Commit dbd944a9 by Philipp Adolf

Make aim direction independent of localScale

parent f4e923ad
...@@ -96,6 +96,7 @@ public class PlayerControl : MonoBehaviour ...@@ -96,6 +96,7 @@ public class PlayerControl : MonoBehaviour
velocity.y = 0; velocity.y = 0;
updateDashDirection(); updateDashDirection();
updateAimDirection();
if (canDash() && inputMapping.isDashPressed()) if (canDash() && inputMapping.isDashPressed())
{ {
...@@ -242,6 +243,7 @@ public class PlayerControl : MonoBehaviour ...@@ -242,6 +243,7 @@ public class PlayerControl : MonoBehaviour
private int powerUpType = POWERUP_NONE; private int powerUpType = POWERUP_NONE;
private bool coolingDown = false; private bool coolingDown = false;
private float aimDirection = 1.0f;
public float coolDownTime = 2.0f; public float coolDownTime = 2.0f;
...@@ -258,17 +260,28 @@ public class PlayerControl : MonoBehaviour ...@@ -258,17 +260,28 @@ public class PlayerControl : MonoBehaviour
} }
private void updateAimDirection()
{
if (inputMapping.isRightPressed())
{
aimDirection = 1.0f;
}
else if (inputMapping.isLeftPressed())
{
aimDirection = -1.0f;
}
}
private void shoot() private void shoot()
{ {
float dir = -Mathf.Sign(transform.localScale.x); Vector2 pos = ((Vector2) transform.position) + new Vector2(aimDirection * spawnDistance, bulletYOffset);
Vector2 pos = ((Vector2) transform.position) + new Vector2(dir * spawnDistance, bulletYOffset);
switch (powerUpType) switch (powerUpType)
{ {
case POWERUP_HEALINGBULLET: case POWERUP_HEALINGBULLET:
GameObject bullet = Instantiate(healingBulletPrefab, pos, transform.rotation) as GameObject; GameObject bullet = Instantiate(healingBulletPrefab, pos, transform.rotation) as GameObject;
bullet.transform.parent = deleteAllChildrenAtRestart; bullet.transform.parent = deleteAllChildrenAtRestart;
bullet.GetComponent<Bullet>().shoot(new Vector2(dir, 0)); bullet.GetComponent<Bullet>().shoot(new Vector2(aimDirection, 0));
break; break;
default: default:
break; break;
......
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