiveProjectile();
                    tr.gameObject.SetActive(true);
                    tr.transform.position = launchHole1.position;
                    tr.transform.rotation = launchHole1.rotation;
                    tr.velocity = transform.TransformDirection (Vector3.forward * launchspeed);
                    
                    tr = PopExplosiveProjectile();
                    tr.gameObject.SetActive(true);
                    tr.transform.position = launchHole2.position;
                    tr.transform.rotation = launchHole2.rotation;
                    tr.velocity = transform.TransformDirection (Vector3.forward * launchspeed);
                    
                    _LaunchDelayTime = Time.time + 0.5f;
                }
            }    
        }
        }
    }
    
    public void PushProjectile(Rigidbody x)
    {
        x.gameObject.SetActive(false);
         _Projectiles.Push(x);
    }
    
    public Rigidbody PopProjectile()
    {
        return (Rigidbody)_Projectiles.Pop();
    }

    public void PushExplosiveProjectile(Rigidbody x)
    {
        x.gameObject.SetActive(false);
        _ExplosiveProjectiles.Push(x);
    }
    
    public Rigidbody PopExplosiveProjectile()
    {
        return (Rigidbody)_ExplosiveProjectiles.Pop();
    }
}

 

 

 

 

 

 

  using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;

namespace UnityStandardAssets.Utility
{
    public class SimpleMouseRotator : MonoBehaviour
    {
        // A mouselook behaviour with constraints which operate relative to
        // this gameobject's initial rotation.
        // Only rotates around local X and Y.
        // Works in local coordinates, so if this object is parented
        // to another moving gameobject, its local constraints will
        // operate correctly
        // (Think: looking out the side window of a car, or a gun turret
        // on a moving spaceship with a limited angular range)
        // to have no constraints on an axis, set the rotationRange to 360 or greater.
        public Vector2 rotationRange = new Vector3(70, 70);
        public float rotationSpeed = 10;
        public float dampingTime = 0.2f;
        public bool autoZeroVerticalOnMobile = true;
        public bool autoZeroHorizontalOnMobile = false;
        public bool relative = true;
        
        
        private Vector3 m_TargetAngles;
        private Vector3 m_FollowAngles;
        private Vector3 m_FollowVelocity;
        private Quaternion m_OriginalRotation;


        private void Start()
        {
            m_OriginalRotation = transform.localRotation;
        }


        private void Update()
        {
            // we make initial calculations from the original local rotation
            transform.localRotation = m_OriginalRotation;

            // read input from mouse or mobile controls
            float inputH;
            float inputV;
            if (relative)
            {
                inputH = CrossPlatformInputManager.GetAxis("Mouse X");
                inputV = CrossPlatformInputManager.GetAxis("Mouse Y");

                // wrap values to avoid springing quickly the wrong way from positive to negative
                if (m_TargetAngles.y > 180)
                {
                    m_TargetAngles.y -= 360;
                    m_FollowAngles.y -= 360;
                }
                if (m_TargetAngles.x > 180)
                {
                    m_TargetAngles.x -= 360;
                    m_FollowAngles.x -= 360;
                }
                if (m_TargetAngles.y < -180)
                {
                    m_TargetAngles.y += 360;
                    m_FollowAngles.y += 360;
                }
                if (m_TargetAngles.x < -180)
                {
                    m_TargetAngles.x += 360;
                    m_FollowAngles.x += 360;
                }

#if MOBILE_INPUT
            // on mobile, sometimes we want input mapped directly to tilt value,
            // so it springs back automatically when the look input is released.
            if (autoZeroHorizontalOnMobile) {
                m_TargetAngles.y = Mathf.Lerp (-rotationRange.y * 0.5f, rotationRange.y * 0.5f, inputH * .5f + .5f);
            } else {
                m_TargetAngles.y += inputH * rotationSpeed;
            }
            if (autoZeroVerticalOnMobile) {
                m_TargetAngles.x = Mathf.Lerp (-rotationRange.x * 0.5f, rotationRange.x * 0.5f, inputV * .5f + .5f);
            } else {
                m_TargetAngles.x += inputV * rotationSpeed;
            }
#else
                // with mouse input, we have direct control with no springback required.
                m_TargetAngles.y += inputH*rotationSpeed;
                m_TargetAngles.x += inputV*rotationSpeed;
#endif

                // clamp values to allowed range
                m_TargetAngles.y = Mathf.Clamp(m_TargetAngles.y, -rotationRange.y*0.5f, rotationRange.y*0.5f);
                m_TargetAngles.x = Mathf.Clamp(m_TargetAngles.x, -rotationRange.x*0.5f, rotationRange.x*0.5f);
            }
            else
            {
                inputH = Input.mousePosition.x;
                inputV = Input.mousePosition.y;

