Inheritance: MonoBehaviour
Ejemplo n.º 1
0
    //--------------------------------
    // 3 - Стрельба из другого скрипта
    //--------------------------------

    /// <summary>
    /// Создайте новый снаряд, если это возможно
    /// </summary>
    public void Attack(bool isEnemy)
    {
        if (CanAttack)
        {
            shootCooldown = shootingRate;

            // Создайте новый выстрел
            var shotTransform = Instantiate(shotPrefab) as Transform;

            // Определите положение
            shotTransform.position = transform.position;

            // Свойство врага
            ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();
            if (shot != null)
            {
                shot.isEnemyShot = isEnemy;
            }

            // Сделайте так, чтобы выстрел всегда был направлен на него
            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();
            if (move != null)
            {
                move.direction = this.transform.right;                 // в двухмерном пространстве это будет справа от спрайта
            }
        }
    }
Ejemplo n.º 2
0
    //--------------------------------
    // 3 - Tirer depuis un autre script
    //--------------------------------

    /// <summary>
    /// Création d'un projectile si possible
    /// </summary>
    public void Attack(bool isEnemy)
    {
        if (CanAttack)
        {
            shootCooldown = shootingRate;

            // Création d'un objet copie du prefab
            var shotTransform = Instantiate(shotPrefab) as Transform;

            // Position
            shotTransform.position = transform.position;

            // Propriétés du script
            ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();
            if (shot != null)
            {
                shot.isEnemyShot = isEnemy;
            }

            // On saisit la direction pour le mouvement
            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();
            if (move != null)
            {
                move.direction = this.transform.right;                 // ici la droite sera le devant de notre objet
            }
        }
    }
Ejemplo n.º 3
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    public void Attack(bool isEnemy)
    {
        if (CanAttack)
        {
            shootCooldown = shootingRate;

            // Create a new shot
            var shotTransform = Instantiate(shotPrefab) as Transform;

            // Assign position
            shotTransform.position = transform.position;

            // The is enemy property
            ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();
            if (shot != null)
            {
                shot.isEnemyShot = isEnemy;
            }

            // Make the weapon shot always towards it
            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();
            if (move != null)
            {
                move.direction = this.gameObject.GetComponent <PlayerScript>().movementLeft ? new Vector2(-1, 0) : new Vector2(1, 0);
                shotTransform.GetComponent <SpriteRenderer>().flipX = move.direction.x < 0;
            }
        }
    }
Ejemplo n.º 4
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    void counterAttack(unitStatScript otherStats)
    {
        angle           += 180;
        otherStats.angle = angle;
        var shotTransform = Instantiate(shotPrefab) as Transform;

        // Assign position
        shotTransform.position = otherStats.transform.position;

        // The is enemy property
        ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();

        if (shot != null)
        {
            shot.isSplash     = false;
            shot.timeDestroy  = otherStats.range * 0.5f;
            shot.shotRange    = otherStats.range;
            shot.teamNumber   = otherStats.playerOwner;
            shot.parentsStats = otherStats;
            shot.angle        = angle;
            shot.isCounter    = true;
            //assign a randomized damage value based off of unit's attack
            shot.attackPower = Random.Range(0, otherStats.attack);
        }

        // Make the weapon shot always towards it
        moveScript2 move = shotTransform.gameObject.GetComponent <moveScript2>();

        if (move != null)
        {
            move.direction = new Vector2(direction.x * -1, direction.y * -1);             // towards in 2D space is the right of the sprite
        }
    }
Ejemplo n.º 5
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    void OnTriggerEnter2D(Collider2D collider)
    {
        // Est-ce un tir ?
        ShotScript shot = collider.gameObject.GetComponent <ShotScript>();

        if (shot != null)
        {
            // Tir allié
            if (shot.isEnemyShot != isEnemy)
            {
                hp -= shot.damage;

