Shoot() public abstract method

public abstract Shoot ( ) : void
return void
 private void Update()
 {
     //if (Input.GetButtonDown("Jump")) player.Jump();
     player.Direction = GetDirection(INPUT.KEYBOARD);
     if (Input.GetButtonDown("Fire1"))
     {
         shooter?.Shoot(ShootDirection());
     }
 }
Beispiel #2
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 protected override void ControlPerFrame()
 {
     if (Input.GetButton("Fire2"))
     {
         Shooter?.ContinuousShoot();
     }
     else
     {
         if (Input.GetButtonDown("Fire1"))
         {
             Shooter?.Shoot();
         }
     }
 }
    void OnTriggerStay(Collider Object)
    {
        // Checking for the player tag is only for no crashing
        if (isOpponent(Object))
        {
            float speed = 0;
            if (Object.gameObject.tag == "Npc")
            {
                ObjectTransformer d = Object.GetComponent <ObjectTransformer>();
                speed = d.TranslationSpeed;
            }
            else if (Object.gameObject.tag == "Player")
            {
                ShipControl s = Object.GetComponent <ShipControl>();
                speed = s.CurrentSpeed;
            }
            //Debug.Log(speed);
            // Check the predicted position given the current flying velocity
            Vector3 targetPosM = PredictPosition.Predict(Object.transform.position,
                                                         speed * Object.transform.forward,
                                                         top.position,
                                                         shootL.ProjectileSpeed);

            Vector3 targetPosL = PredictPosition.Predict(Object.transform.position,
                                                         speed * Object.transform.forward,
                                                         muzzleLeft.position,
                                                         shootL.ProjectileSpeed);

            Vector3 targetPosR = PredictPosition.Predict(Object.transform.position,
                                                         speed * Object.transform.forward,
                                                         muzzleRight.position,
                                                         shootR.ProjectileSpeed);

            // TODO: Only get random target sometimes
            targetPosM = GetRandomTarget(targetPosM, 1);
            //targetPosL = GetRandomTarget(targetPosL, 1);
            //targetPosR = GetRandomTarget(targetPosR, 1);

            Vector3 lookPos = targetPosM - top.position;
            lookPos.y = 0;
            Quaternion rotation = Quaternion.LookRotation(lookPos);
            //Quaternion b = Quaternion.Euler(0, this.transform.eulerAngles.y, 0);
            Vector3 eul = rotation.eulerAngles;
            eul.y -= this.transform.eulerAngles.y;
            Quaternion rotation2 = Quaternion.Euler(eul.x, eul.y, eul.z);

            top.localRotation = Quaternion.Slerp(top.transform.rotation, rotation2, Time.deltaTime * 100);

            Vector3 objPos = Object.transform.position;

            float angle = getXrotation(muzzleLeft.position, targetPosL);

            muzzleLeft.localEulerAngles = new Vector3(angle * Mathf.Rad2Deg, -90, 0);

            angle = getXrotation(muzzleRight.position, targetPosR);

            muzzleRight.localEulerAngles = new Vector3(angle * Mathf.Rad2Deg, -90, 0);

            float diff = (Object.transform.position - top.position).magnitude;
            // Only shoot in case of in shoot radius
            if (diff < shootDistance)
            {
                shootL.Shoot();
                shootR.Shoot();
            }
        }
    }
 public void Shoot()
 {
     chracterShooter.Shoot();
 }