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Copy pathshootLimitedProjectile.cs
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86 lines (69 loc) · 2.21 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.UI;
public class shootLimitedProjectile : MonoBehaviour
{
// Text Mesh Pro Text Object for Number of Collected Ammo
public TMP_Text AmmoText;
// Project Prefab
public GameObject projectile;
// Where to fire projectile from
public Transform shootPoint;
// Shoot Button
[SerializeField] private KeyCode shootButton;
// Number of collected projectiles
public int numProjectiles;
// Max number of Projectiles
public int maxProjectiles;
// Reference to the UI Images representing the collected projectiles
public Image[] projectileImages;
private void Start()
{
// disable the project images UI
foreach(var image in projectileImages)
{
image.enabled = false;
}
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(shootButton))
{
if (projectile == null)
{
Debug.Log("No projectile Set");
}
else
{
if (numProjectiles > 0)
{
// the direction of the instantiation is linked to the object's transfom.rotation
Instantiate(projectile, shootPoint.position, transform.rotation);
// disable the last fired UI project image
projectileImages[numProjectiles - 1].enabled = false;
// subtract one from the number of available projectiles
numProjectiles--;
UpdateAmmoText();
}
}
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Collectible") && numProjectiles < maxProjectiles)
{
// increase number of available projectiles by one
numProjectiles++;
// enable the appropriate project UI image
projectileImages[numProjectiles-1].enabled = true;
UpdateAmmoText();
}
}
private void UpdateAmmoText()
{
AmmoText.text = "Ammo: " + numProjectiles.ToString();
}
}