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Bullet Shoot System (ECS)

ECS Version of Bullet Pattern System done using Script Defined Sequential Action

I have to change up the architecture a little in order to keep similar structure as the normal version

Implementation Milestones:

  • Basic Bullet Movement Action
  • Homing Bullet Movement Action
  • Multi Gun Controller System
  • Gun Preshoot Action
  • Bullet Sync Move (Delay Action)
  • Teleport Bullet Movement (Instant Action, Delta Movement Action)
  • Bullet Spawn Bullets (Split Action)

Info

Implementation Milestones: Level 1: Spawn & Move

  • Basic Bullet Spawning
  • Editor/Inspector Refrencing
  • Static Definition
  • Scriptable Object Definition
  • Shoot & Reload System
  • Basic Forward Move

Level 2: Seek & Destroy

  • Enum & Interface
  • Upgrade Bullet Movement to Func Setup
  • Update Basic Move to Generic TransformAction
  • Bullet Action System : State Management lite
  • Different Homing Types

Level 3: Multi Shoot System

  • Upgrade to SystemController to setup Multiple Guns
  • Different Gun Setup for Bullet Patterns
  • Normal,Cycle,Helix

Level 4: Sync Shoot System

  • Add Gun Preshoot Action System
  • Add DelayAction
  • Spawn All Then Move

Level 5: Teleport Shoot System

  • Add StartTimer for Action
  • Upgrade to support Instant Action (0 Duration Action)
  • Upgrade to support Non Delta Transform Action
  • Different Multiple Teleport Setup

Level 6: Split Shoot System

  • Add Bullets to Spawn new/child Bullets as SplitAction
  • Add TransformDelta to perform and apply to new spawned bullets
  • Add destroy after split
  • Add Copy feature to copy current bullet state over to new/child bullets (+Gives Sync Feature)