Ejemplo n.º 1
0
    protected override void FireBulletNetwork(Vector3 muzzlePos, Vector3 bulletSpeed)
    {
        GameObject    bullet      = Instantiate(Bullet, muzzlePos, Quaternion.identity);
        BulletGeneral temp_bullet = bullet.GetComponent <BulletGeneral>();

        temp_bullet.bulletInfo = EnemyWeapon;
        temp_bullet.s_Victim   = s_tag;
        bullet.GetComponent <Rigidbody2D>().velocity = (Target.transform.position - muzzlePos).normalized * Util.F_SMG_BULLET_SPEED;
    }
Ejemplo n.º 2
0
 protected override void FireBulletNetwork(Vector3 muzzlePos, Vector3 bulletSpeed)
 {
     if (cur_Weapon == Weapon1)
     {
         GameObject    bullet      = Instantiate(Main_Bullet, muzzlePos, Muzzle.transform.rotation);
         BulletGeneral temp_bullet = bullet.GetComponent <BulletGeneral>();
         temp_bullet.bulletInfo = Weapon1;
         temp_bullet.s_Victim   = s_tag;
         bullet.GetComponent <Rigidbody2D>().velocity = (muzzlePos - g_Weapon.transform.position).normalized * Weapon1.f_BulletSpeed;
     }
 }
Ejemplo n.º 3
0
    protected override void FireBulletNetwork(Vector3 muzzlePos, Vector3 bulletSpeed)
    {
        if (cur_Weapon == Weapon1)
        {
            GameObject    bullet      = Instantiate(Main_Bullet, muzzlePos, Muzzle.transform.rotation);
            BulletGeneral temp_bullet = bullet.GetComponent <BulletGeneral>();
            temp_bullet.bulletInfo = Weapon1;
            temp_bullet.s_Victim   = s_tag;
            bullet.GetComponent <Rigidbody2D>().velocity = (muzzlePos - g_Weapon.transform.position).normalized * Weapon1.f_BulletSpeed;
        }

        if (cur_Weapon == Weapon2)
        {
            //b_IsLaserShoot = true;
            //StartCoroutine("LaserShootTime");
            GameObject    bullet      = Instantiate(Sub_Bullet, muzzlePos, Muzzle.transform.rotation);
            BulletGeneral temp_bullet = bullet.GetComponentInChildren <BulletGeneral>();
            temp_bullet.bulletInfo = Weapon2;
            temp_bullet.s_Victim   = s_tag;
            //bullet.GetComponent<Rigidbody2D>().velocity = (muzzlePos - g_Weapon.transform.position).normalized;
            //StartCoroutine(DestroyLaser(bullet));
        }
    }
Ejemplo n.º 4
0
    protected void FireAll()
    {
        Vector3[] bulletDir = new Vector3[13];

        bulletDir[0] = v_muzzle[0];

        for (int i = 1; i <= 12; i++)
        {
            bulletDir[i] = (v_muzzle[i] - transform.position).normalized;
        }

        //총알 생성
        GameObject bullet1 = Instantiate(Bullet, v_muzzle[1], muzzle1.transform.rotation);
        GameObject bullet2 = Instantiate(Bullet, v_muzzle[2], muzzle2.transform.rotation);
        GameObject bullet3 = Instantiate(Bullet, v_muzzle[3], muzzle3.transform.rotation);

        GameObject bullet4 = Instantiate(Bullet, v_muzzle[4], muzzle4.transform.rotation);
        GameObject bullet5 = Instantiate(Bullet, v_muzzle[5], muzzle5.transform.rotation);
        GameObject bullet6 = Instantiate(Bullet, v_muzzle[6], muzzle6.transform.rotation);

        GameObject bullet7 = Instantiate(Bullet, v_muzzle[7], muzzle7.transform.rotation);
        GameObject bullet8 = Instantiate(Bullet, v_muzzle[8], muzzle8.transform.rotation);
        GameObject bullet9 = Instantiate(Bullet, v_muzzle[9], muzzle9.transform.rotation);

        GameObject bullet10 = Instantiate(Bullet, v_muzzle[10], muzzle10.transform.rotation);
        GameObject bullet11 = Instantiate(Bullet, v_muzzle[11], muzzle11.transform.rotation);
        GameObject bullet12 = Instantiate(Bullet, v_muzzle[12], muzzle12.transform.rotation);
        //여기까지

