Exemple #1
0
    // Update is called once per frame
    private void Update()
    {
        if (!_alive)
        {
            return;
        }

        _rigidbody.rotation -= _settings.rotationSpeed * Time.smoothDeltaTime * _input.Horizontal;
        _speed = Mathf.MoveTowards(_speed, _settings.speed * _input.Vertical,
                                   _settings.acceleration * Time.smoothDeltaTime);

        if (_input.SwapWeapon)
        {
            _weaponIdx += 1;
            _weaponIdx %= _settings.weapons.Count;
            _signalBus.Fire(new WeaponChangedSignal()
            {
                NewWeapon = _settings.weapons[_weaponIdx].name
            });
        }

        if (_input.Fire)
        {
            var activeWeapon = _settings.weapons[_weaponIdx];
            if (Time.time > activeWeapon.fireTimeout + _lastFire)
            {
                _lastFire = Time.time;
                var angle = -Mathf.Atan2(firePoint.up.x, firePoint.up.y) * Mathf.Rad2Deg;
                _bulletPool.Spawn(firePoint.position, angle, activeWeapon.bulletSettings);
            }
        }

        _rigidbody.velocity = _transform.up * _speed;
    }
Exemple #2
0
    public Bullet Create(BulletOwner owner, Vector2 position, Vector2 velocity, int damage = 1)
    {
        var bullet = _bulletPool.Spawn(owner, position, velocity, damage);

        _bullets.Add(bullet);

        return(bullet);
    }