Ejemplo n.º 1
0
 public void Explosion(Vector3 point, Quaternion rot, bool myself)
 {
     if (bUse)
     {
         colPoint = point;
         if (!bBoom && expolsion != null)
         {
             GameObject     gameObject = Object.Instantiate((Object)expolsion, point, rot) as GameObject;
             CheckBrickDead component  = gameObject.GetComponent <CheckBrickDead>();
             if (component != null)
             {
                 component.brickID = idBrick;
             }
             CheckMonDead component2 = gameObject.GetComponent <CheckMonDead>();
             if (component2 != null)
             {
                 component2.MonID = idMon;
             }
             if (myself)
             {
                 ParentFollow component3 = gameObject.GetComponent <ParentFollow>();
                 if (component3 != null)
                 {
                     component3.HitParent = GlobalVars.Instance.hitParent;
                     component3.ParentSeq = GlobalVars.Instance.hitBirckman;
                 }
             }
         }
     }
 }
Ejemplo n.º 2
0
 public void createBullet(Vector3 pnt, Vector3 nml, int brickSeq, int bulletId, int hitState)
 {
     if (!(bulletObj == null))
     {
         if (!isMuzzle)
         {
             if (dic.ContainsKey(bulletId))
             {
                 ProjectileWrap projectileWrap = dic[bulletId];
                 if (projectileWrap != null)
                 {
                     Object.DestroyImmediate(projectileWrap.projectile);
                     dic.Remove(bulletId);
                 }
             }
             if (!(bulletObj == null))
             {
                 GameObject gameObject = Object.Instantiate((Object)bulletObj) as GameObject;
                 gameObject.transform.position = pnt;
                 gameObject.transform.forward  = nml;
                 if (brickSeq >= 0 && hitState == 1)
                 {
                     CheckBrickDead component = gameObject.GetComponent <CheckBrickDead>();
                     component.brickID = brickSeq;
                 }
                 if (brickSeq >= 0 && hitState == 2)
                 {
                     CheckMonDead component2 = gameObject.GetComponent <CheckMonDead>();
                     component2.MonID = brickSeq;
                 }
                 if (hitState == 0 || hitState == 2)
                 {
                     ParentFollow component3 = gameObject.GetComponent <ParentFollow>();
                     if (component3 != null)
                     {
                         component3.HitParent            = GlobalVars.Instance.hitParent;
                         component3.ParentSeq            = GlobalVars.Instance.hitBirckman;
                         GlobalVars.Instance.hitParent   = null;
                         GlobalVars.Instance.hitBirckman = -1;
                     }
                 }
             }
         }
         else
         {
             GameObject gameObject2 = Object.Instantiate((Object)bulletObj) as GameObject;
             gameObject2.transform.position = pnt;
             gameObject2.transform.forward  = nml;
             if (brickSeq >= 0 && hitState == 1)
             {
                 CheckBrickDead component4 = gameObject2.GetComponent <CheckBrickDead>();
                 component4.brickID = brickSeq;
             }
             if (brickSeq >= 0 && hitState == 2)
             {
                 CheckMonDead component5 = gameObject2.GetComponent <CheckMonDead>();
                 component5.MonID = brickSeq;
             }
             if (hitState == 0 || hitState == 2)
             {
                 ParentFollow component6 = gameObject2.GetComponent <ParentFollow>();
                 if (component6 != null)
                 {
                     component6.HitParent            = GlobalVars.Instance.hitParent;
                     component6.ParentSeq            = GlobalVars.Instance.hitBirckman;
                     GlobalVars.Instance.hitParent   = null;
                     GlobalVars.Instance.hitBirckman = -1;
                 }
             }
         }
     }
 }