Beispiel #1
0
        /// <summary>
        /// Start shooting lights.
        /// </summary>
        public void Launch()
        {
            try
            {
                if (Ammo > 0)
                {
                    WeaponToLaunch.SetActive(true);
                    onPlayerShoot.Invoke();
                    if (enableAmmo)
                    {
                        ammo.MinusLauncherAmmo();  // Minus one Ammo
                    }
                }
                else
                {
                    WeaponToLaunch.SetActive(false);
                }
            }
            catch (UnassignedReferenceException)
            {
                Debug.Log("No 'Weapon to launch' Attached!!");
            }
            switch (cameraShakeType)
            {
            case ShakeType.none: break;

            case ShakeType.simpleShake:
                camShake.ShakeCamera(simpleShakeSettings.shakePower, simpleShakeSettings.shakeDuration); break;

            case ShakeType.sineShake:
                camShake.StartShake(sineShakeSettings); break;

            default: break;
            }
        }
Beispiel #2
0
        /// <summary>
        /// Start Shooting!!
        /// </summary>
        public void Shoot()
        {
            if (Time.time > nextFire && Ammo > 0)
            {
                onPlayerShoot.Invoke();
                nextFire = Time.time + fireRate;            // add time for next fire
                if (enableAmmo)
                {
                    ammo.MinusAmmo();      // Send Message to AmmoText GameObject that we spent one bullet
                }
                try
                {
                    switch (cameraShakeType)
                    {
                    case ShakeType.none: break;

                    case ShakeType.simpleShake:
                        camShake.ShakeCamera(simpleShakeSettings.shakePower, simpleShakeSettings.shakeDuration); break;

                    case ShakeType.sineShake:
                        camShake.StartShake(sineShakeSettings); break;

                    default: break;
                    }
                }
                catch (NullReferenceException)
                {
                    Debug.Log("There is no Active Camera in the Scene.");
                }
                Vector3 offset1 = transform.rotation * GrenadeOffset; // Vector3 Bullet Offset
                Vector2 tt      = transform.up;                       // up direction.
                if (Recoil)
                {
                    // a little bit of recoil.
                    Vector3 recoilVect = new Vector3(GetComponentInParent <Transform>().rotation.x + recoilVector.x, GetComponentInParent <Transform>().rotation.y + recoilVector.y);
                    player.transform.position = new Vector3(player.transform.position.x - recoilVect.x, player.transform.position.y - recoilVect.y, player.transform.position.z);
                }
                //Shoot!!
                try
                {// get grenade from pool and activate it and add force to it;
                    GameObject grenade = GetPooledObject(ExtraGrenades, temp, GrenadePrefabs, GrenadePool);
                    grenade.transform.SetPositionAndRotation(transform.position + offset1, transform.rotation);
                    grenade.SetActive(true);
                    grenade.GetComponent <Rigidbody2D>().AddForce(tt * force, ForceMode2D.Impulse); // Add Force to Grenade.
                }
                catch (UnassignedReferenceException)
                {
                    Debug.Log("No Grenade Prefab Attached!");
                }
                if (Poof)
                {// get poof and activate it;
                    GameObject puf = GetPooledObject(extraPuff, temp, puffs, PuffPool);
                    puf.transform.SetPositionAndRotation(transform.position, transform.rotation);
                    puf.SetActive(true);
                }
            }
        }
Beispiel #3
0
        public void Shoot()
        {
            if (Time.time > nextFire && Ammo > 0)
            {
                nextFire = Time.time + fireRate;            // add time for next fire
                                                            //readyToShoot = true;
                if (enableAmmo)
                {
                    _ammo.MinusAmmo();          // Send Message to AmmoText GameObject that we spent one bullet
                }
                hit = Physics2D.Raycast(transform.position, transform.up, 1000, layers);

                onPlayerShoot.Invoke();

                if (hit.collider != null)
                {
                    switch (_target)
                    {
                    case target.enemies:
                        if (hit.collider.CompareTag(enemyTag))
                        {
                            hit.collider.GetComponent <HealthScore>().laserDamage(damage);
                        }
                        break;

                    case target.player:
                        if (hit.collider.CompareTag(playerTag))
                        {
                            hit.collider.GetComponent <PlayerHealth>().laserDamage(damage);
                        }
                        break;

