void Piercing()
    {
        point = this.transform.Find("GrenadeSpawn");
        bulletControler piercing = Instantiate(piercing_shot, point.position, point.rotation) as bulletControler;

        piercing.speed = 15;
    }
    void Grenade()
    {
        point = this.transform.Find("GrenadeSpawn");
        bulletControler my_grenade = Instantiate(grenade, point.position, point.rotation) as bulletControler;

        grenade.speed = 15;
    }
Beispiel #3
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    void OnCollisionEnter2D(Collision2D enemy)
    {
        if (enemy != null)
        {
            point = this.transform;
            float bulletSpeed = 10f;
            //shoot.Play();
            bulletControler newBullet1  = Instantiate(bullet, point.position, Quaternion.Euler(point.rotation.x, point.rotation.y, point.eulerAngles.z - 150)) as bulletControler;
            bulletControler newBullet2  = Instantiate(bullet, point.position, Quaternion.Euler(point.rotation.x, point.rotation.y, point.eulerAngles.z - 120)) as bulletControler;
            bulletControler newBullet3  = Instantiate(bullet, point.position, Quaternion.Euler(point.rotation.x, point.rotation.y, point.eulerAngles.z - 90)) as bulletControler;
            bulletControler newBullet4  = Instantiate(bullet, point.position, Quaternion.Euler(point.rotation.x, point.rotation.y, point.eulerAngles.z - 60)) as bulletControler;
            bulletControler newBullet5  = Instantiate(bullet, point.position, Quaternion.Euler(point.rotation.x, point.rotation.y, point.eulerAngles.z - 30)) as bulletControler;
            bulletControler newBullet6  = Instantiate(bullet, point.position, point.rotation)    as bulletControler;
            bulletControler newBullet7  = Instantiate(bullet, point.position, Quaternion.Euler(point.rotation.x, point.rotation.y, point.eulerAngles.z + 30)) as bulletControler;
            bulletControler newBullet8  = Instantiate(bullet, point.position, Quaternion.Euler(point.rotation.x, point.rotation.y, point.eulerAngles.z + 60)) as bulletControler;
            bulletControler newBullet9  = Instantiate(bullet, point.position, Quaternion.Euler(point.rotation.x, point.rotation.y, point.eulerAngles.z + 90)) as bulletControler;
            bulletControler newBullet10 = Instantiate(bullet, point.position, Quaternion.Euler(point.rotation.x, point.rotation.y, point.eulerAngles.z + 120)) as bulletControler;
            bulletControler newBullet11 = Instantiate(bullet, point.position, Quaternion.Euler(point.rotation.x, point.rotation.y, point.eulerAngles.z + 150)) as bulletControler;
            bulletControler newBullet12 = Instantiate(bullet, point.position, Quaternion.Euler(point.rotation.x, point.rotation.y, point.eulerAngles.z + 180)) as bulletControler;

            newBullet1.speed  = bulletSpeed;
            newBullet2.speed  = bulletSpeed;
            newBullet3.speed  = bulletSpeed;
            newBullet4.speed  = bulletSpeed;
            newBullet5.speed  = bulletSpeed;
            newBullet6.speed  = bulletSpeed;
            newBullet7.speed  = bulletSpeed;
            newBullet8.speed  = bulletSpeed;
            newBullet9.speed  = bulletSpeed;
            newBullet10.speed = bulletSpeed;
            newBullet11.speed = bulletSpeed;
            newBullet12.speed = bulletSpeed;
            Destroy(this.gameObject);
        }
    }
    void FixedUpdate()
    {
        string playerIndex = gameObject.GetComponentInParent <TankMovement>().playerIndex;

        isFiring = Input.GetButton("P" + playerIndex + " R1");

        if (isFiring && shotCounter == 0.0f)
        {
            shotCounter = cooldown;
            bulletControler newBullet = Instantiate(bullet, firePoint.position, firePoint.rotation) as bulletControler;
            Instantiate(impactParticle, firePoint.position, firePoint.rotation);
            shoot.Play();
            newBullet.speed = bulletSpeed;
        }
    }
Beispiel #5
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    void Shotgun()
    {
        point = this.transform.Find("BulletSpawn");
        float bulletSpeed = 10f;
        //shoot.Play();

        bulletControler newBullet1 = Instantiate(bullet, point.position, Quaternion.Euler(point.rotation.x, point.rotation.y, point.eulerAngles.z - 30)) as bulletControler;
        bulletControler newBullet2 = Instantiate(bullet, point.position, Quaternion.Euler(point.rotation.x, point.rotation.y, point.eulerAngles.z - 15)) as bulletControler;
        bulletControler newBullet3 = Instantiate(bullet, point.position, point.rotation)    as bulletControler;
        bulletControler newBullet4 = Instantiate(bullet, point.position, Quaternion.Euler(point.rotation.x, point.rotation.y, point.eulerAngles.z + 15)) as bulletControler;
        bulletControler newBullet5 = Instantiate(bullet, point.position, Quaternion.Euler(point.rotation.x, point.rotation.y, point.eulerAngles.z + 30)) as bulletControler;

        newBullet1.speed = bulletSpeed;
        newBullet2.speed = bulletSpeed;
        newBullet3.speed = bulletSpeed;
        newBullet4.speed = bulletSpeed;
        newBullet5.speed = bulletSpeed;
    }
Beispiel #6
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 // Update is called once per frame
 void Update()
 {
     this.transform.LookAt(target);
     if (shotCounter > 0)
     {
         shotCounter -= Time.deltaTime;
         if (shotCounter < 0)
         {
             shotCounter = 0;
         }
     }
     if (shotCounter == 0.0f)
     {
         shotCounter = cooldown;
         bulletControler newBullet = Instantiate(bullet, firePoint.position, firePoint.rotation) as bulletControler;
         Instantiate(impactParticle, firePoint.position, firePoint.rotation);
         shoot.Play();
         newBullet.speed = bulletSpeed;
     }
 }