void Update()
    {
        //Prevent Problem when player is scaled
        //fireOrigin.localScale = new Vector3(scale.x * Mathf.Sign(transform.localScale.x), scale.y, scale.z);
        //Don't need this anymore I think, I changed scaling player to flip it's sprite rendrerer

        if (gameObject.layer == LayerMask.NameToLayer("Player"))
        {
            onFire = CI.Fire;
        }

        if (gameObject.layer == LayerMask.NameToLayer("Player"))
        {
            target = new Vector3(Camera.main.ScreenToWorldPoint(Input.mousePosition).x, Camera.main.ScreenToWorldPoint(Input.mousePosition).y, 0);
        }

        fireOrigin.position = transform.position + (target - transform.position).normalized * dis;
        Quaternion a = (Vector3.Cross(fireOrigin.localPosition, Vector3.right).z) < 0 ?
                       fireOrigin.rotation = Quaternion.Euler(0, 0, Vector3.Angle(fireOrigin.localPosition, Vector3.right)) :
                                             fireOrigin.rotation = Quaternion.Euler(0, 0, -Vector3.Angle(fireOrigin.localPosition, Vector3.right));


        if (onFire && canShoot && container.childCount >= cadence && cadence > 0)
        {
            List <Transform> bullets = new List <Transform>(0);
            if (container.childCount >= cadence)
            {
                for (int i = 0; i < cadence; i++)
                {
                    bullets.Add(container.GetChild(i));
                }
            }

            foreach (Transform bul in bullets)
            {
                bul.GetComponent <SpriteRenderer>().sprite = originalBulletSprite;
                var bulletBehaviour = bul.GetComponent <bullet>();
                bulletBehaviour.initialPos = transform.position;
                bulletBehaviour.maxDis     = maxDis;
                bul.gameObject.SetActive(true);
                bul.SetParent(null);
                var offset = new Vector3(UnityEngine.Random.Range(-offsetX, offsetX), UnityEngine.Random.Range(-offsetY, offsetY));
                bulletBehaviour.launch(bulletSpeed, ((target - transform.position).normalized + offset).normalized, gravityScale, bulletCost, bulletDamage);
            }
            canShoot = false;
            StartCoroutine(shoot(deadTime));

            //Some effects with this
            SS.CameraTwerk(shakeMagnitude, shakeDuration, shakeFrequency);
            AM.PlaySoundWithpitch("shot", UnityEngine.Random.Range(0.7f, 1.3f), 1f);
        }
    }
Beispiel #2
0
 public void onHit(float damage, Transform target)
 {
     SS.CameraTwerk(screenShake.x, screenShake.y, screenShake.z);
     currentEnergy -= damage;
     sr.color       = hitColor;
     if (currentEnergy <= 0 && !isDead)
     {
         bigPointDrop(target);
         isDead = true;
     }
     else if (currentEnergy > 0)
     {
         dropPoint(target);
     }
     StartCoroutine(colorChange(timeofColorChange));
     if (timeofSecurity > 0)
     {
         originalLayer    = gameObject.layer;
         gameObject.layer = LayerMask.NameToLayer("secure");
         StartCoroutine(sec(timeofSecurity));
     }
 }