Beispiel #1
0
    //fire the weapon using a raycast
    void Shoot()
    {
        //calculate direction to shoot
        Vector3 rayDirection = cameraController.transform.forward;

        //cast a debug ray
        UnityEngine.Debug.DrawRay(rayOrigin.position, rayDirection * shootDistance, Color.blue, 1f);
        //do the raycast
        if (Physics.Raycast(rayOrigin.position, rayDirection, out objectHit, shootDistance))
        {
            //do stuff when hitting an object
            UnityEngine.Debug.Log("You hit the " + objectHit.transform.name + "!");
            //visual feedback
            visualFeedbackObject.transform.position = objectHit.point;
            //apply damage to enemy
            EnemyShooter enemyShooter = objectHit.transform.gameObject.GetComponent <EnemyShooter>();
            if (enemyShooter != null)
            {
                enemyShooter.TakeDamage(weaponDamage);
                enemyShooter.TakeKnockback(weaponKnockback);
            }
        }
        else
        {
            //do stuff when missing objects
            UnityEngine.Debug.Log("Miss");
        }
    }
Beispiel #2
0
    // fire the weapon using a raycast
    void Shoot()
    {
        // calculate direction to shoot the ray
        Vector3 rayDirection = cameraController.transform.forward;

        // cast a debug ray
        Debug.DrawRay(rayOrigin.position, rayDirection * shootDistance, Color.cyan, 1f);
        // do the raycast
        if (Physics.Raycast(rayOrigin.position, rayDirection, out objectHit, shootDistance, hitLayers))
        {
            // Hit thing DoStuff() code
            Debug.Log("You HIT the " + objectHit.transform.name);

            if (objectHit.transform.tag == "Enemy")
            {
                Debug.Log("DEAL DAMAGE");
                // Visual Feedback
                visualFeedbackObject.transform.position = objectHit.point;
                // Apply damage if it's enemy
                EnemyShooter enemyShooter = objectHit.transform.gameObject.GetComponent <EnemyShooter>();
                if (enemyShooter != null)
                {
                    enemyShooter.TakeDamage(weaponDamage);
                }
            }
        }
        else
        {
            Debug.Log("Miss.");
        }
    }
    void Shoot()
    {
        //aim
        Vector3 rayDirection = cameraController.transform.forward;

        //feedback
        muzzleFlash.Play();
        AudioHelper.PlayClip2D(fireSound, 1f);
        //debug ray
        Debug.DrawRay(rayOrigin.position, rayDirection * shootDistance, Color.cyan, 1f);
        //raycast check
        if (Physics.Raycast(rayOrigin.position, rayDirection, out objectHit, shootDistance, hitLayers))
        {
            UnityEngine.Debug.Log(objectHit.transform.name);
            ImpactFlash();

            //apply damage if object is enemy
            if (objectHit.transform.tag == "Enemy")
            {
                EnemyShooter enemyShooter = objectHit.transform.GetComponent <EnemyShooter>();
                if (enemyShooter != null)
                {
                    enemyShooter.TakeDamage(primaryWeaponDamage);
                }
            }
        }
        else
        {
            UnityEngine.Debug.Log("miss");
        }
    }
Beispiel #4
0
    void HitObject()
    {
        Vector3 rayDirection = cameraController.transform.forward;

        Debug.DrawRay(rayOrigin.position, rayDirection * shootDistance, Color.red, 0.5f);
        if (Physics.Raycast(rayOrigin.position, rayDirection, out objectHit, shootDistance, hitLayers))
        {
            EnemyShooter enemyShooter = objectHit.transform.GetComponent <EnemyShooter>();
            if (enemyShooter != null)
            {
                enemyShooter.TakeDamage(punchDamage);
            }
        }
    }
    //on trigger enter
    void OnTriggerEnter()
    {
        positionHolder = this.gameObject.transform.position;
        AudioHelper.PlayClip2D(explosionSound, 1f);
        GameObject explosionInstance = Instantiate(explosion, positionHolder, Quaternion.identity);

        Destroy(explosionInstance, 3.5f);
        Collider[] hitColliders = Physics.OverlapSphere(positionHolder, hitRadius, hitLayers);
        foreach (var hitCollider in hitColliders)
        {
            EnemyShooter shooter = hitCollider.gameObject.GetComponent <EnemyShooter>();
            if (shooter != null)
            {
                shooter.TakeDamage(grenadeDamage);
            }
        }
        //do visuals and sound
        //destroy
        Destroy(this.gameObject, 4f);
    }
Beispiel #6
0
    //Shoot gun using raycast
    void Shoot()
    {
        //calc direction to shoot
        Vector3 rayDirection = cameraController.transform.forward;