                // set values to allowed range
                m_TargetAngles.y = Mathf.Lerp(-rotationRange.y*0.5f, rotationRange.y*0.5f, inputH/Screen.width);
                m_TargetAngles.x = Mathf.Lerp(-rotationRange.x*0.5f, rotationRange.x*0.5f, inputV/Screen.height);
            }

            // smoothly interpolate current values to target angles
            m_FollowAngles = Vector3.SmoothDamp(m_FollowAngles, m_TargetAngles, ref m_FollowVelocity, dampingTime);

            // update the actual gameobject's rotation
            transform.localRotation = m_OriginalRotation*Quaternion.Euler(-m_FollowAngles.x, m_FollowAngles.y, 0);
        }
    }
}

 

 

 

 

  using UnityEngine;
using System.Collections;

public class Launcher2 : MonoBehaviour
{

    public Rigidbody projectile;
    public Rigidbody explosiveProjectile;
    public float launchspeed = 50;
    public bool useExplodingProjectiles = false;

    private float _LaunchDelayTime = 0.0f;

    public int stackSize = 60;            
    public Transform launchHole1;
    public Transform launchHole2;

    private Stack _Projectiles;
    private Stack _ExplosiveProjectiles;
    private Transform _myTransform;

    // Use this for initialization
    void Start ()
    {
        _myTransform = transform;
        _Projectiles = new Stack();
        if(useExplodingProjectiles)
        {
            _ExplosiveProjectiles = new Stack();
        }

        for(int i = 0; i <  stackSize; i++)
        {
            Rigidbody tr = Instantiate (projectile, _myTransform.position, _myTransform.rotation) as Rigidbody;
            PushProjectile(tr);

            if(useExplodingProjectiles)
            {
                Rigidbody rr = Instantiate (explosiveProjectile, _myTransform.position, _myTransform.rotation) as Rigidbody;
                PushExplosiveProjectile(rr);
            }
        }
    }

    // Update is called once per frame
    void Update ()
    {
        if(_Projectiles.Count > 0)
        {
            if(Time.time > _LaunchDelayTime)
            {    






                //if (Input.GetKeyDown(KeyCode.Space))
                if (Input.GetKey (KeyCode.M)) /////////////////imbentadooooooooooooooooooooooooooooooooooooo
                //if (Input.GetButton ("Fire1")) ////ametralladora
                    //    if (Input.GetButtonDown ("Fire1")) original tiro a tiro




                {
                    Rigidbody tr = PopProjectile();
                    tr.gameObject.SetActive(true);
                    tr.transform.position = launchHole1.position;
                    tr.transform.rotation = launchHole1.rotation;
                    tr.velocity = transform.TransformDirection (Vector3.forward * launchspeed);

                    tr = PopProjectile();
                    tr.gameObject.SetActive(true);
                    tr.transform.position = launchHole2.position;
                    tr.transform.rotation = launchHole2.rotation;
                    tr.velocity = transform.TransformDirection (Vector3.forward * launchspeed);

                    _LaunchDelayTime = Time.time + 0.5f;
                }
            }    
        }

        if(useExplodingProjectiles)
        {
            if(_ExplosiveProjectiles.Count > 0)
            {
                if(Time.time > _LaunchDelayTime)
                {    
                    if (Input.GetButtonDown ("Fire2")) 
                    {
                        Rigidbody tr = PopExplosiveProjectile();
                        tr.gameObject.SetActive(true);
                        tr.transform.position = launchHole1.position;
                        tr.transform.rotation = launchHole1.rotation;
                        tr.velocity = transform.TransformDirection (Vector3.forward * launchspeed);

                        tr = PopExplosiveProjectile();
                        tr.gameObject.SetActive(true);
                        tr.transform.position = launchHole2.position;
                        tr.transform.rotation = launchHole2.rotation;
                        tr.velocity = transform.TransformDirection (Vector3.forward * launchspeed);

                        _LaunchDelayTime = Time.time + 0.5f;
                    }
                }    
            }
        }
    }

    public void PushProjectile(Rigidbody x)
    {
        x.gameObject.SetActive(false);
        _Projectiles.Push(x);
    }

    public Rigidbody PopProjectile()
    {
        return (Rigidbody)_Projectiles.Pop();
    }

    public void PushExplosiveProjectile(Rigidbody x)
    {
        x.gameObject.SetActive(false);
        _ExplosiveProjectiles.Push(x);
    }

    public Rigidbody PopExplosiveProjectile()
    {
        return (Rigidbody)_ExplosiveProjectiles.Pop();
    }
}

 

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