                // Destruction du projectile
                // On détruit toujours le gameObject associé
                // sinon c'est le script qui serait détruit avec ""this""
                Destroy(shot.gameObject);

                if (hp <= 0)
                {
                    // Destruction !
                    Destroy(gameObject);
                }
            }
        }
    }
Ejemplo n.º 6
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    /// <summary>
    /// Creates a shot based on the position and rotation of the weapon
    /// </summary>
    /// <param name="isEnemy">Whether or not the shot is an enemy's shot</param>
    public void Shoot(bool isEnemy)
    {
        //If the shot cooldown has reached 0
        if (shotCooldown <= 0f)
        {
            //Reset the shot cooldown
            shotCooldown = shotRate;

            //Create a new shot at the position of the weapon
            var shot = Instantiate(shotPrefab) as Transform;
            shot.position    = new Vector3(transform.position.x, transform.position.y - 0.04f, transform.position.z);
            shot.eulerAngles = transform.eulerAngles;

            ShotScript shotScript = shot.gameObject.GetComponent <ShotScript>();

            //Sets whether or not the shot is an enemy's or the player's
            if (shot != null)
            {
                shotScript.enemyShot = isEnemy;
            }

            //Makes sure the shot moves right relative to the weapon
            MoveScript movement = shot.gameObject.GetComponent <MoveScript>();
            if (movement != null)
            {
                movement.direction = shot.transform.right;
            }
        }
    }
Ejemplo n.º 7
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    void OnTriggerEnter2D(Collider2D otherCollider)
    {
        // Check if the lever was hit by a projectile
        ShotScript shot = otherCollider.gameObject.GetComponent <ShotScript>();

        if (shot != null)
        {
            Destroy(shot.gameObject, 0.5f);
            Destroy(otherCollider.gameObject.GetComponent <MoveScript>());

            otherCollider.isTrigger = false;
            //otherCollider.gameObject.GetComponent<Rigidbody2D>().gravityScale = 1.0f;

            this.activated = !this.activated;

            if (spriteRenderer == null)
            {
                spriteRenderer = GetComponent <SpriteRenderer>();
            }

            if (spriteRenderer.sprite == sprite1)
            {
                spriteRenderer.sprite = sprite2;
            }
            else
            {
                spriteRenderer.sprite = sprite1;
            }
        }
    }
Ejemplo n.º 8
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    void OnTriggerEnter2D(Collider2D otherCollider)
    {
        // Is this a shot?
        ShotScript shot = otherCollider.gameObject.GetComponent <ShotScript>();

        if (shot != null && !immuneToDamage && !dead)
        {
            // Avoid friendly fire, apply ranged immunity
            if ((!(immuneToShots && !shot.isMelee)) && shot.team != team)
            {
                Damage(shot.damage);
                shot.onImpact(gameObject.transform);
            }
        }
        else
        {
            //Is this the activator object?
            ActivatorScript activator = otherCollider.gameObject.GetComponent <ActivatorScript>();
            if (activator != null && !manualActivation && !active)
            {
                if (activator.isActivator)
                {
                    active = true;
                }
            }
        }
    }
Ejemplo n.º 9
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    void OnTriggerEnter2D(Collider2D otherCollider)
    {
        //is this a standard shot?
        ShotScript shot = otherCollider.gameObject.GetComponent <ShotScript>();

        if (shot != null)
        {
            //no friendly fire
            if (shot.isEnemyShot != isEnemy)
            {
                Damage(shot.damage);

                //Destroy the shot
                Destroy(shot.gameObject);                 //target game object so we don't remove the script - again ... lol
            }
        }

        //is this a rock shot?
        RockShotScript rockShot = otherCollider.gameObject.GetComponent <RockShotScript>();

        if (rockShot != null)
        {
            //no friendly fire
            if (rockShot.isEnemyShot != isEnemy)
            {
                Damage(rockShot.damage);

                //Destroy the shot
                Destroy(rockShot.gameObject);                 //target game object so we don't remove the script - again ... lol
            }
        }
    }
Ejemplo n.º 10
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    public void Attack(bool isEnemy)
    {
        if (CanAttack)
        {
            shootCooldown = ShootingRate;

            if (ShootSound != null)
            {
                audio.PlayOneShot(ShootSound);
            }

            var shotTransform = Instantiate(ShotPrefab) as Transform;
            shotTransform.position = transform.position;

            ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript> ();
            if (shot != null)
            {
                shot.IsEnemyShot = isEnemy;
            }

            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript> ();
            if (move != null)
            {
                move.Direction = this.transform.right;
                move.Speed     = BulletSpeed;
            }
        }
    }
Ejemplo n.º 11
0
    //---------------------------------------
    // 3 - Стрельба из другого скрипта
    //---------------------------------------

    ///<summary
    /// Создайте новый снаряд, если это возможно
    ///</summaru>
    public void Attack(bool isEnemy)
    {
        if (CanAttack)
        {
            //просто сохрани))
            shootCooldown = shootingRate;

            // новый выстрел
            var shotTransform = Instantiate(shortPrefab) as Transform;
            // определение местоположения
            shotTransform.position = transform.position;
            // свойство врага
            ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();
            if (shot != null)
            {
                shot.isEnemyShot = isEnemy;
            }
            // Cделать так, чтобы выстрел всегда был направлен на него
            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();
            if (move != null)
            {
                move.direction = this.transform.right;                 // справо от спрайта
            }
        }
    }
Ejemplo n.º 12
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    public void Attack(bool isEnemy)
    {
        if (CanAttack)
        {
            //reset cooldown
            shootCooldown = shootingRate;

            //create new shot
            var shotTransform = Instantiate(shotPrefab) as Transform;

            // assign position
            shotTransform.position = transform.position;

            //handly isEnemy
            ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();
            if (shot != null)
            {
                shot.isEnemyShot = isEnemy;
            }

            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();
            if (move != null)
            {
                move.direction = transform.right;
            }
        }
    }
Ejemplo n.º 13
0
    //--------------------------------
    // 3 - Shooting from another script
    //--------------------------------

    /// <summary>
    /// Create a new projectile if possible
    /// </summary>
    public void Attack(int shooterId, bool facingRight)
    {
        if (CanAttack)
        {
            shootCooldown = shootingRate;

            // Create a new shot
            var shotTransform = Instantiate(shotPrefab) as Transform;

            // if(!facingRight)
            //   shotTransform.spriteRenderer.flipY = true;

            // Assign position
            shotTransform.position = transform.position;

            // The is enemy property
            ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();
            if (shot != null)
            {
                shot.shooterId = shooterId;
            }
            if (!facingRight)
            {
                shot.Flip();
            }

            // Make the weapon shot always towards it
            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();
            if (move != null)
            {
                move.direction = this.transform.right; // towards in 2D space is the right of the sprite
            }
        }
    }
Ejemplo n.º 14
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    public void AttackBullet(bool isEnemy)
    {
        // Create a new shot
        Transform shotTransform = Instantiate(shotPrefab) as Transform;

        // Assign position
        shotTransform.position = transform.position;

        // The is enemy property
        ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();

        if (shot != null)
        {
            shot.isEnemyShot = isEnemy;
        }

        // Make the weapon shot always towards it
        MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();

        if (move != null)
        {
            if (shot.isEnemyShot)
            {
                move.direction = -this.transform.right; // towards in 2D space is the right of the sprite
            }
            else
            {
                move.direction = this.transform.right;
                EnergyScript energy = GetComponentInParent <EnergyScript>();
                energy.Decrement(1);
            }
        }
    }
Ejemplo n.º 15
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    void OnTriggerEnter2D(Collider2D otherCollider)
    {
        // does the otherCollider have a shot script?
        ShotScript shot = otherCollider.gameObject.GetComponent <ShotScript>();

        if (shot != null)
        {
            // destroy the shot
            Destroy(shot.gameObject);

            // split sub-asteroids
            if (splitThis)
            {
                for (int i = 1; i <= splitCopies; i++)
                {
                    asteroidTransform = Instantiate(asteroidPrefab, myTrans.position, Quaternion.identity) as Transform;
                }
            }

            // increment score
            UIScript uiScript = GameObject.Find("UICanvas").GetComponent <UIScript>();
            if (uiScript != null)
            {
                uiScript.ScoreAdd(score);
            }