        //cast debug ray
        Debug.DrawRay(rayOrigin.position, rayDirection * shootDistance, Color.blue, 1f);
        //do raycast
        if (Physics.Raycast(rayOrigin.position, rayDirection, out objectHit, shootDistance, hitLayers) && (PlayerHealth.health > 0))
        {
            Debug.Log("You Hit the  " + objectHit.transform.name);

            if (objectHit.transform.tag == "Enemy")
            {
                Debug.Log("deal damage");
                //visual feedback
                visualFeedbackObject.transform.position = objectHit.point;
                //apply damage if enemy
                EnemyShooter enemyShooter = objectHit.transform.gameObject.GetComponent <EnemyShooter>();
                if (enemyShooter != null)
                {
                    enemyShooter.TakeDamage(weaponDamage);
                    _enemyHit.Play();
                    Debug.Log("Hit enemy");
                }
            }
            if (objectHit.transform.tag == "Wall")
            {
                _hitWall.Play();
                Debug.Log("Hit wall");
            }



            //check health, kill enemy
        }
        else
        {
            Debug.Log("Miss");
        }
    }
Beispiel #7
0
    // fire weapon using raycast
    void Shoot()
    {
        Vector3 rayDirection = cameraController.transform.forward;

        // cast ray
        Debug.DrawRay(rayOrigin.position, rayDirection * shootDistance, Color.blue, 1f);
        // do raycast
        if (Physics.Raycast(rayOrigin.position, rayDirection, out objectHit, shootDistance))
        {
            EnemyShooter enemyShooter = objectHit.transform.gameObject.GetComponent <EnemyShooter>();
            if (enemyShooter != null)
            {
                Debug.Log("Hit enemy!");
                enemyShooter.TakeDamage(weaponDamage);
            }
        }
        else
        {
            Debug.Log("Missed!");
        }
    }
Beispiel #8
0
    void ShootLaserFromTargetPositionL(Vector3 targetPosition, Vector3 direction, float length)
    {
        Ray ray = new Ray(targetPosition, direction);

        RaycastHit raycastHit;
        Vector3    endPosition = targetPosition + (length * direction);

        if (grabAction1L.GetStateDown(handTypeL))
        {
            Sound.PlayOneShot(soundReload);
            if (Time.time - aowailop2 >= ti)
            {
                if (AmmoL > 0)
                {
                    float seconds = (float)900 / 9000f;
                    vibra.Execute(0, seconds, 20f / seconds, 20, handTypeL);


                    laserLineRendererL.enabled = true;
                    Sound.PlayOneShot(soundShoot);
                    particleL.Emit(1);

                    if (Physics.Raycast(ray, out raycastHit, length))
                    {
                        if (raycastHit.transform.tag == "Enemy")
                        {
                            if (raycastHit.transform.name == "head")
                            {
                                EnemyShooter target = raycastHit.transform.GetComponentInChildren <EnemyShooter>();
                                if (target != null)
                                {
                                    Quaternion rot = Quaternion.FromToRotation(Vector3.forward, raycastHit.normal);

                                    GameObject particleGun2 = Instantiate(blood, raycastHit.point, rot);

                                    Destroy(particleGun2, 2f);
                                    target.TakeDamage(100);
                                    print("001");
                                }
                            }
                            else
                            {
                                EnemyShooter target = raycastHit.transform.GetComponent <EnemyShooter>();
                                if (target != null)
                                {
                                    Quaternion rot = Quaternion.FromToRotation(Vector3.forward, raycastHit.normal);

                                    GameObject particleGun2 = Instantiate(blood, raycastHit.point, rot);


                                    Destroy(particleGun2, 2f);
                                    target.TakeDamage(ShootDamage);
                                }
                            }
                        }



                        if (raycastHit.transform.name == "Militarytarget")
                        {
                            raycastHit.rigidbody.AddForce(-raycastHit.normal * 50f);
                        }



                        if (raycastHit.transform.tag == "headAi")
                        {
                            if (raycastHit.transform.name == "head")
                            {
                                ScriptSitShoot target = raycastHit.transform.GetComponentInChildren <ScriptSitShoot>();
                                if (target != null)
                                {
                                    Quaternion rot = Quaternion.FromToRotation(Vector3.forward, raycastHit.normal);

