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Question by southville · Apr 05, 2018 at 06:26 PM · input2d gameshootingscriptingbasics

Unity C# 2D Shooting Game. Handling inputs,Unity C# 2D shooting Game Managing Inputs


This is my Input Script * using System.Collections; using System.Collections.Generic; using UnityEngine;

  public class PlayerInput : MonoBehaviour {
      [SerializeField]
  
      private PlayerMovementScript playerMovementScript;
      private ShootingScript shootingScript;
      // Use this for initialization
      void Start () {
          playerMovementScript = GetComponent<PlayerMovementScript>();
          shootingScript = GetComponent<ShootingScript>();
  
      }
      
      // Update is called once per frame
      void Update () {
          float horizontalInput = Input.GetAxis("Horizontal");
          if (horizontalInput != 0.0f)
          {
              if (playerMovementScript != null)
              {
                  playerMovementScript.MovePlayer(horizontalInput);
              }
          }
          if (Input.GetButton("Fire1"))
          {
              if (shootingScript != null)
              {
                  shootingScript.Shoot();
              }
          }
      }
  }

This is my Player Movement Script using UnityEngine; using System.Collections;

public class PlayerMovementScript : MonoBehaviour {

  [SerializeField]
  private float f_horPlayAccel = 5000f;
 
  private Rigidbody2D OURRigidbody;
 
  // Use this for initialization
  void Start()
  {
      faster. (GetComponent is SLOW)
      OURRigidbody = GetComponent<Rigidbody2D>();
  }
  // Update is called once per frame
  public void MovePlayer(float horizontalInput)
  {
 
      if (horizontalInput != 0.0f)
      {
          Vector2 ForceToAdd = Vector2.right * horizontalInput * f_horPlayAccel * Time.deltaTime;
          OURRigidbody.AddForce(ForceToAdd);
 
          
        
          
      }
 
  }

}

This is my Shooting Script using UnityEngine; using System.Collections;

public class ShootingScript : MonoBehaviour {

  [SerializeField]
  private GameObject bullet;
 
  private float lastFiredTime = 0f;
 
  [SerializeField]
  private float fireDelay = 1f;
 
  private float bulletOffset = 2f;
 
  void Start()
  {
      
  bulletOffset = GetComponent<Renderer>().bounds.size.y / 2 // Half of our size
      + bullet.GetComponent<Renderer>().bounds.size.y / 2; // Plus half of the bullet size

}

// Update is called once per frame public void Shoot() { float currentTime = Time.time;

  if (currentTime - lastFiredTime > fireDelay)
  {
      Vector2 spawnPosition = new Vector2(transform.position.x, transform.position.y + bulletOffset);

      Instantiate(bullet, spawnPosition, transform.rotation);

      lastFiredTime = currentTime;

  }

} }

So, What I wants to do is handling all the inputs through the Player_Input Scripts. These codes do not show the errors but I cannot move the player and shoot the Enemy. However, Enemy is moving., This is my Input Script using System.Collections; using System.Collections.Generic; using UnityEngine;

     public class PlayerInput : MonoBehaviour {
         [SerializeField]
     
         private PlayerMovementScript playerMovementScript;
         private ShootingScript shootingScript;
         // Use this for initialization
         void Start () {
             playerMovementScript = GetComponent<PlayerMovementScript>();
             shootingScript = GetComponent<ShootingScript>();
     
         }
         
         // Update is called once per frame
         void Update () {
             float horizontalInput = Input.GetAxis("Horizontal");
             if (horizontalInput != 0.0f)
             {
                 if (playerMovementScript != null)
                 {
                     playerMovementScript.MovePlayer(horizontalInput);
                 }
             }
             if (Input.GetButton("Fire1"))
             {
                 if (shootingScript != null)
                 {
                     shootingScript.Shoot();
                 }
             }
         }
     }
 *************************************************************************
  This is my Player Movement Script
 *************************************************************************
 using UnityEngine;
 using System.Collections;
 
 public class PlayerMovementScript : MonoBehaviour
 {
     
     [SerializeField]
     private float f_horPlayAccel = 5000f;
 
     private Rigidbody2D OURRigidbody;
 
     // Use this for initialization
     void Start()
     {
         faster. (GetComponent is SLOW)
         OURRigidbody = GetComponent<Rigidbody2D>();
     }
     // Update is called once per frame
     public void MovePlayer(float horizontalInput)
     {
 
         if (horizontalInput != 0.0f)
         {
             Vector2 ForceToAdd = Vector2.right * horizontalInput * f_horPlayAccel * Time.deltaTime;
             OURRigidbody.AddForce(ForceToAdd);
 
             
           
             
         }
 
     }
 }
 
 *************************************************************************
  This is my Shooting Script
 *************************************************************************
 using UnityEngine;
 using System.Collections;
 
 public class ShootingScript : MonoBehaviour
 {
 
     [SerializeField]
     private GameObject bullet;
 
     private float lastFiredTime = 0f;
 
     [SerializeField]
     private float fireDelay = 1f;
 
     private float bulletOffset = 2f;
 
     void Start()
     {
         
     bulletOffset = GetComponent<Renderer>().bounds.size.y / 2 // Half of our size
         + bullet.GetComponent<Renderer>().bounds.size.y / 2; // Plus half of the bullet size
 }

 // Update is called once per frame
 public void Shoot()
 {
     float currentTime = Time.time;

     if (currentTime - lastFiredTime > fireDelay)
     {
         Vector2 spawnPosition = new Vector2(transform.position.x, transform.position.y + bulletOffset);

         Instantiate(bullet, spawnPosition, transform.rotation);

         lastFiredTime = currentTime;

     }
 }

}

So, What I wants to do is handling all the inputs through the Player_Input Scripts. These codes do not show the errors but I cannot move the player and shoot the Enemy. However, Enemy is moving.

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