Beispiel #1
0
    private void SuicideShots()
    {
        int max = 8;

        for (int i = 0; i < max; i++)
        {
            GameObject bulletObject = pool.Get();
            BulletLine bullet       = bulletObject.GetComponent <BulletLine>();
            if (bullet)
            {
                bulletObject.SetActive(true);
                Vector2 direction = RaposUtil.RotateVector(Vector2.up, (360 / max) * i);

                bullet.Launch(direction * bulletSpeed);
                bulletObject.transform.position = transform.position;
            }
        }
    }
Beispiel #2
0
    void Fire()
    {
        //TODO: 부하 감소를 위해 IEnumerator으로 구현하기
        //TODO: 무기 종류&탄약 종류에 따라 다양한 총알 발사하기
        var bullet = Instantiate(BulletPool.Get("bullet"), firingPosition.position, firingPosition.rotation);

        bullet.GetComponent <Bullet>().Initialize(gameObject.tag, bulletSpeed);
        firingPosition.gameObject.GetComponent <AudioSource>().Play();
    }
 public void Shoot()
 {
     if (Time.time - lastFired > fireRate)
     {
         Bullet bullet = pool.Get();
         bullet.transform.position = muzzleTransform.position;
         bullet.transform.rotation = Quaternion.Euler(0, muzzleTransform.eulerAngles.y, 0);
         lastFired = Time.time;
     }
 }
 private void ShootControl(IPeer peer)
 {
     if (boxes.TryGetValue(peer.Id, out ServerSimpleBox box))
     {
         Bullet bullet = bulletPool.Get(bulletIdPool.NewID());
         bullet.direction          = box.Direction;
         bullet.transform.position = box.transform.position + box.Direction;
         bullets.Add(bullet);
     }
 }
Beispiel #5
0
    public void Shoot()
    {
        if (Time.time < _lastShotTime + _shotCooldown)
        {
            return;
        }

        var bullet = _bulletPool.Get();

        bullet.Setup(FiringPoint, _currentColor, _shotSpeed, _shotExpirationTime);

        _lastShotTime = Time.time;
    }
Beispiel #6
0
    private void Shoot()
    {
        m_animator.SetTrigger("Shoot");
        shotFX.Play();

        GameObject bulletObject = pool.Get();

        bulletObject.transform.position = transform.position;
        bulletObject.SetActive(true);

        CannonBall bulletScript = bulletObject.GetComponent <CannonBall>();

        bulletScript.Launch(RaposUtil.RotateVector(Vector2.up, transform.rotation.eulerAngles.z) * bulletSpeed);
    }
Beispiel #7
0
    private IEnumerator ShootAction()
    {
        while (true)
        {
            BulletLine bullet;

            if (!spreadShotsUpgrade)
            {
                bullet = bulletPool.Get().GetComponent <BulletLine>();
                if (bullet)
                {
                    Shoot(bullet);
                }
            }
            else
            {
                float offsetY = .2f;
                bullet = bulletPool.Get().GetComponent <BulletLine>();
                if (bullet)
                {
                    Shoot(bullet, offsetY);
                }

                bullet = bulletPool.Get().GetComponent <BulletLine>();
                if (bullet)
                {
                    Shoot(bullet, -offsetY);
                }
            }

            for (int i = 0; i < shotDelay; i++)
            {
                yield return(new WaitForFixedUpdate());
            }
        }
    }
Beispiel #8
0
    public bool Shoot(Vector3 origin, Vector3 direction)
    {
        GameObject bullet = BulletPool.Get();

        if (bullet == null)
        {
            return(false);
        }
        Bullet bulletProperties = bullet.GetComponent <Bullet>();

        bullet.transform.position = origin;
        bulletProperties.SetOwner(this.gameObject);
        bulletProperties.SetProperties(this.damage, this.bulletSpeed, direction);
        bullet.SetActive(true);
        return(true);
    }
Beispiel #9
0
    public static GameObject LoadBullet(string bulletName)
    {
        GameObject bullet = null;

        //先从对象池中取出
        bullet = BulletPool.Get(bulletName);

        if (bullet == null)
        {
            //Debug.Log("强行生成子弹");
            Object b = Resources.Load("Bullet/" + bulletName);

            bullet = GameObject.Instantiate((GameObject)b);
        }
        return(bullet);
    }
Beispiel #10
0
    protected override IEnumerator AttackCicle()
    {
        yield return(new WaitForSeconds(.5f));

        offsetCicle = false;

        while (true)
        {
            spawnedBullets = new List <Bullet>();

            m_animator.SetInteger("State", 1);

            for (int i = 0; i < bulletsPerCicle; i++)
            {
                GameObject bulletObject = pool.Get();
                BulletLine bullet       = bulletObject.GetComponent <BulletLine>();
                if (bullet)
                {
                    bulletObject.SetActive(true);
                    Vector2 direction = RaposUtil.RotateVector(Vector3.up, i * (360 / bulletsPerCicle) + (offsetCicle ? (180 / bulletsPerCicle) : 0));

                    bulletObject.transform.rotation = Quaternion.Euler(Vector3.forward * (Vector2.SignedAngle(Vector2.up, direction) + 90));
                    bulletObject.transform.position = transform.position;
                    InheritAnchorMovement inheritAnchorMovement = bullet.GetComponent <InheritAnchorMovement>();
                    if (inheritAnchorMovement != null)
                    {
                        inheritAnchorMovement.enabled = true;
                        inheritAnchorMovement.Set(transform);
                    }
                    bullet.StartCoroutine(PositionBullet(bulletObject.transform, (Vector3)(direction * 1f)));

                    spawnedBullets.Add(bullet);
                    yield return(new WaitForSeconds(.03f));
                }
            }

            yield return(new WaitForSeconds(.5f));

            ReleaseBullets();
            m_animator.SetInteger("State", 2);

            yield return(new WaitForSeconds(1));

            offsetCicle = !offsetCicle;
        }
    }
 public virtual void Shoot()
 {
     if (OnFireDistance())
     {
         var bullet = bp.Get();
         if (bullet == null)
         {
             return;
         }
         bullet.Spawn(firePosition.position, firePosition.forward, damage, false);
         bp.AddBullet(bullet);
         canShoot = false;
         fireTime = Random.Range(minFireTime, maxFireTime);
         enem.audioSource.clip = shootAudio;
         enem.audioSource.Play();
     }
 }