public static void Initiate(Vector3 a_shootPos, Vector3 a_shootDir, Vector3 a_spread, float a_force, float a_damage, float a_penetration, TracerFX a_tracer, LayerMask a_filter) { a_shootDir = a_shootDir + new Vector3(Random.Range(-a_spread.x, a_spread.x), Random.Range(-a_spread.y, a_spread.y), Random.Range(-a_spread.z, a_spread.z)); RaycastHit hit; if (Physics.Raycast(a_shootPos, a_shootDir, out hit, 1000, a_filter)) { a_tracer.CreateTracer(a_shootPos, new Quaternion(), a_shootPos, hit.point); Bullet.ApplyDamage(a_force, hit, a_damage); } else { a_tracer.CreateTracer(a_shootPos, new Quaternion(), a_shootPos, a_shootPos + a_shootDir * 100); } }
/// <summary> /// Initiating a bullet and shooting it with respected effects. /// </summary> /// <param name="a_shootPos">Where does the bullet start from?</param> /// <param name="a_shootDir">In which direction will the bullet shoot from the shoot pos?</param> /// <param name="a_spread">The spread which will be randomly calculated between the negative to the positive of this value.</param> /// <param name="a_force">How much force will the bullet apply to the hit object?</param> /// <param name="a_damage">How much damage will it deal if the object is damageable?</param> /// <param name="a_penetration">How many objects will the bullet pass through before destroying itself?</param> /// <param name="a_tracer">What tracer will it use?</param> /// <param name="a_filter">What layers will the bullet ignore?</param> /// <returns>Returns the bullet hit as its shot using raycast.</returns> public static RaycastHit Initiate(Vector3 a_shootPos, Vector3 a_shootDir, Vector3 a_spread, float a_force, float a_damage, float a_penetration = 0, TracerFX a_tracer = null, LayerMask a_filter = default, bool a_applyTracer = true) { a_shootDir += new Vector3(Random.Range(-a_spread.x, a_spread.x), Random.Range(-a_spread.y, a_spread.y), Random.Range(-a_spread.z, a_spread.z)); // I love inline initialization <3 BulletData data = new BulletData { origin = a_shootPos, direction = a_shootDir, spread = a_spread, force = a_force, damage = a_damage, penetration = a_penetration, tracer = a_tracer, filter = a_filter }; RaycastHit hit; if (Physics.Raycast(a_shootPos, a_shootDir, out hit, 1000, a_filter)) { if (!a_applyTracer) { Bullet.ApplyDamage(a_force, hit, a_damage); if (a_penetration > 0) { a_penetration -= 1; Bullet.Initiate(hit.point + a_shootDir * 0.5f, a_shootDir, a_spread, a_force, a_damage, a_penetration, a_tracer, a_filter, false); } } } else { hit.point = a_shootPos + a_shootDir * 100; } if (a_applyTracer) { Tracer tracer = a_tracer.CreateTracer(a_shootPos, new Quaternion(), a_shootPos, hit.point, data); tracer.hit = hit; } return(hit); }