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csharp
3 years ago
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class LaserShoot : MonoBehaviour
{
    public Transform firePointLaser;

    // Laser GameObjects
    public GameObject laser1Prefab;
    public GameObject laser2Prefab;
    public GameObject laser3Prefab;

    // Laser Cooldown
    public float laserCooldown1 = 10.0f;
    public float laserCooldown2 = 15f;
    public float laserCooldown3 = 20f;

    // Can use a certain level of laser (1, 2, 3)
    public bool canUseLaser1 = false;
    public bool canUseLaser2 = false;
    public bool canUseLaser3 = false;

    public float laserForce = 50f; // Laser speed

    void Awake()
    {
        StartCoroutine(LaserCooldown1st());
    }

    void Update()
    {
        if (Input.GetButton("Fire2"))
        {
            Laser();
        }
    }

    void Laser()
    {
        if (canUseLaser3)
        {
            GameObject laser3 = Instantiate(laser3Prefab, firePointLaser.position, firePointLaser.rotation);
            Rigidbody2D rbl3 = laser3.GetComponent<Rigidbody2D>();
            rbl3.AddForce(firePointLaser.up * laserForce, ForceMode2D.Impulse);

            StartCoroutine(LaserCooldown2nd());
        }
        else
        {
            if (canUseLaser2)
            {
                GameObject laser2 = Instantiate(laser2Prefab, firePointLaser.position, firePointLaser.rotation);
                Rigidbody2D rbl2 = laser2.GetComponent<Rigidbody2D>();
                rbl2.AddForce(firePointLaser.up * laserForce, ForceMode2D.Impulse);

                StartCoroutine(LaserCooldown2nd());
            }
            else
            {
                if (canUseLaser1)
                {
                    GameObject laser1 = Instantiate(laser1Prefab, firePointLaser.position, firePointLaser.rotation);
                    Rigidbody2D rbl1 = laser1.GetComponent<Rigidbody2D>();
                    rbl1.AddForce(firePointLaser.up * laserForce, ForceMode2D.Impulse);

                    StartCoroutine(LaserCooldown2nd());
                }
            }
        }
    }

    // First Laser Cooldown (without 3 seconds of idle)
    IEnumerator LaserCooldown1st()
    {
        canUseLaser1 = false;
        canUseLaser2 = false;
        canUseLaser3 = false;

        yield return new WaitForSeconds(laserCooldown1);
        canUseLaser1 = true;

        yield return new WaitForSeconds(laserCooldown2);
        canUseLaser2 = true;

        yield return new WaitForSeconds(laserCooldown3);
        canUseLaser3 = true;
    }

    // Cooldowns after the first cooldown (now with 3 seconds of idle)
    IEnumerator LaserCooldown2nd()
    {
        canUseLaser1 = false;
        canUseLaser2 = false;
        canUseLaser3 = false;

        yield return new WaitForSeconds(3f); // 3 seconds of idle after shooting the laser

        yield return new WaitForSeconds(laserCooldown1);
        canUseLaser1 = true;

        yield return new WaitForSeconds(laserCooldown2);
        canUseLaser2 = true;

        yield return new WaitForSeconds(laserCooldown3);
        canUseLaser3 = true;
    }
}
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