private void OnTriggerEnter(Collider collider) { //IL_0036: Unknown result type (might be due to invalid IL or missing references) //IL_003c: Unknown result type (might be due to invalid IL or missing references) //IL_004f: Unknown result type (might be due to invalid IL or missing references) //IL_007f: Unknown result type (might be due to invalid IL or missing references) if (!(_collider == null) && _collider.get_enabled() && !(this.stageObject == null) && !(collider.get_gameObject() == this.get_gameObject())) { StageObject stageObject = null; BulletObject component = collider.get_gameObject().GetComponent <BulletObject>(); if (component != null) { stageObject = component.stageObject; } else { if (collider.get_isTrigger()) { return; } stageObject = collider.get_gameObject().GetComponentInParent <StageObject>(); } if (!(stageObject == null) && !(stageObject == this.stageObject)) { Add(stageObject, collider, component); } } }
public void InstantiateSlashPrefab() { BulletObject slash = m_SlashPool.Pop(transform.position + (m_SpriteRenderer.flipX ? Vector3.left * 0.5f : Vector3.right * 0.5f)); PlayerSlash playerSlash = slash.transform.GetComponent <PlayerSlash>(); playerSlash.speed = Mathf.Abs(playerSlash.speed) * (m_SpriteRenderer.flipX ? -1 : 1); }
private void OnTriggerEnter(Collider collider) { //IL_0042: Unknown result type (might be due to invalid IL or missing references) //IL_0048: Unknown result type (might be due to invalid IL or missing references) //IL_005b: Unknown result type (might be due to invalid IL or missing references) //IL_007f: Unknown result type (might be due to invalid IL or missing references) if (!(brain == null) && !(_collider == null) && _collider.get_enabled() && collider.get_isTrigger() && !(collider.get_gameObject() == this.get_gameObject())) { StageObject stageObject = null; BulletObject component = collider.get_gameObject().GetComponent<BulletObject>(); stageObject = ((!(component != null)) ? collider.get_gameObject().GetComponentInParent<StageObject>() : component.stageObject); if (!(stageObject == null) && !(stageObject == brain.owner)) { ColliderRecord colliderRecord = RecordCollider(collider, stageObject, component); if (colliderRecord.isMove) { brain.HandleEvent(BRAIN_EVENT.BULLET_CATCH, component); } else { brain.HandleEvent(BRAIN_EVENT.COLLIDER_CATCH, stageObject); } } } }
public static void DoHandle(NetDataRequest data, ClientController client, string networkID) { List <ClientController> clients = new List <ClientController>(Server.ClientControllers); clients.RemoveAll(x => !x.Actualy); string id = (string)data.Values["id"].ObjectValue; Vector3K playerPos = client.CurrentPlayer.Object.Position; Vector3K playerRot = client.CurrentPlayer.Object.EulerAngles; Vector3K pos = new Vector3K(1.3F, -0.55F, 0).RotateVector2(playerRot.z); Vector3K rot = new Vector3K(0f, 0f, playerRot.z - 0.067F); pos.x += playerPos.x; pos.y += playerPos.y; BulletObject bullet = new BulletObject(pos, new Vector3K(0f, 0f, 0f), new Vector3K(0.28f, 0.09f, 0f), rot); client.MissionController.AddDynamicObject(ObjectFactory.GetObject(bullet)); NetDataRequest allResponse = new NetDataRequest(RequestTypes.Shoot, new Dictionary <string, ObjectWrapper>() { { "id", new ObjectWrapper <string>(id) } }); Server.SendResponse(clients, Utils.ToBytesJSON(allResponse), networkID); }
public virtual void OnHit(BulletObject p_baseProjectile) { if (team == Team.Team2 && OnDestroy != null && isKillable) { OnDestroy(this); } }
