Merge pull request #1 from Games-Academy-Student-Work-21-22/cannon-movement
Added cannon movement with constraints
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commit
966ff2b9a1
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[RequireComponent(typeof(Rigidbody2D))]
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public class MoveHorizontalConstrained : Physics2DObject
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{
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[Header("Input keys")]
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public Enums.KeyGroups typeOfControl = Enums.KeyGroups.ArrowKeys;
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[Header("Movement")]
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[Tooltip("Speed of movement")]
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public float speed = 5f;
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[Header("Movement Constraint")]
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[Tooltip("How Far Movement is Constrained")]
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public float constrainedDistance = 5f;
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private Vector2 movement;
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private float moveHorizontal, initalPositionX, constraintOffsetXPosition;
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//Is called once when object is created
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void Start()
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{
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//Gets positional offset from current position
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initalPositionX = this.transform.position.x;
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constraintOffsetXPosition = initalPositionX + constrainedDistance;
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}
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// Update is called once per frame
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void Update()
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{
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//Gets input from either the arrow keys or WASD
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if (typeOfControl == Enums.KeyGroups.ArrowKeys)
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{
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moveHorizontal = Input.GetAxis("Horizontal");
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}
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else
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{
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moveHorizontal = Input.GetAxis("Horizontal2");
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}
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//Defines Horizontal Movement
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movement = new Vector2(moveHorizontal, 0f);
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}
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//FixedUpdate is called every frame when the physics are calculated
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void FixedUpdate()
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{
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//Sets the objects velocity to 0 if it hits the constrained bounds
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if ((this.transform.position.x >= constraintOffsetXPosition && moveHorizontal >= 0f) || (this.transform.position.x <= (constraintOffsetXPosition * -1) && moveHorizontal <= 0f))
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{
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rigidbody2D.velocity = new Vector2(0f, 0f);
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}
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else
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{
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//Apply the force to the Rigidbody2d
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rigidbody2D.AddForce(movement * speed * 5f);
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}
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}
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}
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