public override void revert() { //remove effect //create homing heal bullet of destiny if (invokerVars.health <= 0) { GameObject bul = Bullet.createBullet(invoker.gameObject, Resources.Load <GameObject> ("Prefabs/Bullets/BulletHomingHealth"), invoker.position, invoker.rotation); HomingBullet hb = bul.GetComponent <HomingBullet> (); hb.faction = Faction.NEUTRAL; hb.homingTarget = healTarget; hb.damage = -healAmount; } }
private void Attack(Collider target) { ammunition--; GameObject bullet = (GameObject)Instantiate(bulletTemplate); bullet.transform.position = bulletSpawnPoint.transform.position; HomingBullet component = bullet.GetComponent <HomingBullet>(); component.target = target; component.damage = bulletDamage; component.speed = bulletSpeed; component.force = bulletForce; OnAttack(target); }
void Awake() { networkView = gameObject.GetComponent<NetworkView>(); bullet = Resources.Load<HomingBullet>(bulletPath); Controller = gameObject.GetComponent<CharacterController>(); //if(Controller == null) //Debug.LogWarning("OVRPlayerController: No CharacterController attached."); // We use OVRCameraRig to set rotations to cameras, // and to be influenced by rotation OVRCameraRig[] CameraControllers; CameraControllers = gameObject.GetComponentsInChildren<OVRCameraRig>(); //if(CameraControllers.Length == 0) //Debug.LogWarning("OVRPlayerController: No OVRCameraRig attached."); //else if (CameraControllers.Length > 1) //Debug.LogWarning("OVRPlayerController: More then 1 OVRCameraRig attached."); //else CameraController = CameraControllers[0]; DirXform = transform; //if(DirXform == null) //Debug.LogWarning("OVRPlayerController: ForwardDirection game object not found. Do not use."); networkView.RPC("Respawn", RPCMode.All, Network.player); #if UNITY_ANDROID && !UNITY_EDITOR OVRManager.display.RecenteredPose += ResetOrientation; #endif }