public void Generate(Color lightColor) { WeaponObject chosenWeapon = GameGenerator.instance.weaponData.GetRandomWeapon(); generator.AddToAlumno(chosenWeapon.alumno); BulletObject chosenBullet = GameGenerator.instance.weaponData.GetRandomBullet(); generator.AddToAlumno(chosenBullet.alumno); weapon.Assign(chosenWeapon, chosenBullet); light2D.color = lightColor; // Hats HatObject hat = GameGenerator.instance.characterData.hats[UnityEngine.Random.Range(0, GameGenerator.instance.characterData.hats.Length)]; GameGenerator.instance.AddToAlumno(hat.alumno); hatRenderer.sprite = hat.sprite; // Name Array values = Enum.GetValues(typeof(Alumno)); Alumno randomAlumno = (Alumno)values.GetValue(UnityEngine.Random.Range(0, values.Length)); playerName = randomAlumno.ToString(); AddScore(0); }
public override void InitializePattern(BulletObject objectPool) { if (aimWithRotation) { objectPool.bullet.SetOriginTarget(); } }
private void OnCollisionEnter(Collision collision) { GameObject collisionObject = collision.gameObject; switch (collisionObject.tag) { case "BulletTag": BulletObject bullet = collisionObject.GetComponent <BulletObject>(); // This enemy is being hit by a bullet. Reduce its health by the strength of the bullet m_health -= bullet.m_BulletStrength; if (m_health <= 0) { // Player gets bonus for killing blow bouncing bullet off wall first m_getsBonus = bullet.m_hitWall; // This enemy has taken too much damage, kill it. HandleDeath(); } break; case "GroundTag": break; case "WallTag": break; default: Debug.Log("Encountered an unhandled tag: " + collisionObject.tag); break; } }
private void BWUtil_OnFire(Gun obj) { BulletObject bobj = obj.chamberedBulletGameObject.GetComponent <BulletObject>(); try { AmmoVariables bObj = new AmmoVariables(); bObj.AttackDamage = 1; bObj.ProjectileMass = 1; bObj.ExitVelocity = 1; if (obj.chamberedCartridge != null) { bObj = obj.chamberedCartridge.ammoVariables; } else if (obj.overrideMagazine != null) { bObj = obj.overrideMagazine.AmmoSlots[0].ammoVariables; } GunFireMessage gfm = new GunFireMessage() { handedness = (byte)obj.host.GetHand(0).handedness, firepointPos = obj.firePointTransform.position, firepointRotation = obj.firePointTransform.rotation, ammoDamage = bObj.AttackDamage, projectileMass = bObj.ProjectileMass, exitVelocity = bObj.ExitVelocity, muzzleVelocity = obj.muzzleVelocity }; SendToServer(gfm.MakeMsg(), MessageSendType.Reliable); } catch { } }
public void Shoot() { BulletObject bulletObject = m_BulletPool.Pop(transform.position); bulletObject.transform.RotateToDirection(transform.up); bulletObject.rigidbody2D.velocity = bulletSpeed * transform.up; }
public void Fire(int index, Vector3 force) { if (index >= fires.Length || index < 0 || timer > 0) { return; } switch (fires[index].type) { case WeaponFireType.Hit: Hit(); break; case WeaponFireType.Particle: BulletObject.Create(transform.position, transform.forward, fires[index].bullet, force); break; case WeaponFireType.Swing: Swing(); break; default: break; } timer = fires[index].delay; }
public void Assign(WeaponObject weapon, BulletObject bullet) { weaponObject = Instantiate(weapon.prefab, offsetPoint.transform); shootingPoints = weaponObject.GetComponentsInChildren <Shooting>(); this.bullet = bullet; }