            // destroy this asteroid
            Destroy(gameObject);
        }
    }
Ejemplo n.º 16
0
    //--------------------------------
    // 3 - Shooting з іншого сценарію
    //--------------------------------

    /// <summary>
    /// Створіть новий снаряд, якщо це можливо
    /// </summary>
    public void Attack(bool isEnemy)
    {
        if (CanAttack)
        {
            shootCooldown = shootingRate;

            // Створіть новий снаряд
            var shotTransform = Instantiate(shotPrefab) as Transform;

            // Призначити позицію
            shotTransform.position = transform.position;

            // це постріл ворога
            ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();
            if (shot != null)
            {
                shot.isEnemyShot = isEnemy;
            }

            // Зробіть, щоб зброя завжди вбивала його
            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();
            if (move != null)
            {
                move.direction = this.transform.right; // в напрямку 2D-простору - право sprite
            }
        }
    }
Ejemplo n.º 17
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    public void Attack(bool isEnemy)
    {
        if (CanAttack)
        {
            shootCoolDown = shootingRate;

            // создание нового выстрела
            var shotTransform = Instantiate(shotPrefab) as Transform;

            //определение положения
            shotTransform.position = transform.position;

            //свойство врага
            ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();
            if (shot != null)
            {
                shot.isEnemyShot = isEnemy;
            }

            // направляем выстрел на врага
            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();
            if (move != null)
            {
                move.direction = this.transform.right;
            }
        }
    }
    void OnTriggerEnter2D(CircleCollider2D otherCollider)
    {
        // Is this a shot?
        bombchase shot = otherCollider.gameObject.GetComponent <bombchase>();

        if (shot != null)
        {
            // Avoid friendly fire
            if (shot.isEnemyBomb != isEnemy)
            {
            }
        }
        ShotScript blast = otherCollider.gameObject.GetComponent <ShotScript>();

        if (blast != null)
        {
            // Avoid friendly fire
            if (blast.isEnemyShot != isEnemy)
            {
                PlayBurst();
                Damage(blast.damage);

                // Destroy the shot
                Destroy(blast.gameObject);
            }
        }
    }
Ejemplo n.º 19
0
    void Fire(float axis)
    {
        smoke.Smoke();

        shootCooldown = shootingRate;
        var shotobject = Instantiate(projectile) as GameObject;

        // Assign position
        shotobject.transform.position = transform.position;

        ShotScript shot = shotobject.GetComponent <ShotScript>();

        if (shot != null)
        {
            shot.SetPlayerShoot(this.id);
        }

        // Make the weapon shot always towards it
        MoveScript move = shotobject.GetComponent <MoveScript>();

        if (move != null)
        {
            move.direction = (facingRight)? this.transform.right : -this.transform.right; // towards in 2D space is the right of the sprite
        }
        move.impulsionDirection(axis);
    }
Ejemplo n.º 20
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 public void Attack(bool isEnemy)
 {
     if (CanAttack)
     {
         shootCooldown = shootingRange;
         var shotTransform = Instantiate(shotPrefab) as Transform;
         if (right)
         {
             shotTransform.position = new Vector3(transform.position.x + .15f, transform.position.y + .03f, 0f);
         }
         else
         {
             shotTransform.position = new Vector3(transform.position.x - .15f, transform.position.y + .03f, 0f);
         }
         ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();
         if (shot != null)
         {
             shot.isEnemyShot = isEnemy;
         }
         MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();
         if (move != null)
         {
             if (right)
             {
                 move.direction = this.transform.right;
             }
             else
             {
                 move.direction = this.transform.right * -1;
             }
         }
     }
 }
Ejemplo n.º 21
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    public void Attack(bool isEnemy)
    {
        if (CanAttack)
        {
            shootCooldown = shootingRate;
            var shotTransform = Instantiate(shotPrefab) as Transform;
            shotTransform.position = transform.position;

            ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();
            if (shot != null)
            {
                shot.isEnemyShot = isEnemy;
            }

