Ejemplo n.º 1
0
    /// <summary>
    /// fire the machine gun
    /// </summary>
    void MachineGun_Fire()
    {
        if (bulletsLeft <= 0 && numberOfClips > 0)
        {
            StartCoroutine(reload());
            return;
        }
        // If there is more than one bullet between the last and this frame
        // Reset the nextFireTime
        if (Time.time - fireRate > nextFireTime)
        {
            nextFireTime = Time.time - Time.deltaTime;
        }

        // Keep firing until we used up the fire time
        while (nextFireTime < Time.time)
        {
            switch (typeOfBullet)
            {
            case BulletType.Physical:
                StartCoroutine(FireOneShot());      // fire a physical bullet
                break;

            case BulletType.Raycast:
                StartCoroutine(FireOneRay());      // fire a raycast.... change to FireOneRay
                break;

            default:
                Debug.Log("error in bullet type");
                break;
            }
            if (Animat != null)
            {
                if (isAmed)
                {
                    Animat.AimFire();
                }
                else
                {
                    Animat.Fire();
                }
            }
            if (Sync)
            {
                Sync.Firing(weaponType.Machinegun.ToString(), spread);
            }
            audio.clip   = FireSound;
            audio.spread = Random.Range(1.0f, 1.5f);
            audio.pitch  = Random.Range(1.0f, 1.05f);
            audio.Play();
            shotsFired++;
            bulletsLeft--;
            nextFireTime += fireRate;
            EjectShell();
            Kick();
            StartCoroutine(CamShake());
            StartCoroutine(MuzzleFlash());
        }
    }
Ejemplo n.º 2
0
    /// fire the sniper gun
    void Sniper_Fire()
    {
        if (bulletsLeft <= 0 && numberOfClips > 0)
        {
            StartCoroutine(reload());
            return;
        }
        // If there is more than one bullet between the last and this frame
        // Reset the nextFireTime
        if (Time.time - fireRate > nextFireTime)
        {
            nextFireTime = Time.time - Time.deltaTime;
        }

        // Keep firing until we used up the fire time
        while (nextFireTime < Time.time)
        {
            switch (typeOfBullet)
            {
            case BulletType.Physical:
                StartCoroutine(FireOneShot());      // fire a physical bullet
                break;

            case BulletType.Raycast:
                StartCoroutine(FireOneRay());      // fire a raycast.... change to FireOneRay
                break;

            default:
                Debug.Log("error in bullet type");
                break;
            }
            if (Animat != null)
            {
                Animat.Fire();
            }
            if (Sync)
            {
                Vector3 position = (typeOfGun == weaponType.Knife) ? Camera.main.transform.position : muzzlePoint.position;
                Sync.Firing(weaponType.Sniper.ToString(), spread, position, transform.parent.rotation);
            }
            StartCoroutine(DelayFireSound());
            shotsFired++;
            bulletsLeft--;
            nextFireTime += fireRate;
            EjectShell();
            Kick();
            StartCoroutine(CamShake());
            if (!isAmed)
            {
                StartCoroutine(MuzzleFlash());
            }
            //is Auto reload
            if (bulletsLeft <= 0 && numberOfClips > 0 && AutoReload)
            {
                StartCoroutine(reload());
            }
        }
    }
Ejemplo n.º 3
0
    /// <summary>
    /// burst shooting
    /// </summary>
    /// <returns></returns>
    IEnumerator Burst_Fire()
    {
        int shotCounter = 0;

        // If there is more than one bullet between the last and this frame
        // Reset the nextFireTime
        if (Time.time - Info.FireRate > nextFireTime)
        {
            nextFireTime = Time.time - Time.deltaTime;
        }

        // Keep firing until we used up the fire time
        while (nextFireTime < Time.time)
        {
            while (shotCounter < roundsPerBurst)
            {
                isBursting = true;