public void Shoot(UnitBehevior Target) { if (Target == null) { return; } GameObject BulletObject; TrailRenderer BulletT; _audioSource.clip = WeaponSound; _audioSource.Play(); BulletObject = Instantiate(BulletObjectStandart, transform.GetChild(0).position, Quaternion.identity); float DistanceTarget = Vector3.Distance(transform.position, Target.transform.position + Vector3.up * (Random.Range(-5, 11) / 20f)); float n = Random.Range(0, 100); Load = Load - 1; _selfUnit.candosomething = false; StartCoroutine(FinalHitUnit(Target, DistanceTarget / 25f)); StartCoroutine(Shooting(Target, Target.transform.position + Vector3.up * (Random.Range(-5, 11) / 20f), DistanceTarget, n, BulletObject)); BulletT = BulletObject.GetComponent <TrailRenderer> (); BulletT.startColor = BulletColor; }
public void SpawnPortal() { m_PortalObjects.Clear(); //Spawn Portal Vector3 randomPosition1 = new Vector3(portalPosition1.position.x + Random.Range(-0f, 2f), portalPosition1.position.y, 0f); BulletObject portalObject1 = m_PortalPool.Pop(randomPosition1); m_PortalObjects.Add(portalObject1); Vector3 randomPosition2 = new Vector3(portalPosition2.position.x + Random.Range(-0f, -2f), portalPosition1.position.y, 0f); BulletObject portalObject2 = m_PortalPool.Pop(randomPosition2); m_PortalObjects.Add(portalObject2); //Link portals Portal portal1 = m_PortalObjects[0].transform.GetComponent <Portal>(); Portal portal2 = m_PortalObjects[1].transform.GetComponent <Portal>(); portal1.RemoveListener(Portalling); portal1.linkedPortal = portal2; portal1.AddListener(Portalling); portal1.CanPortal(false); portal2.RemoveListener(Portalling); portal2.linkedPortal = portal1; portal2.AddListener(Portalling); portal2.CanPortal(false); m_PortalLiveTimer = 12f; m_PortalDelayTimer = 1f; }
public void SpawnChaserAttack() { BulletObject chaserObject = m_ChaserPool.Pop(m_CurrentDarkVoidPosition); chaserObject.transform.GetComponent <ChaseTarget>().StartChasing(); chaserObject.transform.RotateTo(targetToTrack.position); }
//Accessors //Methods override public void Update(GameObject parentObject, ref WorldItems world) { CheckForCloseness(parentObject, ref world); BulletObject parentBullet = parentObject as BulletObject; UpdateHitBox(parentBullet); }
/// <summary> /// Shot BulletClassScript object. /// </summary> /// <summary> /// Shot UbhBullet object. /// </summary> protected void ShotBullet(BulletObject bullet, float speed, float angle, bool homing = false, Transform homingTarget = null, float homingAngleSpeed = 0f, bool wave = false, float waveSpeed = 0f, float waveRangeSize = 0f) { if (GameManager.StopAllBullets == false) { if (bullet == null) { return; } float angleShoot = 0.0f; if (FixedAngle == true) { angleShoot = AngleChange; } else { angleShoot = angle; } bullet.Shot(speed, angleShoot, _AccelerationSpeed, _AccelerationTurn, homing, homingTarget, homingAngleSpeed, wave, waveSpeed, waveRangeSize); } }
public void StartJumpAttack() { jumpDamager.EnableDamage(); //Fire magic spells for (int i = 0; i < 4; i++) { Vector3 rightOffset = new Vector3(1.5f - i * 0.2f, (i - 1) * 0.35f + 0.1f, 0); Vector3 leftOffset = rightOffset; leftOffset.x *= -1; if (m_SpriteRenderer.flipX) { BulletObject bulletObject = m_JumpAttackSpellPool.Pop(transform.position + leftOffset); bulletObject.rigidbody2D.velocity = Vector2.left * 7; bulletObject.rigidbody2D.transform.RotateToDirection(Vector2.right); } else { BulletObject bulletObject = m_JumpAttackSpellPool.Pop(transform.position + rightOffset); bulletObject.rigidbody2D.velocity = Vector2.right * 7; bulletObject.rigidbody2D.transform.RotateToDirection(Vector2.left); } } }