            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();
            if (move != null)
            {
                if (toTheRight)
                {
                    move.direction = this.transform.right;
                }
                else
                {
                    move.direction = -this.transform.right;
                }
            }
        }
    }
Ejemplo n.º 22
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    private void OnTriggerEnter2D(Collider2D collision)
    {
        ShotScript shot = collision.gameObject.GetComponent <ShotScript>();

        if (shot != null)
        {
            if (shot.isEnemyShot != isEnemy)
            {
                if (GetComponent <PlayerScript>() != null)
                {
                    // If the player gets attacked, the UI hearts will disappear
                    // one by one.
                    for (int i = 0; i < shot.damage; i++)
                    {
                        Damage(1);
                        Destroy(GetComponent <PlayerScript>().hearts[hp]);
                    }
                }
                else
                {
                    Damage(shot.damage);
                }

                Destroy(shot.gameObject);
            }
        }
    }
Ejemplo n.º 23
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    public void Attack(bool isEnemy)
    {
        if (CanAttack)
        {
            shootCooldown = shootingRate;

            var shotTransform = Instantiate(shotPrefab) as Transform;

            shotTransform.position = transform.position + shotOffset;


            ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();
            if (shot != null)
            {
                shot.isEnemyShot = isEnemy;
            }

            Destroy(shotTransform.gameObject, 2);
            Vector2 mousePos = Input.mousePosition;

            Vector2 objPos = Camera.main.WorldToScreenPoint(transform.position);
            mousePos.x = -(mousePos.x - objPos.x);
            mousePos.y = -(mousePos.y - objPos.y);

            float   angle    = Mathf.Atan2(mousePos.y, mousePos.x) * Mathf.Rad2Deg;
            Vector3 rotation = new Vector3(0, 0, angle);

            //shotTransform.rotation = Quaternion.Euler(rotation);
            shotTransform.transform.RotateAround(transform.position, new Vector3(0, 0, 1), angle);
            shotTransform.GetComponent <Rigidbody2D>().AddForce(shotTransform.transform.right.normalized * shotSpeed);
        }
    }
Ejemplo n.º 24
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    void OnTriggerEnter2D(Collider2D otherCollider)
    {
        // Is this a shot?
        ShotScript shot = otherCollider.gameObject.GetComponent <ShotScript>();

        if (shot != null)
        {
            // Avoid friendly fire
            if (shot.isEnemyShot != isEnemy)
            {
                Damage(shot.damage);

                // Destroy the shot
                Destroy(shot.gameObject);
            }
        }

        DamageScript damage1 = otherCollider.gameObject.GetComponent <DamageScript>();

        if (damage1 != null)
        {
            if (damage1.isEnemyShot != isEnemy)
            {
                Damage(damage1.damage);
            }
        }
    }
Ejemplo n.º 25
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    public void AttackPlayer(bool isEnemy)
    {
        //Transform target = GameObject.FindWithTag ("Player").transform;
        if (CanAttack)
        {
            shootCooldown = shootingRate;

            // Create a new shot
            var shotTransform = Instantiate(shotPrefab) as Transform;

            // Assign position
            shotTransform.position = transform.position;

            // The is enemy property
            ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();
            if (shot != null)
            {
                shot.isEnemyShot = isEnemy;
            }

            // Make the weapon shot always towards it
            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();
            if (move != null)
            {
                move.direction = new Vector2((-transform.position.x + Player.transform.position.x)
                                             , (-transform.position.y + Player.transform.position.y)).normalized;
            }
        }
    }
Ejemplo n.º 26
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    void OnTriggerEnter2D(Collider2D otherCollider)
    {
        // Is this a shot?
        ShotScript shot = otherCollider.gameObject.GetComponent <ShotScript>();

        if (shot != null)
        {
            // Avoid friendly fire
            if (shot.isEnemyShot != isEnemy)
            {
                Damage(shot.damage);

                // Destroy the shot
                Destroy(shot.gameObject); // Remember to always target the game object, otherwise you will just remove the script
            }
        }
        ShotsScript shots = otherCollider.gameObject.GetComponent <ShotsScript>();

        if (shots != null)
        {
            // Avoid friendly fire
            if (shots.isEnemyShot != isEnemy)
            {
                Damage(shots.damage);

