//public void RayCastFire() //{ // if (!isFiring) // { // return; // } // else // { // //RaycastHit hit; // //Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit); // //Instantiate(explosion, hit.point, Quaternion.identity); // //Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.forward) * hit.distance, Color.yellow); // if (timer >= fireRate) // { // timer = 0; // Instantiate(explodeBullet, spawnTransform); // //Instantiate(lighting, spawnTransform); // } // } //} public void GetGunStats(GunStats myStats, GunModel.bulletSpeed bS, GunModel.damageRange dR) { gStats = myStats; bSpd = bS; dRng = dR; SetFireRate(); SetBulletEffect(); }
public void SetBullet(GunStats gStats, GunModel.damageRange dRng, GunModel.bulletSpeed bSpd, GameObject gO, ParticlePack pP) { //switch (dRng) //{ // case GunModel.damageRange.low: // damage = 100f; // explosiveForce = 5f; // upForce = 4f; // radius = 1; // bulletEffect = pP.beSmall; // bulletAfterEffect = pP.beSmall; // bulletDestroyEffect = pP.baeMedium; // break; // case GunModel.damageRange.med: // damage = 200f; // explosiveForce = 10f; // upForce = 7.5f; // radius = 2; // bulletEffect = pP.beMedium; // bulletAfterEffect = pP.baeMedium; // bulletDestroyEffect = pP.baeMedium; // break; // case GunModel.damageRange.high: // damage = 500f; // explosiveForce = 20f; // upForce = 12.5f; // radius = 3; // bulletEffect = pP.beLarge; // bulletAfterEffect = pP.baeLarge; // bulletDestroyEffect = pP.baeMedium; // break; // case GunModel.damageRange.none: // Debug.Log("SetBullet Damage Error"); // break; // default: // break; //} switch (dRng) { case GunModel.damageRange.vLow: damage = 50; explosiveForce = 2.5f; upForce = 1.25f; radius = .5f; bulletEffect = pP.beSmall; bulletAfterEffect = pP.beSmall; bulletDestroyEffect = pP.baeSmall; break; case GunModel.damageRange.low: damage = 100f; explosiveForce = 5f; upForce = 4f; radius = 1; bulletEffect = pP.beSmall; bulletAfterEffect = pP.beSmall; bulletDestroyEffect = pP.baeMedium; break; case GunModel.damageRange.med: damage = 200f; explosiveForce = 10f; upForce = 7.5f; radius = 2; bulletEffect = pP.beMedium; bulletAfterEffect = pP.baeMedium; bulletDestroyEffect = pP.baeMedium; break; case GunModel.damageRange.high: damage = 500f; explosiveForce = 20f; upForce = 12.5f; radius = 3; bulletEffect = pP.beMedium; bulletAfterEffect = pP.baeMedium; bulletDestroyEffect = pP.baeMedium; break; case GunModel.damageRange.vHigh: damage = 750f; explosiveForce = 30f; upForce = 20f; radius = 7.5f; bulletEffect = pP.beLarge; bulletAfterEffect = pP.beLarge; bulletDestroyEffect = pP.baeMedium; break; case GunModel.damageRange.none: break; default: break; } //switch (bSpd) //{ // case GunModel.bulletSpeed.low: // speed = .5f; // break; // case GunModel.bulletSpeed.med: // speed = 1f; // break; // case GunModel.bulletSpeed.fast: // speed = 2f; // break; // case GunModel.bulletSpeed.none: // break; // default: // break; //} switch (bSpd) { case GunModel.bulletSpeed.vLow: speed = 4; break; case GunModel.bulletSpeed.low: speed = 6; break; case GunModel.bulletSpeed.med: speed = 8; break; case GunModel.bulletSpeed.fast: speed = 10; break; case GunModel.bulletSpeed.vFast: speed = 12; break; case GunModel.bulletSpeed.none: break; default: break; } myEl = (element)gStats.myElementA; parent = gO; Instantiate(bulletEffect, transform); }