Ejemplo n.º 1
0
 void OnTriggerEnter2D(Collider2D hitInfo)
 {
     Debug.Log(hitInfo.name);
     if (armed)
     {
         ShipMotor ship = hitInfo.GetComponent <ShipMotor>();
         if (ship != null)
         {
             ship.TakeDamage(damage);
             Instantiate(smokePrefab, transform.position, transform.rotation);
             Destroy(gameObject);
         }
         else
         {
             Instantiate(smokePrefab, transform.position, transform.rotation);
             Destroy(gameObject);
         }
     }
 }
Ejemplo n.º 2
0
    void Update()
    {
        // If you want to disable input while you are using menues... no thanks
        // if (EventSystem.current.IsPointerOverGameObject())
        //     return;
        //Calculate Total Engine Force (Break down into engines later)
        float _xMov = Input.GetAxisRaw("Horizontal");
        float _zMov = Input.GetAxisRaw("Vertical");

        Vector2 _movVerticle = transform.up * _zMov;
        Vector2 _velocity    = (_movVerticle).normalized * speed;

        // Debug.Log("Velocity : [" + _velocity[0] + ", " + _velocity[1] + "]");

        //Apply movment
        motor.Move(_velocity);
        motor.Rot(-turnForce * _xMov);
        // gameObject.GetComponent<Rigidbody2D>().AddTorque(1.0f*Time.deltaTime);

        if (Input.GetMouseButtonDown(0))
        {
            ShootMissile();

            Vector3      mousePos   = GetWorldPositionOnPlane(Input.mousePosition, 0f);
            Vector2      mousePos2D = new Vector2(mousePos.x, mousePos.y);
            RaycastHit2D hit        = Physics2D.Raycast(mousePos2D, Vector2.zero);
            // Debug.Log("MousePosition" + Input.mousePosition);
            // Debug.Log("MousePositionWorldPoint" + mousePos);
            if (hit.collider != null)
            {
                Debug.Log("We Hit" + hit.collider.name + " " + hit.point);
            }
            RemoveFocus();
        }
        if (Input.GetMouseButtonDown(1))
        {
            StartCoroutine(ShootMachineGun());
            Vector3      mousePos   = GetWorldPositionOnPlane(Input.mousePosition, 0f);
            Vector2      mousePos2D = new Vector2(mousePos.x, mousePos.y);
            RaycastHit2D hit        = Physics2D.Raycast(mousePos2D, Vector2.zero);
            // Debug.Log("MousePosition" + Input.mousePosition);
            // Debug.Log("MousePositionWorldPoint" + mousePos);
            if (hit.collider != null)
            {
                Interactable interactable = hit.collider.GetComponent <Interactable>();
                if (interactable != null)
                {
                    SetFocus(interactable);
                }
            }
        }

        // if(Input.GetButtonDown("Fire1"))
        // {
        //     ShootMissile();
        // }
        // if(Input.GetButtonDown("Fire2"))
        // {
        //     StartCoroutine(ShootMachineGun());
        // }
        void ShootMissile()
        {
            if (whichBay)
            {
                whichBay = false;
                GameObject _missile = Instantiate(missilePrefab, firePointRight.position, firePointRight.rotation);
                _missile.GetComponent <Rigidbody2D>().velocity        = gameObject.GetComponent <Rigidbody2D>().velocity;
                _missile.GetComponent <Rigidbody2D>().angularVelocity = gameObject.GetComponent <Rigidbody2D>().angularVelocity;
                _missile.GetComponent <Rigidbody2D>().AddForce(transform.right * 20f);
            }
            else
            {
                whichBay = true;
                GameObject _missile = Instantiate(missilePrefab, firePointLeft.position, firePointLeft.rotation);
                _missile.GetComponent <Rigidbody2D>().velocity        = gameObject.GetComponent <Rigidbody2D>().velocity;
                _missile.GetComponent <Rigidbody2D>().angularVelocity = gameObject.GetComponent <Rigidbody2D>().angularVelocity;
                _missile.GetComponent <Rigidbody2D>().AddForce(-1.0f * transform.right * 20f);
            }
        }