                // Destroy the shot
                Destroy(shots.gameObject); // Remember to always target the game object, otherwise you will just remove the script
            }
        }
    }
Ejemplo n.º 27
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    public void AttackAngled(bool isEnemy, Vector2 direction)
    {
        if (direction == new Vector2(0, 0))
        {
            direction = new Vector2(0, 1);
        }
        if (CanAttack)
        {
            shootCooldown = shootingRate;

            // Create a new shot
            var shotTransform = Instantiate(shotPrefab) as Transform;
            shotTransform.SetParent(gameObject.transform);

            // Assign position
            shotTransform.position = transform.position;

            // The is enemy property
            ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();
            if (shot != null)
            {
                shot.isEnemyShot = isEnemy;
            }

            // Make the weapon shot always towards it
            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();
            if (move != null)
            {
                //new Vector2((transform.position.x - player.position.x) * speed, (transform.position.y - player.position.y) * speed);
                move.direction = direction;
            }
        }
    }
Ejemplo n.º 28
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    // Shooting from another script

    // Create new shoot
    public void Attack(bool isEnemy)
    {
        if (CanAttack)
        {
            shootCooldown = shootingRate;

            // Create new shot
            var shotTransform = Instantiate(shotPrefab) as Transform;

            // Define position
            shotTransform.position = transform.position;

            // Enemy properties
            ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();
            if (shot != null)
            {
                shot.isEnemyShot = isEnemy;
            }

            // Direction to enemy
            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();
            if (move != null)
            {
                move.direction = this.transform.right;
            }
        }
    }
    public void Attack(bool isEnemy)
    {
        if (CanAttack)
        {
            shootCooldown = shootingRate;

            var shotTransform = Instantiate(shotPrefab) as Transform;

            shotTransform.position = transform.position;

            ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();

            if (shot != null)
            {
                shot.isEnemyShot = isEnemy;
            }

            MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>();

            if (move != null)
            {
//                move.direction = player.transform.position.normalized;
                move.direction = new Vector2(-(this.transform.position.x - player.transform.position.x), -(this.transform.position.y - player.transform.position.y)).normalized;
            }
        }
    }
Ejemplo n.º 30
0
    //--------------------------------
    // 3 - Shooting from another script
    //--------------------------------

    /// <summary>
    /// Create a new projectile if possible
    /// </summary>
    public void Attack(bool isEnemy)
    {
        if (CanAttack)
        {
            shootCooldown = shootingRate;

            // Create a new shot
            var shotTransform = Instantiate(shotPrefab) as Transform;

            // Assign position
            shotTransform.position = transform.position;

            // The is enemy property
            ShotScript shot = shotTransform.gameObject.GetComponent <ShotScript>();
            if (shot != null)
            {
                shot.isEnemyShot = isEnemy;
            }

            // Make the weapon shot always towards it
            MoveShotScript move = shotTransform.gameObject.GetComponent <MoveShotScript>();
            if (move != null)
            {
                move.direction = this.transform.right; // towards in 2D space is the right of the sprite
            }
        }
    }
Ejemplo n.º 31
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 /// <summary>
 /// Flash enemes when hit.
 /// </summary>
 IEnumerator Flash( ShotScript shotFrom)
 {
     //		if (!shotFrom.isEnemyShot) {
         gameObject.renderer.material.color = new Color (200f, 0f, 0f, 1f);
         yield return new WaitForSeconds (0.08f);
         gameObject.renderer.material.color = new Color (1f, 1f, 1f, 1f);
     //}
     //		else {
     //			gameObject.renderer.material.color = new Color (248f, 248f, 255f, 1f);
     //			yield return new WaitForSeconds (0.08f);
     //			gameObject.renderer.material.color = new Color (1f, 1f, 1f, 1f);
     //		}
 }
Ejemplo n.º 32
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 // Use this for initialization
 void Start()
 {
     //find your daddy
     parentShot = this.transform.parent.GetComponent<ShotScript> ();;
 }