                                    GameObject particleGun2 = Instantiate(blood, raycastHit.point, rot);

                                    Destroy(particleGun2, 2f);
                                    target.TakeDamage(100);
                                    print("001");
                                }
                            }
                            else
                            {
                                ScriptSitShoot target = raycastHit.transform.GetComponent <ScriptSitShoot>();
                                if (target != null)
                                {
                                    Quaternion rot = Quaternion.FromToRotation(Vector3.forward, raycastHit.normal);

                                    GameObject particleGun2 = Instantiate(blood, raycastHit.point, rot);


                                    Destroy(particleGun2, 2f);
                                    target.TakeDamage(ShootDamage);
                                }
                            }
                        }



                        if (raycastHit.transform.tag == "Bomb")
                        {
                            ScriptBome target = raycastHit.transform.GetComponent <ScriptBome>();
                            if (target != null)
                            {
                                Quaternion rot = Quaternion.FromToRotation(Vector3.forward, raycastHit.normal);

                                GameObject particleGun2 = Instantiate(blood, raycastHit.point, rot);


                                Destroy(particleGun2, 2f);
                                target.TakeDamage(ShootDamage);
                            }
                        }

                        if (raycastHit.transform.tag == "Bossfinal")
                        {
                            ScriptHeadShot target = raycastHit.transform.GetComponent <ScriptHeadShot>();
                            if (target != null)
                            {
                                Quaternion rot = Quaternion.FromToRotation(Vector3.forward, raycastHit.normal);

                                GameObject particleGun2 = Instantiate(blood, raycastHit.point, rot);


                                Destroy(particleGun2, 2f);
                                target.TakeDamage(10);
                            }
                        }

                        if (raycastHit.transform.tag == "StartGame")
                        {
                            OpenDoor target = raycastHit.transform.GetComponent <OpenDoor>();
                            if (target != null)
                            {
                                Quaternion rot = Quaternion.FromToRotation(Vector3.forward, raycastHit.normal);

                                GameObject particleGun2 = Instantiate(particleGun, raycastHit.point, rot);


                                Destroy(particleGun2, 2f);
                                target.TakeDamage(ShootDamage);
                            }
                        }

                        if (raycastHit.transform.tag == "lobot")
                        {
                            EnemyShooter2 target = raycastHit.transform.GetComponent <EnemyShooter2>();
                            if (target != null)
                            {
                                Quaternion rot = Quaternion.FromToRotation(Vector3.forward, raycastHit.normal);

                                GameObject particleGun2 = Instantiate(blood, raycastHit.point, rot);


                                Destroy(particleGun2, 2f);
                                target.TakeDamage(ShootDamage);
                            }
                        }

                        if (raycastHit.transform.tag == "newgame")
                        {
                            SceneManager.LoadScene(0);
                        }

                        if (raycastHit.transform.tag == "hp")
                        {
                            reHp target = raycastHit.transform.GetComponent <reHp>();
                            if (target != null)
                            {
                                Quaternion rot = Quaternion.FromToRotation(Vector3.forward, raycastHit.normal);

                                GameObject particleGun2 = Instantiate(particleGun, raycastHit.point, rot);

                                Sound.PlayOneShot(soundReHp, 30f);
                                Destroy(particleGun2, 2f);
                                ScriptHPStam.currentHP += 100;
                                target.TakeDamage(500);
                            }
                        }

                        if (raycastHit.transform.tag == "Bullet")
                        {
                            EnemyBullet target = raycastHit.transform.GetComponent <EnemyBullet>();
                            if (target != null)
                            {
                                Quaternion rot = Quaternion.FromToRotation(Vector3.forward, raycastHit.normal);

                                GameObject particleGun2 = Instantiate(particleGun, raycastHit.point, rot);


                                Destroy(particleGun2, 2f);

                                target.TakeDamage(ShootDamage);
                            }
                        }

                        if (raycastHit.transform.tag == "StartGame")
                        {
                            Sound.PlayOneShot(soundReHp, 30f);
                            StartCoroutine(stargame());
                        }



                        AmmoL--;
                    }
                    else
                    {
                        print("Empty");
                    }
                    endPosition = raycastHit.point;
                }

                aowailop2 = Time.time;
            }

            laserLineRendererL.SetPosition(0, targetPosition);
            laserLineRendererL.SetPosition(1, endPosition);
        }
    }