2017-04-12 01:23:07 +09:00

75 lines
2.3 KiB
C#

using UnityEngine;
[AddComponentMenu("Destructible 2D/D2D Drag To Shoot")]
public class D2D_DragToShoot : MonoBehaviour
{
public GameObject Bullet;
public float Power = 3.0f;
public float AngleOffset;
public float AngleRandomness;
public SpriteRenderer Indicator;
private bool down;
private Vector3 startMousePosition;
public GameObject startFirePosition;
protected virtual void Update()
{
// Begin dragging?
if (Input.GetMouseButton(0) == true && down == false)
{
down = true;
// mouse pos -> unit pos
//startMousePosition = Input.mousePosition;
}
// End dragging?
if (Input.GetMouseButton(0) == false && down == true)
{
down = false;
// Fire?
if (Camera.main != null && Bullet != null)
{
var endMousePosition = Input.mousePosition;
var startPos = startFirePosition.transform.position;// Camera.main.ScreenToWorldPoint(startMousePosition);
var endPos = Camera.main.ScreenToWorldPoint( endMousePosition);
var vec = endPos - startPos;
var angle = D2D_Helper.Atan2(vec) * -Mathf.Rad2Deg + AngleOffset + Random.Range(-0.5f, 0.5f) * AngleRandomness;
var clone = D2D_Helper.CloneGameObject(Bullet, null, startPos, Quaternion.Euler(0.0f, 0.0f, angle));
var cloneRb2D = clone.GetComponent<Rigidbody2D>();
if (cloneRb2D != null)
{
cloneRb2D.velocity = (endPos - startPos) * Power;
}
}
}
// Show dragging?
if (Indicator != null)
{
Indicator.enabled = down;
if (Camera.main != null && down == true)
{
var currentMousePosition = Input.mousePosition;
var startPos = startFirePosition.transform.position;// Camera.main.ScreenToWorldPoint( startMousePosition);
var currentPos = Camera.main.ScreenToWorldPoint(currentMousePosition);
var scale = Vector3.Distance(currentPos, startPos);
var angle = D2D_Helper.Atan2(currentPos - startPos) * Mathf.Rad2Deg;
Indicator.transform.position = startFirePosition.transform.position;// Camera.main.ScreenToWorldPoint(startMousePosition);
Indicator.transform.localRotation = Quaternion.Euler(0.0f, 0.0f, -angle);
Indicator.transform.localScale = new Vector3(scale, scale, scale);
}
}
}
}