public void HitExplosion() { GameObject bomb = Instantiate(MagicSystemManager.instance._abnstateManager.GetBombPrefab(elementType)); BulletObject bombBul = bomb.AddComponent <BulletObject>(); SetBomb(bombBul); Destroy(gameObject); }
public override void Init() { damage = 120; energyConsume = 8; var collider = BulletObject.GetComponentInChildren <BulletCollider>(); collider.BindObj(this); }
public Vector2 Wave(BulletObject objectPool) { Vector2 direction = objectPool.bullet.GetDirection(); Vector2 crossDirection = new Vector2(direction.normalized.y, -direction.normalized.x); Vector2 movement = (direction * Mathf.Sin(objectPool.bullet.LifeTime * frequency) * magnitude) + (crossDirection * Time.deltaTime * speed); return(movement); }
public void Spread() { BulletObject darkMatter1 = m_DarkMatterPool.Pop(transform.position); BulletObject darkMatter2 = m_DarkMatterPool.Pop(transform.position); darkMatter1.rigidbody2D.velocity = 5f * Vector2.left; darkMatter2.rigidbody2D.velocity = 5f * Vector2.right; }
public void Shoot() { BulletObject bulletObject = bulletPool.Pop(transform.position + transform.up * 0.8f); bulletObject.transform.SetParent(this.transform); bulletObject.transform.RotateToDirection(-transform.up); bulletObject.rigidbody2D.velocity = bulletSpeed * transform.up; shootAudio.Play(); }
protected virtual void OnBulletDestroy(BulletObject p_projectile, Collider2D p_collider2D) { int findIndex = projectiles.IndexOf(p_projectile); if (findIndex >= 0 && findIndex < projectiles.Count) { DestroyBullet(findIndex); } }
public void CreateToBullet(BulletObject bulletObj, RectTransform root, string name) { var bullet = Instantiate(ObjLoad(bulletObj.ObjId), root.parent, false) as GameObject; var rect = bullet.transform as RectTransform; bullet.name = name; rect.anchoredPosition = root.anchoredPosition; SetPostion(GetBullet(bulletObj.ID), bullet, bulletObj); }
private void SpawnConcentratingAttack() { Vector3 spawnPosition = new Vector3(targetToTrack.transform.position.x, targetToTrack.transform.position.y + 0.5f, 0); BulletObject concentratingAttack = m_ConcentratingAttackPool.Pop(spawnPosition); m_CurrentConcentratingAttack = concentratingAttack.bullet.GetComponent <Damager>(); m_CurrentConcentratingAttack.DisableDamage(); }
public void ReplaceCannon(UnityEngine.Vector2 newPosition, float newCooldown, BulletObject newBullet) { var index = GameComponentsLookup.Cannon; var component = (CannonComponent)CreateComponent(index, typeof(CannonComponent)); component.position = newPosition; component.cooldown = newCooldown; component.bullet = newBullet; ReplaceComponent(index, component); }
public void InitializeHitBoxes(BulletObject parent) { HitBox bulletHitBox = new HitBox { boxType = HitBox.Type.RECTANGLE, }; HitBoxes.hitBoxesList.Add("Bullet", bulletHitBox); UpdateHitBox(parent); }
public override void InitializePattern(BulletObject objectPool) { if (aimWithRotation) { objectPool.bullet.SetOriginTarget(); } else { objectPool.bullet.SetDegreeDirection(startRotation); } }
private void DestroyBullet(int bulletIndex) { //if (projectileHolder.Count > bulletIndex) { BulletObject baseProjectile = projectileHolder[bulletIndex]; baseProjectile.Reset(); //projectileHolder.RemoveAt(bulletIndex); projectileDestroyIndexes.Add(bulletIndex); PoolManager.instance.Destroy(baseProjectile.gameObject); //} }