Beispiel #1
0
        public static void InitProjectileBounceEffect(Projectiles.Projectile projectile)
        {
            GameObject eGO = Instantiate(Inst.projectileBouncePrefab, Inst.transform);

            eGO.name = "ProjectileBounceEffect";
            eGO.transform.position    = projectile.GetPreviousPosition();
            eGO.transform.rotation    = projectile.transform.rotation;
            eGO.transform.localScale *= projectile.FromTurret.GunsCaliber / Global.Effects.PROJECTILE_PEN_EFFECT_SIZEMOD_REFERENCE_CALIBER;
            Destroy(eGO, eGO.GetComponent <ParticleSystem>().main.duration);
        }
Beispiel #2
0
        public override void InflictDamage(DamageZone damageZone, Projectiles.Projectile projectile, DamageParams param = default)
        {
            if (PenetrationCheck(projectile, damageZone.Ship.HullArmor, Vector3.Angle(damageZone.Ship.transform.forward, projectile.transform.forward)))
            {
                // Penetration effects
                EffectManager.InitProjectilePenEffect(projectile);
                damageZone.Ship.Rigidbody.AddForceAtPosition(projectile.Velocity * projectile.FromTurret.GunsCaliber * damageZone.Ship.Armament.GunTurrets[0].ShipRecoil, projectile.GetPreviousPosition(), ForceMode.Impulse);

                // Add water ingress to ship
                damageZone.Ship.AddWaterIngress((byte)param.fparam[0]);
            }
            else
            {
                // Bounce effects
                EffectManager.InitProjectileBounceEffect(projectile);
            }
        }
Beispiel #3
0
        public override void InflictDamage(DamageZone damageZone, Projectiles.Projectile projectile, DamageParams param = default)
        {
            GunTurret turret = ((GameObject)param.oparam[0]).GetComponent <GunTurret>();

            if (PenetrationCheck(projectile, turret.TurretArmor, Vector3.Angle(damageZone.Ship.transform.forward, projectile.transform.forward)))
            {
                // Penetration effects
                EffectManager.InitProjectilePenEffect(projectile);
                damageZone.Ship.Rigidbody.AddForceAtPosition(projectile.Velocity * projectile.FromTurret.GunsCaliber * damageZone.Ship.Armament.GunTurrets[0].ShipRecoil, projectile.GetPreviousPosition(), ForceMode.Impulse);

                // Destroy Turret
                turret.Disable();
            }
            else
            {
                // Bounce effects
                EffectManager.InitProjectileBounceEffect(projectile);
            }
        }