                    default:
                        break;
                    }

                    endPosition = hit.point - hit.normal;
                    hitObj.transform.position = endPosition;
                }
                if (hit.collider == null)
                {
                    endPosition = Vector3.up;
                }
                g = getLaser(); /// instantiate prefab.
                if (g == null)
                {
                    return;
                }
                g.transform.SetPositionAndRotation(transform.position, transform.rotation);

                if (Poof)                        // if Poof is true,Activate Puff prefab
                {
                    GameObject poff = getPuff(); // get shell from pool;
                    if (poff == null)
                    {
                        return;
                    }
                    poff.transform.SetPositionAndRotation(g.transform.position, g.transform.rotation);
                    poff.SetActive(true);
                }
                if (ImpactEffect)                       // if Poof is true,Activate Puff prefab
                {
                    GameObject imp = getImpactEffect(); // get shell from pool;
                    if (imp == null)
                    {
                        return;
                    }
                    imp.transform.SetPositionAndRotation(endPosition, Quaternion.identity);
                    imp.SetActive(true);
                }
                Laser lase = g.GetComponent <Laser>();
                lase.startposition = g.transform;
                lase.startWidth    = startWidth;

                lase.hitCollider   = hitObj.GetComponent <Collider2D>();
                lase.lineDrawSpeed = lineDrawSpeed;
                lase.widthSpeed    = widthSpeed;
                g.SetActive(true);
                switch (cameraShakeType)
                {
                case ShakeType.none: break;

                case ShakeType.simpleShake:
                    camShake.ShakeCamera(simpleShakeSettings.shakePower, simpleShakeSettings.shakeDuration); break;

                case ShakeType.sineShake:
                    camShake.StartShake(sineShakeSettings); break;

                default: break;
                }
            }
        }
Beispiel #4
0
        /// <summary>
        /// shoot function.
        /// </summary>
        public void Shoot(int bullCount = 0)                                     // Start Shooting!!
        {
            if (Time.time > nextFire)
            {
                if (Ammo > 0)
                {
                    onPlayerStartShooting.Invoke();
                    nextFire = Time.time + fireRate;            // add time for next fire
                    if (enableAmmo)
                    {
                        ammo.MinusAmmo();                                    // Send Message to AmmoText GameObject that we spent one bullet
                    }
                    Vector3 Shelloffset1 = transform.rotation * ShellOffset; //Vector3 shell offset
                    try
                    {
                        for (int i = 0; i < amountOfGuns; i++)
                        {
                            float      spread         = UnityEngine.Random.Range(bulletSprey.x, bulletSprey.y);
                            Quaternion bulletRotation = Quaternion.Euler(new Vector3(0, 0, spread));
                            Vector3    offset3        = (transform.rotation * bulletRotation) * DegreeToVector2(90);;
                            Vector3    offset1        = transform.rotation * bulletOffset; // Vector3 Bullet Offset
                            Vector2    tt             = offset3;
                            GameObject bullet         = getBullet();                       // get bullet from pool;
                            if (bullet == null)
                            {
                                return;
                            }
                            bullet.transform.SetPositionAndRotation(transform.position + offset1, transform.rotation);
                            bullet.SetActive(true);
                            if (bullet.GetComponent <Rigidbody2D>())
                            {
                                bullet.GetComponent <Rigidbody2D>().AddForce(tt * force, forceMode);                                    // Add Force to Grenade.
                            }
                        }


                        if (Recoil)
                        {
                            // a little bit of recoil.
                            Vector3 recoilVect = new Vector3(GetComponentInParent <Transform>().rotation.x + recoilVector.x, GetComponentInParent <Transform>().rotation.y + recoilVector.y);
                            player.transform.position = new Vector3(player.transform.position.x - recoilVect.x, player.transform.position.y - recoilVect.y, player.transform.position.z);
                        }

                        if (ActivateShell)                 // if bool ActivateShell is true, Instantiate Shell Prefab
                        {
                            GameObject shell = getShell(); // get shell from pool;
                            if (shell == null)
                            {
                                return;
                            }
                            shell.transform.SetPositionAndRotation(transform.position + Shelloffset1, transform.rotation);
                            shell.GetComponent <BoxCollider2D>().enabled      = true;
                            shell.GetComponent <Rigidbody2D>().isKinematic    = false;
                            shell.GetComponent <Rigidbody2D>().freezeRotation = false;
                            shell.SetActive(true);
                            switch (shellDirection)
                            {
                            case direction.left:
                                shellVector = transform.right - new Vector3(UnityEngine.Random.Range(0f, 2), 0);     // Random Shell Direction
                                break;

