Example #1
0
    void OnTriggerEnter(Collider other)
    {
        //Debug.Log(name + " OnCollisionEnter " + other.name);
#if UNITY_MFG && UNITY_EDITOR //we don't have FluidSurface in WebPlayer
        FluidSurface fluid = other.GetComponent <FluidSurface>();
        if (fluid != null)
        {
            WaterVolume = other;
            fluid.AddDropletAtWorldPos(Transform.position, 0.5f, +0.5f);
            ProjectileManager.Instance.PlayGrenadeHitSound(other.gameObject.layer, Transform.position);
            CombatEffectsManager.Instance.PlayHitEffect(other.gameObject, Transform.position, Vector3.up, E_ProjectileType.None, Owner != null && Owner.IsOwner);
        }
#endif
    }
Example #2
0
    public virtual void ProjectileUpdate()
    {
        MFDebugUtils.Assert(IsFinished() == false);

        Timer += Time.deltaTime;

        if (Hit == true)
        {
            return;
        }

        if (Transform.localScale.z != 1)
        {
            Transform.localScale = new Vector3(1, 1, Mathf.Min(1, Transform.localScale.z + Time.deltaTime * 8));
        }

        float   dist   = Settings.Speed * Time.deltaTime;
        Vector3 newPos = Pos + Dir * dist;

        RaycastHit[] hits = Physics.RaycastAll(Pos, Dir, dist, RayCastMask);

        if (hits.Length > 1)
        {
            System.Array.Sort(hits, CollisionUtils.CompareHits);
        }

        foreach (RaycastHit hit in hits)
        {
            //Debug.Log (Time.timeSinceLevelLoad + "Test: " + hit.transform.name);

            if (hit.transform == Settings.IgnoreTransform)
            {
                continue;
            }

            //skip the Owner of this shot when his HitZone got hit
            HitZone zone = hit.transform.GetComponent <HitZone>();
            if (zone && (zone.HitZoneOwner is AgentHuman) && (zone.HitZoneOwner as AgentHuman).transform == Settings.IgnoreTransform)
            {
                continue;
            }

            //Debug.Log (Time.timeSinceLevelLoad + "HIT: " + hit.transform.name);
//			Debug.DrawLine(Transform.position, Transform.position + hit.normal, Color.blue, 4.0f);
//			Debug.DrawLine(Transform.position, hit.point, Color.red, 3.0f);

            Transform.position = hit.point;

            //HACK The projectile belongs to the "Default" collision layer.
            //This is probably bug but we do not want to modify the data at the moment.
            //The only chance now is to ignore such hits
            if (hit.transform.gameObject.name.StartsWith("Projectile"))
            {
                continue;
            }

            if (!ValidateHitAgainstEnemy(hit))
            {
                continue;
            }

            hit.transform.SendMessage("OnProjectileHit", this, SendMessageOptions.DontRequireReceiver);

            if (ignoreThisHit)
            {
                ignoreThisHit = false;
                continue;
            }

            if (uLink.Network.isClient)
            {
#if UNITY_MFG && UNITY_EDITOR //we don't have FluidSurface in WebPlayer
                FluidSurface fluid = hit.collider.GetComponent <FluidSurface>();
                if (fluid != null)
                {
                    fluid.AddDropletAtWorldPos(hit.point, 0.3f, 0.15f);
                }
#endif
                //	else if (hit.rigidbody)
                //	{
                //		// TODO: potrebujem poladit korektni hodnotu impulzu per-zbran
                //		float force = Vector3.Dot(-hit.normal,Transform.forward) * 30;
                //
                //		hit.rigidbody.AddForceAtPosition(Transform.forward * force,hit.point);
                //	}
            }

            if (hit.collider.isTrigger)
            {
                continue;
            }

            newPos = hit.point;

            if (ricochetThisHit)
            {
                ricochetThisHit = false;

                Transform.forward = hit.normal;
                m_Forward         = hit.normal;

                if (spawnHitEffects)
                {
                    PlayHitSound(29);
                    CombatEffectsManager.Instance.PlayHitEffect(hit.transform.gameObject,
                                                                29,
                                                                hit.point,
                                                                hit.normal,
                                                                ProjectileType,
                                                                Agent != null && Agent.IsOwner);
                }

                if ((m_ProjectileTrail != null) && UseTrail)
                {
                    m_ProjectileTrail.AddTrailPos(newPos);
                }
            }
            else
            {
                Hit = true;

                if (spawnHitEffects)
                {
                    PlayHitSound(hit.transform.gameObject.layer);
                    CombatEffectsManager.Instance.PlayHitEffect(hit.transform.gameObject,
                                                                hit.transform.gameObject.layer,
                                                                hit.point,
                                                                hit.normal,
                                                                ProjectileType,
                                                                Agent != null && Agent.IsOwner);
                }
            }

            if (GetComponent <Renderer>() != null)
            {
                GetComponent <Renderer>().enabled = false;
            }

            break;
        }

        Transform.position = newPos;

        if ((m_ProjectileTrail != null) && (UseTrail == true))
        {
            m_ProjectileTrail.UpdateTrailPos(newPos);
        }
    }