Ejemplo n.º 1
0
    public void ProjectileBehavior()
    {
        if (target != null)
        {
            if (Vector3.Distance(transform.position, target.position) > minDistance)
            {
                direction = target.position - transform.position;
                _rb.AddForce((direction.normalized * moveSpeed * Time.fixedDeltaTime), ForceMode2D.Impulse);

                if (applyKnockback)
                {
                    Vector2 dir = transform.position - transform.TransformVector(projLaunchPoint.position);
                    _rb.AddForce((dir.normalized * _knockBackForce), ForceMode2D.Impulse);
                    applyKnockback  = false;
                    _knockBackForce = -1f;
                }
            }
            else
            {
                if ((Time.time - timeLastFired) >= damageTickRate)
                {
                    Vector3 projDir = target.position - transform.position;
                    projDir = projDir.normalized;

                    GameObject        refr     = Instantiate(projectileRefr, transform.TransformVector(projLaunchPoint.position), Quaternion.identity);
                    ProjectileHandler pHandler = refr.GetComponent <ProjectileHandler>();

                    pHandler.damagePlayer = true;
                    pHandler.SetLookDirection(projDir);
                    pHandler.sr.sprite          = _dataContainer.projectileSprite;
                    pHandler.projectileVelocity = _dataContainer.projectileVelocity;
                    pHandler.projectileDamage   = _dataContainer.Damage;
                    pHandler.projectileLifetime = _dataContainer.projectileLifetime;

                    AudioManager._inst.PlaySFX(7);

                    timeLastFired = Time.time;
                }
            }
        }
    }
Ejemplo n.º 2
0
    public void FireWeapon(PlayerController pc)
    {
        if (FireMode == WeaponFiringType.full)
        {
            if (((Time.time - pc.timeLastFired) >= FireRate) && pc._firingWeapon && pc._inventory[pc._currInvIndex].ammoCount > 0)
            {
                if (projectile != null)
                {
                    GameObject refr = Instantiate(projectile, pc.transform.GetChild(0).GetChild(0).position, Quaternion.identity);
                    pc.timeLastFired    = Time.time;
                    pc._knockBackForce *= projectileKnockback_player;
                    pc.applyKnockback   = true;
                    ProjectileHandler pHandler = refr.GetComponent <ProjectileHandler>();

                    AudioManager._inst.PlaySFX(sfxIndex);

                    pHandler.damagePlayer = false;
                    Vector2 dir = Input.mousePosition - Camera.main.WorldToScreenPoint(pc.transform.position);
                    pHandler._collider.radius = projectileHitBoxRadius;
                    pHandler.sr.sprite        = projectileSprite;
                    pHandler.SetLookDirection(dir.normalized);
                    pHandler.projectileVelocity  = projectileVelocity;
                    pHandler.projectileDamage    = projectileDamage;
                    pHandler.projectileLifetime  = projectileLifetime;
                    pHandler.projectileKnockback = projectileKnockback_enemy;

                    if (!pc.INFAMMO)
                    {
                        pc._inventory[pc._currInvIndex].ammoCount -= 1;
                        pc._inventory[pc._currInvIndex].ammoCount  = Mathf.Clamp(pc._inventory[pc._currInvIndex].ammoCount, 0, AmmoCap);
                        pc._handChanged = true;
                    }
                }
            }
        }
        else if (FireMode == WeaponFiringType.semi)
        {
            if (!pc._firingWeapon)
            {
                if (((Time.time - pc.timeLastFired) >= FireRate) && projectile != null && pc._inventory[pc._currInvIndex].ammoCount > 0)
                {
                    GameObject refr = Instantiate(projectile, pc.transform.GetChild(0).GetChild(0).position, Quaternion.identity);
                    pc.timeLastFired    = Time.time;
                    pc._knockBackForce *= projectileKnockback_player;
                    pc.applyKnockback   = true;
                    ProjectileHandler pHandler = refr.GetComponent <ProjectileHandler>();

                    AudioManager._inst.PlaySFX(sfxIndex);

                    Vector2 dir = Input.mousePosition - Camera.main.WorldToScreenPoint(pc.transform.position);
                    pHandler._collider.radius = projectileHitBoxRadius;
                    pHandler.sr.sprite        = projectileSprite;
                    pHandler.SetLookDirection(dir.normalized);
                    pHandler.projectileVelocity  = projectileVelocity;
                    pHandler.projectileDamage    = projectileDamage;
                    pHandler.projectileLifetime  = projectileLifetime;
                    pHandler.projectileKnockback = projectileKnockback_enemy;
                    if (weaponType == WeaponType.rocket)
                    {
                        pHandler.explode = true;
                    }


                    if (!pc.INFAMMO)
                    {
                        pc._inventory[pc._currInvIndex].ammoCount -= 1;
                        pc._inventory[pc._currInvIndex].ammoCount  = Mathf.Clamp(pc._inventory[pc._currInvIndex].ammoCount, 0, AmmoCap);
                        pc._handChanged = true;
                    }
                }
            }
        }
    }