                StartCoroutine(FireOneShot());  // fire a physical bullet

                shotCounter++;
                shotsFired++;
                bulletsLeft--; // subtract a bullet
                Kick();
                EjectShell();
                bl_EventHandler.OnLocalPlayerShake(ShakeIntense, 0.25f, 0.03f, isAmed);
                if (muzzleFlash)
                {
                    muzzleFlash.Play();
                }
                if (Sync)
                {
                    Vector3 position = (Info.Type == GunType.Knife) ? Camera.main.transform.position : muzzlePoint.position;
                    Sync.Firing(GunType.Burst.ToString(), spread, position, transform.parent.rotation, Info.Damage);
                }
                if (Animat != null)
                {
                    Animat.Fire();
                }
                if (FireSound)
                {
                    Source.clip   = FireSound;
                    Source.spread = Random.Range(1.0f, 1.5f);
                    Source.Play();
                }

                yield return(new WaitForSeconds(lagBetweenShots));
            }

            nextFireTime += Info.FireRate;
            //is Auto reload
            if (bulletsLeft <= 0 && numberOfClips > 0 && AutoReload)
            {
                StartCoroutine(reload());
            }
        }
        isBursting = false;
    }
Ejemplo n.º 4
0
    /// <summary>
    /// fire the shotgun
    /// </summary>
    void ShotGun_Fire()
    {
        int pelletCounter = 0;  // counter used for pellets per round

        if (bulletsLeft <= 0 && numberOfClips > 0)
        {
            StartCoroutine(reload()); // if out of ammo, reload
            return;
        }

        // If there is more than one bullet between the last and this frame
        // Reset the nextFireTime
        if (Time.time - fireRate > nextFireTime)
        {
            nextFireTime = Time.time - Time.deltaTime;
        }

        // Keep firing until we used up the fire time
        while (nextFireTime < Time.time)
        {
            do
            {
                switch (typeOfBullet)
                {
                case BulletType.Physical:
                    StartCoroutine(FireOneShot());      // fire a physical bullet
                    break;

                case BulletType.Raycast:
                    StartCoroutine(FireOneRay());      // fire a raycast.... change to FireOneRay
                    break;

                default:
                    Debug.Log("error in bullet type");
                    break;
                }
                if (Sync)
                {
                    Sync.Firing(bl_Gun.weaponType.Shotgun.ToString(), spread);
                }
                pelletCounter++;                      // add another pellet
                shotsFired++;                         // another shot was fired
            } while (pelletCounter < pelletsPerShot); // if number of pellets fired is less then pellets per round... fire more pellets

            StartCoroutine(DelayFireSound());
            if (Animat != null)
            {
                Animat.Fire();
            }
            StartCoroutine(CamShake());
            EjectShell();             // eject 1 shell
            nextFireTime += fireRate; // can fire another shot in "firerate" number of frames
            bulletsLeft--;            // subtract a bullet
            Kick();
        }
    }
Ejemplo n.º 5
0
    void Knife_Fire()
    {
        // If there is more than one shot  between the last and this frame
        // Reset the nextFireTime
        if (Time.time - fireRate > nextFireTime)
        {
            nextFireTime = Time.time - Time.deltaTime;
        }

        // Keep firing until we used up the fire time
        while (nextFireTime < Time.time)
        {
            switch (typeOfBullet)
            {
            case BulletType.Physical:
                StartCoroutine(FireOneShot());      // fire a physical bullet
                break;

            case BulletType.Raycast:
                StartCoroutine(FireOneRay());      // fire a raycast.... change to FireOneRay
                break;

