Inheritance: MonoBehaviour
    void shoot()
    {
        shoot_sound.Play();
        GameObject thing = Instantiate(bullet, aimingThing.transform.position, aimingThing.transform.rotation);

        bully        = thing.GetComponent <bulletScript>();
        bully.damage = damage;
    }
Ejemplo n.º 2
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    void shoot()
    {
        GameObject   bulletShoot = (GameObject)Instantiate(bullet1, muzzle.position, muzzle.rotation);
        bulletScript bullet      = bulletShoot.GetComponent <bulletScript>();

        if (bullet != null)
        {
            bullet.seekTarget(currentTarget);
        }
    }
Ejemplo n.º 3
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   #pragma warning restore 414


    void Awake( )
    {
      #if !(UNITY_FLASH)
        useGUILayout = false;
      #endif
        ExposedVariables.Awake( );
        ExposedVariables.SetParent(this.gameObject);
        if ("1.PLE" != uScript_MasterComponent.Version)
        {
            uScriptDebug.Log("The generated code is not compatible with your current uScript Runtime " + uScript_MasterComponent.Version, uScriptDebug.Type.Error);
            ExposedVariables = null;
            UnityEngine.Debug.Break();
        }
    }
Ejemplo n.º 4
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 // Update is called once per frame
 void Update()
 {
     if (isFiring)
     {
         countdown -= Time.deltaTime;
         if (countdown <= 0)
         {
             countdown = bulletDelay;
             bulletScript bulletCloning = Instantiate(bullet, firePoint.position, firePoint.rotation) as bulletScript;
             bulletCloning.speed = bulletSpeed;
         }
     }
     else
     {
         countdown = 0;
     }
 }
Ejemplo n.º 5
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    void shoot(float yChange = 0f)
    {
        float      lastDirection = player_movement.lastDirection;
        Quaternion laserRoation  = transform.rotation;
        float      width         = GetComponent <SpriteRenderer>().bounds.size.x;

        if (lastDirection < 0)
        {
            width = -width;
            float angle = 180;
            laserRoation = Quaternion.AngleAxis(angle, Vector3.forward);
        }
        Vector2    spot  = new Vector2(transform.position.x + (width / 2), transform.position.y + yChange);
        GameObject thing = Instantiate(bullet, spot, laserRoation);

        bully          = thing.GetComponent <bulletScript>();
        bully.damage   = strength;
        bully.friendly = true;
    }
    void Shoot(control.BulletParams bulletParams)
    {
        GameObject lastBullet = Instantiate(Resources.Load("bullet", typeof(GameObject))) as GameObject;

        if (lastBullet)
        {
            bulletScript lastBulletScript = lastBullet.AddComponent <bulletScript>() as bulletScript;

            lastBullet.transform.position       = this.transform.position;
            lastBulletScript.bulletParams       = bulletParams;
            lastBulletScript.bulletParams.speed = Random.Range(0.01f, 0.1f);
            lastBulletScript.bulletParams.color = Random.ColorHSV();
            lastBullet.transform.position      += new Vector3(bulletSpawnOffset.Rotate(this.angle).x, bulletSpawnOffset.Rotate(this.angle).y, 0.0f);
        }
        else
        {
            Debug.Log("could not instantiate bullet");
        }
    }
Ejemplo n.º 7
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 // Update is called once per frame
 void Update()
 {
     if (!loading)
     {
         if (isFiring)
         {
             countdown -= Time.deltaTime;
             if (countdown <= 0 && currentAmmo > 0)
             {
                 currentAmmo--;
                 countdown = bulletDelay;
                 bulletScript bulletCloning = Instantiate(bullet, firePoint.position, firePoint.rotation) as bulletScript;
                 bulletCloning.speed = bulletSpeed;
             }
         }
         else
         {
             countdown = 0;
         }
         ammoBar.fillAmount = currentAmmo / ammoMax;
     }
     ammoBar.fillAmount = currentAmmo / ammoMax;
 }
Ejemplo n.º 8
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 public void take_damage(bulletScript bullet)
 {
     health -= bullet.damage;
 }
Ejemplo n.º 9
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 // Start is called before the first frame update
 private void Awake()
 {
     bulletScrpt = this;
 }
Ejemplo n.º 10
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    public bool shoot()
    {
        //Debug.Log("shoot() called.");
        //Debug.Log(gunName+ "I am asking it to play a sound " + gunName);
        FindObjectOfType <audioManager>().Play(gunName);
        MuzzleFlash.Play();

        if (raycasting)
        {
            if (fpsCamera == null)
            {
                // fpsCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>();
            }
            //Debug.Log("Oh yes raycasting time");
            RaycastHit hit;

            if (Physics.Raycast(fpsCamera.transform.position, fpsCamera.transform.forward, out hit, range))
            {
                //Debug.Log(hit.transform.name);
                //enemyScript enemy = hit.transform.GetComponent<enemyScript>();

                //if(enemy != null)
                //{
                //    enemy.HurtEnemy(damage);
                //}

                playerHealth enemyPlayer = hit.transform.GetComponent <playerHealth>();

                bool killedEnemy;

                if (enemyPlayer != null)
                {
                    killedEnemy = enemyPlayer.hurtPlayer(damage);
                    if (killedEnemy)
                    {
                        return(true);
                    }
                }
                GameObject impac = Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal));
                Destroy(impac, 1f);
            }
        }
        else
        {
            //This is bullet shooting
            // if (camTrans == null) { camTrans = GameObject.FindGameObjectWithTag("camera").GetComponent<Transform>(); }
            // gunSpawnTrans = GameObject.FindGameObjectWithTag("gunspawn").GetComponent<Transform>();
            //gunSpawnTrans = bulletSpawn;
            GameObject bully;
            if (gunSpawnTrans != null)
            {
                Vector3 desiredPosition = gunSpawnTrans.position;                //At the moment the bullet spawns in the middle of the gun, oh well  WILL BE CHANGED LATER worry not
                bully = Instantiate(bullet, desiredPosition, camTrans.rotation); //And the bullet roation should follow the camera
                bulletScript bulletInstance = bully.GetComponent <bulletScript>();
                bulletInstance.speed    = speed;
                bulletInstance.damage   = damage;
                bulletInstance.lifeTime = lifeTime;
            }
            else
            {
                Debug.Log("Oh man it looks like we can't find the desired position");
            }
        }
        return(false);
    }