Example #1
0
    private void attack(Vector2 mouse)
    {
        if (actionMap.ready(ATTACK))
        {
            gunAudio.PlayOneShot(shootSound, 0.5f);
            ++shotsFired;
            actionMap.use(ATTACK, null);
            GameObject shot = Instantiate(bulletObj);
            shot.transform.position = gun.position;
            shot.transform.rotation = gun.rotation;
            int          WALL_MASK = 1 << 10;
            float        shotRange = 15f;
            RaycastHit2D hit       = Physics2D.Raycast(gun.position, gun.right, shotRange, WALL_MASK);
            if (hit.collider != null)
            {
                shotRange = hit.distance;
            }
            shot.transform.localScale = new Vector3(shotRange, 1f, 1f);

            /*
             * GameObject expl = Instantiate(explosionObj);
             * expl.transform.position = mouse;
             * float ERAD = 0.8f;
             * foreach (Enemy e in Scene.getEnemies()) {
             *      if ((mouse - (Vector2) e.transform.position).sqrMagnitude < ERAD * ERAD) {
             *              e.damage(1f);
             *      }
             * }
             */
        }
    }
Example #2
0
 // Update is called once per frame
 void Update()
 {
     actionMap.update(Time.deltaTime);
     if (actionMap.ready(0))
     {
         actionMap.use(0, null);
         //Scene.echo(transform.position, 4f, 2f, 32);
     }
 }
Example #3
0
 public void FixedUpdate()
 {
     //var rb = GetComponent<Rigidbody2D>();
     //rb.velocity = transform.up * MAXV;
     if (target != null)
     {
         var delta = target.transform.position - transform.position;
         var dist  = delta.magnitude;
         if (!hasWayPoint && dist > (2 + DIST_PER_WAYPOINT))
         {
             var randomRotation = Quaternion.AngleAxis(Random.Range(-35f, 35f), Vector3.forward);
             wayPoint    = transform.position + DIST_PER_WAYPOINT * (randomRotation * delta.normalized);
             hasWayPoint = true;
         }
         if (hasWayPoint)
         {
             seek(wayPoint);
             // Check if the alien is as close to the destination as the waypoint is.
             if ((target.transform.position - wayPoint).magnitude + 0.1f >= dist)
             {
                 hasWayPoint = false;
             }
         }
         if (!hasWayPoint && dist < 2)
         {
             if (actionMap.ready(ATTACK))
             {
                 actionMap.use(ATTACK, null);
                 target.GetComponent <Planet>().damage(1);
             }
             flee(target);
         }
         else
         {
             seek(target);
         }
     }
     actionMap.update(Time.fixedDeltaTime);
     base.FixedUpdate();
 }
Example #4
0
 public bool canAttack()
 {
     return(!canTrade() && actionMap.ready(ATTACK) && !statusMap.has(State.ANIMATION));
 }