            default:
                Debug.Log("error in bullet type");
                break;
            }
            if (Animat != null)
            {
                if (isAmed)
                {
                    Animat.AimFire();
                }
                else
                {
                    Animat.Fire();
                }
            }
            if (Sync)
            {
                Vector3 position = (typeOfGun == weaponType.Knife) ? Camera.main.transform.position : muzzlePoint.position;
                Sync.Firing(weaponType.Knife.ToString(), 0, position, transform.parent.rotation);
            }
            GetComponent <AudioSource>().clip   = FireSound;
            GetComponent <AudioSource>().spread = Random.Range(1.0f, 1.5f);
            GetComponent <AudioSource>().pitch  = Random.Range(1.0f, 1.05f);
            GetComponent <AudioSource>().Play();
            nextFireTime += fireRate;
            Kick();
            StartCoroutine(CamShake());
            isFiring = false;
        }
    }
Ejemplo n.º 6
0
    IEnumerator Launcher_Fire()
    {
        // If there is more than one bullet between the last and this frame
        // Reset the nextFireTime
        if (Time.time - Info.FireRate > nextFireTime)
        {
            nextFireTime = Time.time - Time.deltaTime;
        }
        bool already = false;

        // Keep firing until we used up the fire time
        while (nextFireTime < Time.time)
        {
            if (!already)
            {
                nextFireTime += Info.FireRate;  // can fire another shot in "fire rate" number of frames
                if (Animat != null)
                {
                    Animat.Fire();
                }
                yield return(new WaitForSeconds(DelayFire));

                Vector3 angular = (Random.onUnitSphere * 10f);
                StartCoroutine(FireOneProjectile(angular)); // fire 1 round
                bulletsLeft--;                              // subtract a bullet
                Kick();
                if (Sync)
                {
                    Vector3 position = (Info.Type == GunType.Knife) ? Camera.main.transform.position : muzzlePoint.position;
                    Sync.FiringGrenade(spread, position, transform.parent.rotation, angular);
                }
                if (FireSound)
                {
                    Source.clip   = FireSound;
                    Source.spread = Random.Range(1.0f, 1.5f);
                    Source.Play();
                }
                bl_EventHandler.OnLocalPlayerShake(ShakeIntense, 0.75f, 0.07f, isAmed);
                isFiring = false;
                //is Auto reload
                if (bulletsLeft <= 0 && numberOfClips > 0 && AutoReload)
                {
                    StartCoroutine(reload(1.2f));
                }
                already = true;
            }
            else
            {
                yield break;
            }
        }
    }
Ejemplo n.º 7
0
    IEnumerator Launcher_Fire()
    {
        // If there is more than one bullet between the last and this frame
        // Reset the nextFireTime
        if (Time.time - fireRate > nextFireTime)
        {
            nextFireTime = Time.time - Time.deltaTime;
        }
        bool already = false;

        // Keep firing until we used up the fire time
        while (nextFireTime < Time.time)
        {
            if (!already)
            {
                nextFireTime += fireRate;  // can fire another shot in "firerate" number of frames
                if (Animat != null)
                {
                    Animat.Fire();
                }
                yield return(new WaitForSeconds(DelayFire));

                StartCoroutine(FireOneProjectile()); // fire 1 round
                bulletsLeft--;                       // subtract a bullet
                Kick();
                if (Sync)
                {
                    Vector3 position = (typeOfGun == weaponType.Knife) ? Camera.main.transform.position : muzzlePoint.position;
                    Sync.Firing(weaponType.Launcher.ToString(), spread, position, transform.parent.rotation);
                }
                if (FireSound)
                {
                    GetComponent <AudioSource>().clip   = FireSound;
                    GetComponent <AudioSource>().spread = Random.Range(1.0f, 1.5f);
                    GetComponent <AudioSource>().Play();
                }
                StartCoroutine(CamShake());
                isFiring = false;
                //is Auto reload
                if (bulletsLeft <= 0 && numberOfClips > 0 && AutoReload)
                {
                    StartCoroutine(reload());
                }
                already = true;
            }
            else
            {
                yield break;
            }
        }
    }
Ejemplo n.º 8
0
    /// <summary>
    /// fire the machine gun
    /// </summary>
    void MachineGun_Fire()
    {
        // If there is more than one bullet between the last and this frame
        // Reset the nextFireTime
        if (Time.time - Info.FireRate > nextFireTime)
        {
            nextFireTime = Time.time - Time.deltaTime;
        }

