Beispiel #1
0
 void Handle_Ricochet()
 {
     next_points = LineOfShot.Get_Trajectory(
         this.transform.position,
         rb.velocity,
         10f
         );
 }
Beispiel #2
0
 void Handle_Line_Of_Shot()
 {
     if (Input.GetMouseButton(0))
     {
         line.Set_Line(
             LineOfShot.Get_Trajectory(cat.position,
                                       Camera.main.ScreenToWorldPoint(Input.mousePosition) - cat.position,
                                       30f
                                       ));
     }
     if (Input.GetMouseButtonUp(0))
     {
         line.Deactivate();
     }
 }
Beispiel #3
0
    void Handle_Preview_Trajectory()
    {
        var points = LineOfShot.Get_Trajectory(
            this.transform.position,
            rb.velocity,
            2.5f
            );

        preview_trajectory.enabled       = true;
        preview_trajectory.positionCount = points.Count;
        for (int i = 0; i < points.Count; i++)
        {
            preview_trajectory.SetPosition(i, points[i]);
        }
    }
Beispiel #4
0
    void Handle_Shooting()
    {
        if (Input.GetMouseButtonUp(0) && itemManager.arrowCount > 0)
        {
            GameObject     go  = Instantiate(projectilePrefab, cat.position, Quaternion.identity);
            Projectile     prj = go.GetComponent <Projectile>();
            List <Vector2> aux = new List <Vector2>();
            aux.AddRange(
                LineOfShot.Get_Trajectory(cat.position,
                                          Camera.main.ScreenToWorldPoint(Input.mousePosition) - cat.position,
                                          30f
                                          ));
            prj.Set_Line_Of_Shot(line);
            itemManager.arrowCount--;

            line.Deactivate();
            prj.Start_Shot(
                Camera.main.ScreenToWorldPoint(Input.mousePosition) - cat.position
                );
        }
    }
Beispiel #5
0
 public void Set_Line_Of_Shot(LineOfShot line)
 {
     this.line = line;
 }