Ejemplo n.º 1
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if ((collision.tag == "Player" && src == BulletSource.enemy) ||
            (collision.tag == "Enemy" && src == BulletSource.player))
        {
            if (effectPrefab != null)
            {
                Instantiate(effectPrefab, transform.position, Quaternion.LookRotation(rb.velocity.normalized, Vector3.forward));
            }
            FightStatus fightStatus = collision.gameObject.GetComponent <FightStatus>();
            if (fightStatus)
            {
                fightStatus.Hurt(damage);
            }
            foreach (SpriteRenderer sr in srs)
            {
                sr.enabled = false;
            }
            rb.constraints = RigidbodyConstraints2D.FreezeAll;
            Destroy(gameObject, 1);

            if (hitSE)
            {
                hitSE.Play();
            }
        }
    }
Ejemplo n.º 2
0
    public void FireMinigun(Vector2 position, Vector2 direction, float speed, int gunIndex, int power)
    {
        BulletType bulletType = BulletType.minigun;
        // Create bullet trail
        TrailRenderer trail = Instantiate(bulletTrails[(int)bulletType], position, Quaternion.identity);

        RaycastHit2D hit = Physics2D.Raycast(position, direction, 1000, bulletLayerMask);

        ParticleSystem hitEffect = backgunHitEffects[gunIndex];

        if (!hit)
        {
            trail.AddPosition(position);
            trail.transform.position = position + direction * Random.Range(minigunTrailOffsetMin, minigunTrailOffsetMax) + direction * Random.Range(minigunTrailDistanceMin, minigunTrailDistanceMax);
        }
        else
        {
            float originDistance = Random.Range(minigunTrailHitOffsetMinRatio, minigunTrailHitOffsetMaxRatio) * hit.distance;
            float trailDistance  = Random.Range(minigunTrailHitDistanceMinRatio, minigunTrailHitDistanceMaxRatio) * hit.distance;

            Vector2 origin = position + direction * originDistance;
            trail.AddPosition(origin);
            trail.transform.position = origin + direction * trailDistance;

            hitEffect.transform.position = hit.point;
            hitEffect.transform.rotation = Quaternion.LookRotation(direction, Vector3.forward);

            if (!hitEffect.isEmitting)
            {
                hitEffect.time = 0;
                hitEffect.Play();
            }

            lastBackgunHitEffect[gunIndex] = Time.time;

            backgunHitSE[gunIndex].Play();

            fightStatus = hit.collider.gameObject.GetComponent <FightStatus>();
            if (fightStatus)
            {
                fightStatus.Hurt(power);
            }
        }
    }