Example #1
0
    public void Fire(Transform cameraPoint)
    {
#if DEBUG
        if (m_BulletBehaviourScripts.Count == 0)
        {
            Debug.LogWarning("GunTemplate::Fire(): No bollit in clip!");
            return;
        }
#endif

        if (m_TimePastSinceLastFire >= m_Rpm)
        {
            Ray     ray          = new Ray(cameraPoint.position, cameraPoint.forward);
            Vector3 raycastedDir = cameraPoint.forward;
            if (Physics.Raycast(ray, out m_RaycastHit, m_RayMaxDist))
            {
                raycastedDir = (m_RaycastHit.point - m_BulletSpawnPoint.position).normalized;
            }

            BulletBehaviour bulletScr   = m_BulletBehaviourScripts[m_NextFreeBullet];
            GameObject      bulletClone = m_BulletPrefabClones[m_NextFreeBullet];

            bulletScr.Fire(m_BulletSpawnPoint, raycastedDir);
            m_BulletBehaviourScripts.Remove(bulletScr);
            m_BulletPrefabClones.Remove(bulletClone);

            if (m_NextFreeBullet == 0)
            {
                return;
            }

            --m_NextFreeBullet;
            m_TimePastSinceLastFire = 0.0f;
        }
    }
Example #2
0
    public override void Fire()
    {
        RaycastHit      hitInfo;
        int             layerMask = ~(1 << 5);
        BulletBehaviour b         = bulletPool.Create(Player, 0, MuzzleTrans.position) as BulletBehaviour;

        if (Physics.Raycast(Player.transform.position, Player.transform.forward, out hitInfo, 1000, layerMask))
        {
            //Debug.Log("hitting: " + hitInfo.collider.gameObject.ToString());
            b.TargetPos = hitInfo.point;
        }
        else
        {
            b.TargetPos = MuzzleTrans.position + this.transform.parent.forward;
        }

        if (this.effect != null)
        {
            b.Effect = this.effect;
            if (this.effect.hasColor)
            {
                this.effect.SetTargetColor(b.gameObject);
            }
        }

        b.Fire();
        base.Fire();
    }
Example #3
0
    void CmdFire(Vector3 position, Quaternion rotation, string id, string name)
    {
        GameObject      obj    = _spawnManager.GetFromPool();
        BulletBehaviour bullet = obj.GetComponent <BulletBehaviour> ();

        bullet.Fire(id, name, position, rotation);

        NetworkServer.Spawn(obj, _spawnManager.assetId);
    }
Example #4
0
    // FixedUpdate is called every physics tick
    void FixedUpdate()
    {
        float percent = playerInput.CurrentInput.MoveDir.magnitude;

        if (playerInput.CurrentInput.MoveDir.magnitude > 0)
        {
            percent = energyManager.SpendThrustEnergy(percent);
        }

        /* movement handling */
        if (playerInput.CurrentInput.MoveDir == Vector2.zero)
        {
            // decelerate if no input
            rb.velocity *= 1 - decelerationPerTick;
        }
        else
        {
            rb.AddForce(playerInput.CurrentInput.MoveDir * thrust * percent);

            // clamp velocity to max speed
            rb.velocity = Vector2.ClampMagnitude(rb.velocity, maxControlledVelocity);
        }

        /* weapon handling */
        if (fire1 && Time.time >= (time + fireWait))
        {
            if (energyManager.SpendBulletEnergy())
            {
                gunSoundSource.Play();
                Poolable        obj    = bulletPool.Pop();
                BulletBehaviour bullet = obj.GetComponent <BulletBehaviour>();

                // sin and cosine for current aim direction
                float sin = Mathf.Sin(rb.rotation * Mathf.Deg2Rad);
                float cos = Mathf.Cos(rb.rotation * Mathf.Deg2Rad);

                // find offset for gun barrel
                Vector2 b      = barrels[barrelNum];
                Vector2 offset = new Vector2(b.x * cos - b.y * sin,
                                             b.x * sin + b.y * cos);
                if (++barrelNum >= barrels.Length)
                {
                    barrelNum = 0;
                }

                // fire bullet from offset position
                bullet.transform.position = rb.position + offset;
                bullet.Fire(aimDir);
                time = Time.time;
            }

            // reset input bool
            fire1 = false;
        }
    }
    void Shoot()
    {
        BulletBehaviour newBullet = bulletPool.GetObjectFromPool();

        newBullet.transform.SetPositionAndRotation(cannonTransform.position, cannonTransform.rotation);

        // TODO: apply ship velocity to bullet?
        newBullet.Fire(Vector3.zero, bulletLayerId);

        newBullet.gameObject.SetActive(true);
    }
Example #6
0
    protected virtual void SpawnProjectile(Step step)
    {
        ProjectilePrefab projectile = ProjectilePrefabs[step.projectile.code];
        GameObject       inst       = Instantiate(projectile.prefab, transform.position + transform.TransformDirection(projectile.offset), transform.rotation);
        // 임시
        BulletBehaviour bullet = inst.GetComponent <BulletBehaviour>();

        bullet.Fire(projectile.speed, projectile.lifeTime);
        stepStarted  = false;
        stepFinished = true;
    }
Example #7
0
    private void SpawnNewBullets(int energyAmount)
    {
        float yRot = Random.Range(0, 360);

        for (int i = 0; i < energyAmount; i++)
        {
            GameObject      newBullet       = Instantiate(_bulletPrefab, transform.position, Quaternion.Euler(new Vector3(0, yRot + 360 / (i + 1), 0)));
            BulletBehaviour bulletBehaviour = newBullet.GetComponent <BulletBehaviour>();
            bulletBehaviour.SetDamageAmount(1);
            bulletBehaviour.Fire(_distanceToChildrenBullets, _ownerId);
            newBullet.transform.localScale = Vector3.one;
        }
        SetDamageAmount(1);
        Destroy(gameObject);
    }
Example #8
0
    private void CountDownAndShoot()
    {
        Timer -= Time.deltaTime;
        if (Timer <= 0)
        {
            behaviour.Fire(gameObject.transform);
            BulletSourceEvent.Invoke();
            if (positionInShotSequence == behaviour.shotDelaySequence.Length - 1)
            {
                positionInShotSequence = 0;
            }
            else
            {
                positionInShotSequence++;
            }

            Timer = behaviour.shotDelaySequence[positionInShotSequence];
        }
    }
Example #9
0
    private void Shoot(GameObject bulletPrefab, float holdTime, int bulletDamage)
    {
        SoundManager.Instance.PlaySomeAudio("Shoot");
        GameObject bullet = Instantiate(bulletPrefab, _shootSpawner.transform.position, transform.rotation);

        bullet.GetComponent <BulletBehaviour>().SetDamageAmount(bulletDamage);

        _bulletDistance = Mathf.Lerp(_minBulletDistance, _maxBulletDistance, Mathf.InverseLerp(0, _maxForceToShoot, holdTime));

        BulletBehaviour bulletBehaviour = bullet.GetComponent <BulletBehaviour>();

        bulletBehaviour.Fire(_bulletDistance, (int)_playerController.Index);

        _playerAnimController.Shoot();

#pragma warning disable CS0618 // O tipo ou membro é obsoleto
        ChargingParticle.startSize = 0f;
        ChargingParticle.Clear();
#pragma warning restore CS0618 // O tipo ou membro é obsoleto
    }