        IEnumerator ShootMachineGun()
        {
            RaycastHit2D hitInfoL = Physics2D.Raycast(machinegunLeft.position + machinegunLeft.up, machinegunLeft.up);
            RaycastHit2D hitInfoR = Physics2D.Raycast(machinegunRight.position + machinegunRight.up, machinegunRight.up);

            if (hitInfoL)
            {
                ShipMotor ship = hitInfoL.transform.GetComponent <ShipMotor>();
                if (ship != null)
                {
                    ship.TakeDamage(damage);
                    Instantiate(impactEffect, hitInfoL.point, Quaternion.identity);
                    lineRendererL.SetPosition(0, machinegunLeft.position);
                    lineRendererL.SetPosition(1, hitInfoL.point);
                }
            }
            else
            {
                lineRendererL.SetPosition(0, machinegunLeft.position);
                lineRendererL.SetPosition(1, machinegunLeft.position + machinegunLeft.up * 100);
            }
            if (hitInfoR)
            {
                ShipMotor ship = hitInfoR.transform.GetComponent <ShipMotor>();
                if (ship != null)
                {
                    ship.TakeDamage(damage);
                    Instantiate(impactEffect, hitInfoR.point, Quaternion.identity);
                    lineRendererR.SetPosition(0, machinegunRight.position);
                    lineRendererR.SetPosition(1, hitInfoR.point);
                }
            }
            else
            {
                lineRendererR.SetPosition(0, machinegunRight.position);
                lineRendererR.SetPosition(1, machinegunRight.position + machinegunRight.up * 100);
            }
            lineRendererL.enabled = true;
            lineRendererR.enabled = true;
            yield return(0);

            lineRendererL.enabled = false;
            lineRendererR.enabled = false;
        }
    }
Ejemplo n.º 3
0
    void Update()
    {
        //Calculate Total Engine Force (Break down into engines later)
        float _xMov = Input.GetAxisRaw("Horizontal");
        float _zMov = Input.GetAxisRaw("Vertical");

        Vector2 _movVerticle = transform.up * _zMov;
        Vector2 _velocity    = (_movVerticle).normalized * speed;

        // Debug.Log("Velocity : [" + _velocity[0] + ", " + _velocity[1] + "]");

        //Apply movment
        motor.Move(_velocity);
        motor.Rot(-turnForce * _xMov);
        // gameObject.GetComponent<Rigidbody2D>().AddTorque(1.0f*Time.deltaTime);


        if (Input.GetButtonDown("Fire1"))
        {
            ShootMissile();
        }
        if (Input.GetButtonDown("Fire2"))
        {
            StartCoroutine(ShootMachineGun());
        }
        void ShootMissile()
        {
            if (whichBay)
            {
                whichBay = false;
                GameObject _missile = Instantiate(missilePrefab, firePointRight.position, firePointRight.rotation);
                _missile.GetComponent <Rigidbody2D>().velocity        = gameObject.GetComponent <Rigidbody2D>().velocity;
                _missile.GetComponent <Rigidbody2D>().angularVelocity = gameObject.GetComponent <Rigidbody2D>().angularVelocity;
                _missile.GetComponent <Rigidbody2D>().AddForce(transform.right * MissileForce);
            }
            else
            {
                whichBay = true;
                GameObject _missile = Instantiate(missilePrefab, firePointLeft.position, firePointLeft.rotation);
                _missile.GetComponent <Rigidbody2D>().velocity        = gameObject.GetComponent <Rigidbody2D>().velocity;
                _missile.GetComponent <Rigidbody2D>().angularVelocity = gameObject.GetComponent <Rigidbody2D>().angularVelocity;
                _missile.GetComponent <Rigidbody2D>().AddForce(-1.0f * transform.right * MissileForce);
            }
        }

        IEnumerator ShootMachineGun()
        {
            RaycastHit2D hitInfoL = Physics2D.Raycast(machinegunLeft.position + machinegunLeft.up, machinegunLeft.up);
            RaycastHit2D hitInfoR = Physics2D.Raycast(machinegunRight.position + machinegunRight.up, machinegunRight.up);

            if (hitInfoL)
            {
                ShipMotor ship = hitInfoL.transform.GetComponent <ShipMotor>();
                if (ship != null)
                {
                    ship.TakeDamage(damage);
                    Instantiate(impactEffect, hitInfoL.point, Quaternion.identity);
                    lineRendererL.SetPosition(0, machinegunLeft.position);
                    lineRendererL.SetPosition(1, hitInfoL.point);
                }
            }
            else
            {
                lineRendererL.SetPosition(0, machinegunLeft.position);
                lineRendererL.SetPosition(1, machinegunLeft.position + machinegunLeft.up * 100);
            }
            if (hitInfoR)
            {
                ShipMotor ship = hitInfoR.transform.GetComponent <ShipMotor>();
                if (ship != null)
                {
                    ship.TakeDamage(damage);
                    Instantiate(impactEffect, hitInfoR.point, Quaternion.identity);
                    lineRendererR.SetPosition(0, machinegunRight.position);
                    lineRendererR.SetPosition(1, hitInfoR.point);
                }
            }
            else
            {
                lineRendererR.SetPosition(0, machinegunRight.position);
                lineRendererR.SetPosition(1, machinegunRight.position + machinegunRight.up * 100);
            }
            lineRendererL.enabled = true;
            lineRendererR.enabled = true;
            yield return(0);

            lineRendererL.enabled = false;
            lineRendererR.enabled = false;
        }
    }