1. svn -> git
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using UnityEngine;
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[AddComponentMenu("Destructible 2D/D2D Drag To Shoot")]
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public class D2D_DragToShoot : MonoBehaviour
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{
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public GameObject Bullet;
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public float Power = 3.0f;
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public float AngleOffset;
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public float AngleRandomness;
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public SpriteRenderer Indicator;
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private bool down;
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private Vector3 startMousePosition;
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public GameObject startFirePosition;
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protected virtual void Update()
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{
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// Begin dragging?
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if (Input.GetMouseButton(0) == true && down == false)
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{
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down = true;
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// mouse pos -> unit pos
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//startMousePosition = Input.mousePosition;
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}
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// End dragging?
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if (Input.GetMouseButton(0) == false && down == true)
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{
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down = false;
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// Fire?
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if (Camera.main != null && Bullet != null)
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{
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var endMousePosition = Input.mousePosition;
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var startPos = startFirePosition.transform.position;// Camera.main.ScreenToWorldPoint(startMousePosition);
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var endPos = Camera.main.ScreenToWorldPoint( endMousePosition);
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var vec = endPos - startPos;
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var angle = D2D_Helper.Atan2(vec) * -Mathf.Rad2Deg + AngleOffset + Random.Range(-0.5f, 0.5f) * AngleRandomness;
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var clone = D2D_Helper.CloneGameObject(Bullet, null, startPos, Quaternion.Euler(0.0f, 0.0f, angle));
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var cloneRb2D = clone.GetComponent<Rigidbody2D>();
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if (cloneRb2D != null)
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{
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cloneRb2D.velocity = (endPos - startPos) * Power;
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}
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}
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}
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// Show dragging?
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if (Indicator != null)
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{
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Indicator.enabled = down;
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if (Camera.main != null && down == true)
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{
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var currentMousePosition = Input.mousePosition;
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var startPos = startFirePosition.transform.position;// Camera.main.ScreenToWorldPoint( startMousePosition);
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var currentPos = Camera.main.ScreenToWorldPoint(currentMousePosition);
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var scale = Vector3.Distance(currentPos, startPos);
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var angle = D2D_Helper.Atan2(currentPos - startPos) * Mathf.Rad2Deg;
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Indicator.transform.position = startFirePosition.transform.position;// Camera.main.ScreenToWorldPoint(startMousePosition);
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Indicator.transform.localRotation = Quaternion.Euler(0.0f, 0.0f, -angle);
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Indicator.transform.localScale = new Vector3(scale, scale, scale);
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}
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}
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}
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}
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