        BulletGeneral temp_bullet1 = bullet1.GetComponent <BulletGeneral>();
        BulletGeneral temp_bullet2 = bullet2.GetComponent <BulletGeneral>();
        BulletGeneral temp_bullet3 = bullet3.GetComponent <BulletGeneral>();

        BulletGeneral temp_bullet4 = bullet4.GetComponent <BulletGeneral>();
        BulletGeneral temp_bullet5 = bullet5.GetComponent <BulletGeneral>();
        BulletGeneral temp_bullet6 = bullet6.GetComponent <BulletGeneral>();

        BulletGeneral temp_bullet7 = bullet7.GetComponent <BulletGeneral>();
        BulletGeneral temp_bullet8 = bullet8.GetComponent <BulletGeneral>();
        BulletGeneral temp_bullet9 = bullet9.GetComponent <BulletGeneral>();

        BulletGeneral temp_bullet10 = bullet10.GetComponent <BulletGeneral>();
        BulletGeneral temp_bullet11 = bullet11.GetComponent <BulletGeneral>();
        BulletGeneral temp_bullet12 = bullet12.GetComponent <BulletGeneral>();


        temp_bullet1.bulletInfo = EnemyWeapon;
        temp_bullet2.bulletInfo = EnemyWeapon;
        temp_bullet3.bulletInfo = EnemyWeapon;

        temp_bullet4.bulletInfo = EnemyWeapon;
        temp_bullet5.bulletInfo = EnemyWeapon;
        temp_bullet6.bulletInfo = EnemyWeapon;

        temp_bullet7.bulletInfo = EnemyWeapon;
        temp_bullet8.bulletInfo = EnemyWeapon;
        temp_bullet9.bulletInfo = EnemyWeapon;

        temp_bullet10.bulletInfo = EnemyWeapon;
        temp_bullet11.bulletInfo = EnemyWeapon;
        temp_bullet12.bulletInfo = EnemyWeapon;


        temp_bullet1.s_Victim = s_tag;
        temp_bullet2.s_Victim = s_tag;
        temp_bullet3.s_Victim = s_tag;

        temp_bullet4.s_Victim = s_tag;
        temp_bullet5.s_Victim = s_tag;
        temp_bullet6.s_Victim = s_tag;

        temp_bullet7.s_Victim = s_tag;
        temp_bullet8.s_Victim = s_tag;
        temp_bullet9.s_Victim = s_tag;

        temp_bullet10.s_Victim = s_tag;
        temp_bullet11.s_Victim = s_tag;
        temp_bullet12.s_Victim = s_tag;


        bullet1.GetComponent <Rigidbody2D>().velocity = bulletDir[1].normalized * EnemyWeapon.f_BulletSpeed;
        bullet2.GetComponent <Rigidbody2D>().velocity = bulletDir[2].normalized * EnemyWeapon.f_BulletSpeed;
        bullet3.GetComponent <Rigidbody2D>().velocity = bulletDir[3].normalized * EnemyWeapon.f_BulletSpeed;

        bullet4.GetComponent <Rigidbody2D>().velocity = bulletDir[4].normalized * EnemyWeapon.f_BulletSpeed;
        bullet5.GetComponent <Rigidbody2D>().velocity = bulletDir[5].normalized * EnemyWeapon.f_BulletSpeed;
        bullet6.GetComponent <Rigidbody2D>().velocity = bulletDir[6].normalized * EnemyWeapon.f_BulletSpeed;

        bullet7.GetComponent <Rigidbody2D>().velocity = bulletDir[7].normalized * EnemyWeapon.f_BulletSpeed;
        bullet8.GetComponent <Rigidbody2D>().velocity = bulletDir[8].normalized * EnemyWeapon.f_BulletSpeed;
        bullet9.GetComponent <Rigidbody2D>().velocity = bulletDir[9].normalized * EnemyWeapon.f_BulletSpeed;

        bullet10.GetComponent <Rigidbody2D>().velocity = bulletDir[10].normalized * EnemyWeapon.f_BulletSpeed;
        bullet11.GetComponent <Rigidbody2D>().velocity = bulletDir[11].normalized * EnemyWeapon.f_BulletSpeed;
        bullet12.GetComponent <Rigidbody2D>().velocity = bulletDir[12].normalized * EnemyWeapon.f_BulletSpeed;
    }