        // Keep firing until we used up the fire time
        while (nextFireTime < Time.time)
        {
            StartCoroutine(FireOneShot());  // fire a physical bullet

            if (Animat != null)
            {
                if (isAmed)
                {
                    Animat.AimFire();
                }
                else
                {
                    Animat.Fire();
                }
            }
            if (Sync)
            {
                Vector3 position = (Info.Type == GunType.Knife) ? Camera.main.transform.position : muzzlePoint.position;
                Sync.Firing(GunType.Machinegun.ToString(), spread, position, transform.parent.rotation, Info.Damage);
            }
            Source.clip   = FireSound;
            Source.spread = Random.Range(1.0f, 1.5f);
            Source.pitch  = Random.Range(1.0f, 1.05f);
            Source.Play();
            shotsFired++;
            bulletsLeft--;
            nextFireTime += Info.FireRate;
            EjectShell();
            Kick();
            bl_EventHandler.OnLocalPlayerShake(ShakeIntense, 0.25f, 0.03f, isAmed);
            if (muzzleFlash)
            {
                muzzleFlash.Play();
            }
            //is Auto reload
            if (bulletsLeft <= 0 && numberOfClips > 0 && AutoReload)
            {
                StartCoroutine(reload());
            }
        }
    }
Ejemplo n.º 9
0
    /// <summary>
    /// fire the sniper gun
    /// </summary>
    void Sniper_Fire()
    {
        isAmed = false;
        // If there is more than one bullet between the last and this frame
        // Reset the nextFireTime
        if (Time.time - Info.FireRate > nextFireTime)
        {
            nextFireTime = Time.time - Time.deltaTime;
        }

        // Keep firing until we used up the fire time
        while (nextFireTime < Time.time)
        {
            mIsSniperReloading = true;
            mLastSniperTime    = Time.time;
            StartCoroutine(FireOneShot());  // fire a physical bullet

            if (Animat != null)
            {
                Animat.Fire();
            }
            if (Sync)
            {
                Vector3 position = (Info.Type == GunType.Knife) ? Camera.main.transform.position : muzzlePoint.position;
                Sync.Firing(GunType.Sniper.ToString(), spread, position, transform.parent.rotation, Info.Damage);
            }
            StartCoroutine(DelayFireSound());
            shotsFired++;
            bulletsLeft--;
            nextFireTime += Info.FireRate;
            EjectShell();
            Kick();
            bl_EventHandler.OnLocalPlayerShake(ShakeIntense, 0.25f, 0.03f, isAmed);
            if (!isAmed)
            {
                if (muzzleFlash)
                {
                    muzzleFlash.Play();
                }
            }
            //is Auto reload
            if (bulletsLeft <= 0 && numberOfClips > 0 && AutoReload)
            {
                StartCoroutine(reload(delayForSecondFireSound + 0.2f));
            }
        }
    }
Ejemplo n.º 10
0
    /// <summary>
    /// fire the shotgun
    /// </summary>
    void ShotGun_Fire()
    {
        int pelletCounter = 0;  // counter used for pellets per round

        // If there is more than one bullet between the last and this frame
        // Reset the nextFireTime
        if (Time.time - Info.FireRate > nextFireTime)
        {
            nextFireTime = Time.time - Time.deltaTime;
        }

        // Keep firing until we used up the fire time
        while (nextFireTime < Time.time)
        {
            do
            {
                StartCoroutine(FireOneShot());  // fire a physical bullet

                if (Sync)
                {
                    Vector3 position = (Info.Type == GunType.Knife) ? Camera.main.transform.position : muzzlePoint.position;
                    Sync.Firing(GunType.Shotgun.ToString(), spread, position, transform.parent.rotation, Info.Damage);
                }
                pelletCounter++;                      // add another pellet
                shotsFired++;                         // another shot was fired
            } while (pelletCounter < pelletsPerShot); // if number of pellets fired is less then pellets per round... fire more pellets

