Example #1
0
 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);
    }
Example #3
0
	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);
				}
			}
		}
	}
Example #4
0
        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);
        }
Example #5
0
 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();
     }
 }
Example #8
0
    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;
        }
    }
Example #9
0
        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
            {
            }
        }
Example #10
0
    public void Shoot()
    {
        BulletObject bulletObject = m_BulletPool.Pop(transform.position);

        bulletObject.transform.RotateToDirection(transform.up);
        bulletObject.rigidbody2D.velocity = bulletSpeed * transform.up;
    }
Example #11
0
    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;
    }
Example #12
0
    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;
    }
Example #14
0
    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;
    }
Example #15
0
    public void SpawnChaserAttack()
    {
        BulletObject chaserObject = m_ChaserPool.Pop(m_CurrentDarkVoidPosition);

        chaserObject.transform.GetComponent <ChaseTarget>().StartChasing();
        chaserObject.transform.RotateTo(targetToTrack.position);
    }
Example #16
0
        //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);
        }
    }
Example #18
0
    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);
            }
        }
    }
Example #19
0
    public void HitExplosion()
    {
        GameObject   bomb    = Instantiate(MagicSystemManager.instance._abnstateManager.GetBombPrefab(elementType));
        BulletObject bombBul = bomb.AddComponent <BulletObject>();

        SetBomb(bombBul);
        Destroy(gameObject);
    }
Example #20
0
        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);
    }
Example #22
0
    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();
    }
Example #24
0
    protected virtual void OnBulletDestroy(BulletObject p_projectile, Collider2D p_collider2D)
    {
        int findIndex = projectiles.IndexOf(p_projectile);

        if (findIndex >= 0 && findIndex < projectiles.Count)
        {
            DestroyBullet(findIndex);
        }
    }
Example #25
0
    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();
    }
Example #27
0
    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);
    }
Example #28
0
        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);
     }
 }
Example #30
0
    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);
        //}
    }