Beispiel #1
0
        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);
        }
Beispiel #2
0
 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>();
        }
Beispiel #4
0
        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;
 }
Beispiel #6
0
        //[SerializeField] private todo items saving

        public void Awake()
        {
            primaryGun = Instantiate(primaryGun, gunPlace.position, gunPlace.rotation);
            primaryGun.transform.parent = gunPlace;
        }