            StartCoroutine(DelayFireSound());
            if (Animat != null)
            {
                Animat.Fire();
            }
            bl_EventHandler.OnLocalPlayerShake(ShakeIntense, 0.25f, 0.03f, isAmed);
            EjectShell();                  // eject 1 shell
            nextFireTime += Info.FireRate; // can fire another shot in "fire rate" number of frames
            bulletsLeft--;                 // subtract a bullet
            Kick();
            //is Auto reload
            if (bulletsLeft <= 0 && numberOfClips > 0 && AutoReload)
            {
                StartCoroutine(reload(delayForSecondFireSound + 0.3f));
            }
        }
    }
Ejemplo n.º 11
0
    /// <summary>
    /// fire your launcher
    /// </summary>
    IEnumerator Launcher_Fire()
    {
        if (bulletsLeft == 0)
        {
            StartCoroutine(reload()); // if out of ammo, reload
            yield return(null);
        }

        // If there is more than one bullet between the last and this frame
        // Reset the nextFireTime
        if (Time.time - fireRate > nextFireTime)
        {
            nextFireTime = Time.time - Time.deltaTime;
        }

        // Keep firing until we used up the fire time
        while (nextFireTime < Time.time)
        {
            nextFireTime += fireRate;  // can fire another shot in "firerate" number of frames
            if (Animat != null)
            {
                Animat.Fire();
            }
            yield return(new WaitForSeconds(DelayFire));

            StartCoroutine(FireOneProjectile()); // fire 1 round
            bulletsLeft--;                       // subtract a bullet
            Kick();
            if (Sync)
            {
                Sync.Firing(weaponType.Launcher.ToString(), spread);
            }
            if (FireSound)
            {
                audio.clip   = FireSound;
                audio.spread = Random.Range(1.0f, 1.5f);
                audio.Play();
            }
            StartCoroutine(CamShake());
            isFiring = false;
        }
    }
Ejemplo n.º 12
0
    /// burst shooting
    IEnumerator Burst_Fire()
    {
        int shotCounter = 0;

        if (bulletsLeft <= 0 && numberOfClips > 0)
        {
            StartCoroutine(reload());
            yield break;//return;
        }

        // If there is more than one bullet between the last and this frame
        // Reset the nextFireTime
        if (Time.time - fireRate > nextFireTime)
        {
            nextFireTime = Time.time - Time.deltaTime;
        }

        // Keep firing until we used up the fire time
        while (nextFireTime < Time.time)
        {
            while (shotCounter < roundsPerBurst)
            {
                isBursting = true;
                //Debug.Log(" shotCounter = " + shotCounter + ", roundsPerBurst = "+roundsPerBurst);
                switch (typeOfBullet)
                {
                case BulletType.Physical:
                    StartCoroutine(FireOneShot());      // fire a physical bullet
                    break;

                case BulletType.Raycast:
                    StartCoroutine(FireOneRay());      // fire a raycast.... change to FireOneRay
                    break;

                default:
                    Debug.Log("error in bullet type");
                    break;
                }
                //Debug.Log("FireOneShot Called in Fire function.");
                shotCounter++;
                shotsFired++;
                bulletsLeft--; // subtract a bullet
                Kick();
                EjectShell();
                StartCoroutine(CamShake());
                StartCoroutine(MuzzleFlash());
                if (Sync)
                {
                    Vector3 position = (typeOfGun == weaponType.Knife) ? Camera.main.transform.position : muzzlePoint.position;
                    Sync.Firing(weaponType.Burst.ToString(), spread, position, transform.parent.rotation);
                }
                if (Animat != null)
                {
                    Animat.Fire();
                }
                if (FireSound)
                {
                    GetComponent <AudioSource>().clip   = FireSound;
                    GetComponent <AudioSource>().spread = Random.Range(1.0f, 1.5f);
                    GetComponent <AudioSource>().Play();
                }
                yield return(new WaitForSeconds(lagBetweenShots));
            }

            nextFireTime += fireRate;
            //is Auto reload
            if (bulletsLeft <= 0 && numberOfClips > 0 && AutoReload)
            {
                StartCoroutine(reload());
            }
        }
        isBursting = false;
    }