public void Shootout(String shootername, Gun.Gun shooter, Vector3 startposition, float rotateper) { this._shootername = shootername; _shooter = shooter; if (startposition != default(Vector3)) { //_startposition = startposition + targetposition.normalized * 2; transform.position = startposition; _rotateper = rotateper; _moveSpeed = _shooter.ShootSpeed * 0.02f * SystemOption.SceneScale; SetColor(shooter.Gunbuff); } if (_shooter != null) { _damage = _shooter.Damage; } Collider2D[] monsters = Physics2D.OverlapCircleAll(transform.position, 200, 1 << LayerMask.NameToLayer("Hit")); Debug.Log(monsters.Length); int t; do { t = Random.Range(0, monsters.Length - 1); } while (!monsters[t].gameObject.CompareTag("Monster")); _endposition = monsters[t].transform; Debug.DrawLine(startposition, _endposition.position, Color.cyan, 2); }
public void Shootout(String shootername, Gun.Gun shooter, Vector3 shootposition, Vector3 targetposition) { this._shootername = shootername; _shooter = shooter; _startposition = shootposition + targetposition.normalized * 2 * SystemOption.SceneScale; transform.position = _startposition; _targetposition = targetposition; _endposition = _startposition + _range * _targetposition.normalized; _damage = shooter.Damage; }
protected override void OnAwake() { KilledTextAmount.text = "0"; SoulsTextAmount.text = "0"; GameController.OnEnemyKilled += count => KilledTextAmount.text = $"{count}"; GameController.OnEnemySoulCollected += count => SoulsTextAmount.text = $"{count}"; GameController.OnPlayerHit += OnPlayerHit; GameController.OnGunChange += OnGunChange; GameController.OnRestartGame += OnResetGame; Health1.color = Health2.color = Health3.color = _whiteTransparentColor; _player = FindObjectOfType <Player.Player>(); _gun = FindObjectOfType <Gun.Gun>(); }
public void Shootout(String shootername, Gun.Gun shooter, Vector3 startposition, Vector3 targetposition = default(Vector3), bool isPlayer = false) { this._shootername = shootername; _shooter = shooter; this._isPlayer = isPlayer; if (startposition != default(Vector3)) { //_startposition = startposition + targetposition.normalized * 2; transform.position = startposition; _endposition = startposition + _shooter.ShootRange * targetposition.normalized * SystemOption.SceneScale; _moveSpeed = _shooter.ShootSpeed * 0.02f * SystemOption.SceneScale; Debug.DrawLine(startposition, _endposition, Color.cyan, 2); SetColor(shooter.Gunbuff); } if (_shooter != null) { _damage = _shooter.Damage; } }
public void Awake() { //todo инстанцирование пушек currentGun = Instantiate(currentGun, gunPlace.position, gunPlace.rotation); currentGun.transform.parent = gunPlace; }
//[SerializeField] private todo items saving public void Awake() { primaryGun = Instantiate(primaryGun, gunPlace.position, gunPlace.rotation); primaryGun.transform.parent = gunPlace; }