Ejemplo n.º 1
0
    void Start()
    {
        if (!GameDamageDirector.AllowRayShoot)
        {
            GameObjectHelper.DestroyGameObject(gameObject);
            return;
        }

        trail = this.gameObject.GetComponent <LineRenderer>();
        RaycastHit hit;
        GameObject explosion = null;

        if (Physics.Raycast(this.transform.position, this.transform.forward, out hit, Range))
        {
            AimPoint = hit.point;
            if (Explosion != null)
            {
                explosion = GameObjectHelper.CreateGameObject(
                    Explosion, AimPoint, this.transform.rotation, true);
            }
        }
        else
        {
            AimPoint  = this.transform.forward * Range;
            explosion = GameObjectHelper.CreateGameObject(
                Explosion, AimPoint, this.transform.rotation, true);
        }

        if (explosion)
        {
            GameDamageBase dmg = explosion.GetComponent <GameDamageBase>();

            if (dmg)
            {
                dmg.TargetTag = TargetTag;
            }
        }
        if (trail)
        {
            trail.SetPosition(0, this.transform.position);
            trail.SetPosition(1, AimPoint);
        }

        GameObjectHelper.DestroyGameObject(this.gameObject, LifeTime);
    }
Ejemplo n.º 2
0
    public void Shoot()
    {
        if (InfinityAmmo)
        {
            Ammo = 1;
        }

        if (Ammo > 0)
        {
            if (Time.time > nextFireTime + FireRate)
            {
                nextFireTime = Time.time;
                torqueTemp   = TorqueSpeedAxis;
                Ammo        -= 1;

                Vector3    missileposition = this.transform.position;
                Quaternion missilerotate   = this.transform.rotation;

                if (MissileOuter.Length > 0)
                {
                    missilerotate   = MissileOuter[currentOuter].transform.rotation;
                    missileposition = MissileOuter[currentOuter].transform.position;
                }

                if (MissileOuter.Length > 0)
                {
                    currentOuter += 1;

                    if (currentOuter >= MissileOuter.Length)
                    {
                        currentOuter = 0;
                    }
                }

                if (Muzzle)
                {
                    GameObject muzzle = GameObjectHelper.CreateGameObject(
                        Muzzle, missileposition, missilerotate, true);

                    muzzle.transform.parent = this.transform;

                    GameObjectHelper.DestroyGameObject(muzzle, MuzzleLifeTime);

                    if (MissileOuter.Length > 0)
                    {
                        muzzle.transform.parent = MissileOuter[currentOuter].transform;
                    }
                }

                for (int i = 0; i < NumBullet; i++)
                {
                    if (Missile)
                    {
                        Vector3 spread = new Vector3(
                            Random.Range(-Spread, Spread),
                            Random.Range(-Spread, Spread),
                            Random.Range(-Spread, Spread)) / 100;

                        Vector3 direction = this.transform.forward + spread;

                        GameObject bullet = GameObjectHelper.CreateGameObject(
                            Missile, missileposition, missilerotate, true);

                        NameEffect(bullet);

                        GameDamageBase damageBase = bullet.GetComponent <GameDamageBase>();

                        if (damageBase)
                        {
                            damageBase.gamePlayerController = gamePlayerController;
                            damageBase.TargetTag            = TargetTag;
                        }

                        GameWeaponBase weaponBase = bullet.GetComponent <GameWeaponBase>();

                        if (weaponBase)
                        {
                            weaponBase.gamePlayerController = gamePlayerController;
                            weaponBase.Target    = target;
                            weaponBase.TargetTag = TargetTag;
                        }

                        bullet.transform.forward = direction;

                        if (RigidbodyProjectile)
                        {
                            if (bullet.Has <Rigidbody>())
                            {
                                Rigidbody rigid = bullet.Get <Rigidbody>();

                                if (rigid != null)
                                {
                                    if (gamePlayerController != null &&
                                        gamePlayerController.gameObject.GetRigidbody())
                                    {
                                        rigid.velocity = gamePlayerController.gameObject.GetRigidbody().velocity;
                                    }
                                    rigid.AddForce(direction * ForceShoot);
                                }
                            }
                        }
                    }
                }

                if (!FPSDisplay.isUnder25FPS && Shell)
                {
                    Transform shelloutpos = this.transform;

                    if (ShellOuter.Length > 0)
                    {
                        shelloutpos = ShellOuter[currentOuter];
                    }

                    GameObject shell = GameObjectHelper.CreateGameObject(
                        Shell, shelloutpos.position, Random.rotation, true);

                    GameObjectHelper.DestroyGameObject(shell.gameObject, ShellLifeTime);

                    if (shell.Has <Rigidbody>())
                    {
                        shell.Get <Rigidbody>().AddForce(shelloutpos.forward * ShellOutForce);
                    }
                }

                if (SoundGun.Length > 0)
                {
                    if (audio)
                    {
                        audio.volume = (float)GameProfiles.Current.GetAudioEffectsVolume();
                        audio.PlayOneShot(SoundGun[Random.Range(0, SoundGun.Length)]);
                    }
                }

                nextFireTime += FireRate;
            }
        }
    }