                            case direction.right:
                                shellVector = (transform.right - new Vector3(UnityEngine.Random.Range(0f, 2), 0)) * -1;     // Random Shell Direction
                                break;

                            default:
                                break;
                            }
                            Rigidbody2D ShellClone = shell.GetComponent <Rigidbody2D>();
                            ShellClone.AddForce(shellVector * UnityEngine.Random.Range(.2f, 4f), ForceMode2D.Force); // Add Force to Shell RigidBody2D
                        }
                        if (Poof)                                                                                    // if Poof is true,Activate Puff prefab
                        {
                            GameObject poff = getPuff();                                                             // get shell from pool;
                            if (poff == null)
                            {
                                return;
                            }
                            poff.transform.SetPositionAndRotation(transform.position, transform.rotation);
                            poff.SetActive(true);
                        }
                    }
                    catch (UnassignedReferenceException)
                    {
                        Debug.Log("Prefab Needed!");
                    }
                    try
                    {
                        switch (cameraShakeType)
                        {
                        case ShakeType.none: break;

                        case ShakeType.simpleShake:
                            camShake.ShakeCamera(simpleShakeSettings.shakePower, simpleShakeSettings.shakeDuration); break;

                        case ShakeType.sineShake:
                            camShake.StartShake(sineShakeSettings); break;

                        default: break;
                        }
                    }
                    catch (NullReferenceException)
                    {
                        Debug.Log("No Active Camera or 'Camera Shake' Script doesn't attached to Camera! ");
                    }
                    onPlayerStopShooting.Invoke();
                }
                else
                {
                    onPlayerOutOfAmmo.Invoke();
                }
            }
        }
Beispiel #5
0
        //
        public void shot()
        {
            if (Time.time > nextFire && Ammo > 0)
            {
                nextFire = Time.time + fireRate;            // add time for next fire
                                                            //readyToShoot = true;
                if (enableAmmo)
                {
                    _ammo.MinusAmmo();          // Send Message to AmmoText GameObject that we spent one bullet
                }
                onPlayerShoot.Invoke();

                hit = Physics2D.Raycast(transform.position, transform.up, 200, layers);
                if (hit.collider != null)
                {
                    switch (_target)
                    {
                    case target.enemies:
                        if (hit.collider.CompareTag(enemyTag))
                        {
                            hit.collider.GetComponent <HealthScore>().laserDamage(damage);
                        }
                        break;

                    case target.player:
                        if (hit.collider.CompareTag(enemyTag))
                        {
                            hit.collider.GetComponent <PlayerHealth>().laserDamage(damage);
                        }
                        break;

                    default:
                        break;
                    }
                }
                if (hit.collider != null)
                {
                    for (int i = 0; i < NumToSpawn; i++)
                    { // instantiate lightning prefabs.
                        GameObject litGO = Instantiate(lightningPrefab, transform.position, Quaternion.identity);
                        if (hit.collider != null)
                        {
                            hitPosition.y         = hit.point.y - hit.normal.y;
                            hitPosition.x         = hit.point.x - hit.normal.x;
                            tr.transform.position = hitPosition;
                            litGO.GetComponent <Lightning>().EndPoint = tr.transform;
                        }
                    }
                }
                switch (cameraShakeType)
                {
                case ShakeType.none: break;

                case ShakeType.simpleShake:
                    camShake.ShakeCamera(simpleShakeSettings.shakePower, simpleShakeSettings.shakeDuration); break;

                case ShakeType.sineShake:
                    camShake.StartShake(sineShakeSettings); break;

                default: break;
                }
                if (Poof)                        // if Poof is true,Activate Puff prefab
                {
                    GameObject poff = getPuff(); // get shell from pool;
                    if (poff == null)
                    {
                        return;
                    }
                    poff.transform.SetPositionAndRotation(transform.position, transform.rotation);
                    poff.SetActive(true);
                }
                if (ImpactEffect)                                   // if Poof is true,Activate Puff prefab
                {
                    if (hit)
                    {
                        GameObject imp = getImpactEffect(); // get shell from pool;
                        if (imp == null)
                        {
                            return;
                        }
                        imp.transform.SetPositionAndRotation(hitPosition, hit.transform.rotation);
                        imp.SetActive(true);
                    }
                }
                if (_target == target.player)
                {
                    shoot = false;
                }
            }
        }