Splatoon-Ink/Assets/ShootingSystem.cs

56 lines
1.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
public class ShootingSystem : MonoBehaviour
{
[SerializeField] ParticleSystem inkParticle;
[SerializeField] ParticleSystem extraParticle;
[SerializeField] Transform[] ikHandlers;
[SerializeField] Transform splatGun;
[SerializeField] Transform splatGunNozzle;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
GetComponent<MovementInput>().blockRotationPlayer= Input.GetMouseButton(0);
if (Input.GetMouseButton(0))
{
foreach (Transform handler in ikHandlers)
{
if (!DOTween.IsTweening(handler))
{
handler.DOComplete();
handler.DOPunchPosition(-transform.forward / 13, .15f, 10, 1);
}
}
if (!DOTween.IsTweening(splatGunNozzle))
{
splatGunNozzle.DOComplete();
splatGunNozzle.DOPunchScale(new Vector3(0,1,1) / 3, .15f, 10, 1);
}
GetComponent<MovementInput>().RotateToCamera(transform);
}
if (Input.GetMouseButtonDown(0))
{
inkParticle.Play();
extraParticle.Play();
}
else if (Input.GetMouseButtonUp(0))
{
inkParticle.Stop();
extraParticle.Stop();
}
}
}