Example #1
0
    protected void Fire()
    {
        if (hammer.cocked && !barrel.isOut)
        {
            // check cylinder to be fired, check filled for fire / blank
            bool firedBullet = barrel.GetCurrentCylinder().Expel();
            hammer.Reset();
            if (firedBullet)
            {
                muzzleFlash.Flash();
                Camera.main.GetComponent <CameraBehavior>().Shake();
                audioSource.PlayOneShot(SoundManager.LoadSoundClip("shot" + Random.Range(1, 3)));

                Vector3 dir = (body.sightPoint - Camera.main.transform.position) * 100f;

                Debug.DrawRay(body.sightPoint, dir, Color.red, 100f);

                int        layerMask = 1 << LayerMask.NameToLayer("Enemies");
                RaycastHit hit       = new RaycastHit();
                if (Physics.Raycast(body.sightPoint, dir, out hit, 100f, layerMask))
                {
                    SlimeEnemy slime = hit.transform.gameObject.GetComponent <SlimeEnemy>();
                    slime.Damage(100);
                    score += 1;
                }
            }
            else
            {
                audioSource.PlayOneShot(SoundManager.LoadSoundClip("dryfire"));
            }
        }
    }
    void Update()
    {
        if (shootTimer < shootDelay)
        {
            shootTimer += Time.deltaTime;
        }

        if (Input.GetAxis(shootAxis) > 0 && shootTimer >= shootDelay && ammoCount > 0)
        {
            // Point to spawn the bullet at.
            // How we do this: We assume the shooter object has certain points
            // which are its children; we then pick the first child and shoot from that.
            Transform spawnTransform = transform.GetChild(currentSpawnChild);
            currentSpawnChild = (currentSpawnChild + 1) % transform.childCount; // move to next child
            Vector3 spawnPt = spawnTransform.position;


            // Rotation to spawn the bullet towards.
            // If the targetter has a target, aim at that.
            // Otherwise, just aim 'forward'.
            Quaternion quaternion;

            if (targetter.currentTarget != null)
            {
                Vector3 targetPt = targetter.currentTarget.transform.position;
                targetPt.y += 1;

                Quaternion oldRotation = spawnTransform.rotation;
                spawnTransform.LookAt(targetPt);
                quaternion = spawnTransform.rotation;
                spawnTransform.rotation = oldRotation;
            }
            else
            {
                quaternion = spawnTransform.rotation;
            }

            Instantiate(spwnObj, spawnPt, quaternion);
            shootTimer -= shootDelay;
            ammoCount  -= 1;

            // Try for muzzle flash
            // TIDYME: 2018-07-07: Use Property, rather than GetComponentInChildren
            MuzzleFlash mflash = spawnTransform.gameObject.GetComponentInChildren <MuzzleFlash>();
            if (mflash != null)
            {
                mflash.Flash();
            }
        }
    }
Example #3
0
    public void Fire()
    {
        m_frequency = m_turretAnimator.speed;
        foreach (Hand hand in m_currentHands)
        {
            IndexInput input = hand.GetComponent <IndexInput>();
            if (input.TriggerPull > m_minTriggerPull)
            {
                if (m_sphereCastFiring)
                {
                    if (Physics.SphereCast(m_fireTransform.position, m_spherecastSize, m_fireTransform.forward, out RaycastHit hitInfo, m_sphereCastDistance, m_spherecastLayerMask))
                    {
                        Debug.Log(hitInfo.transform.name);
                        Health health = hitInfo.transform.gameObject.GetComponent <Health>();
                        if (health != null)
                        {
                            Debug.Log(hitInfo.transform.name + ": damaged");

                            health.TakeDamage(15);
                        }
                    }
                    GameObject _projectile = Instantiate(m_projectilePrefab, m_fireTransform);
                    _projectile.transform.SetParent(null);
                    if (hand.handType == SteamVR_Input_Sources.RightHand)
                    {
                        Pulse(m_delayTimer, m_duration, m_frequency, m_amplitude, SteamVR_Input_Sources.RightHand);
                    }
                    if (hand.handType == SteamVR_Input_Sources.LeftHand)
                    {
                        Pulse(m_delayTimer, m_duration, m_frequency, m_amplitude, SteamVR_Input_Sources.LeftHand);
                    }
                    //Pulse(1.0f, 150.0f, 75.0f, input);

                    StartCoroutine(m_muzzelFlash.Flash());

                    if (m_firingSounds.Count != 0)
                    {
                        m_audioSource.clip = m_firingSounds[Random.Range(0, m_firingSounds.Count - 1)];
                        m_audioSource.Play();
                    }
                }
            }
        }
    }
Example #4
0
    public override void Attack()
    {
        base.Attack();

        muzzleFlash.Flash();

        GameObject projectile = Instantiate(
            projectilePrefab,
            FiringPosition,
            transform.rotation
            ) as GameObject;

        Vector3 aimingDirection = FiringDirection;

        float vOffset = Random.Range(-verticleSpray, verticleSpray);

        aimingDirection = Quaternion.AngleAxis(vOffset, Vector3.right) * aimingDirection;
        float hOffset = Random.Range(-horizontalSpray, horizontalSpray);

        aimingDirection = Quaternion.AngleAxis(hOffset, Vector3.up) * aimingDirection;

        DamageInfo damageInfo = new DamageInfo(damage, DamageType.Puncture, owner);

        projectile.GetComponent <Projectile>().Init(owner, aimingDirection, range, damageInfo);

        rounds--;
        if (weaponUI)
        {
            weaponUI.Rounds = rounds;
        }

        if (rounds <= 0)
        {
            EjectMagazine();
        }

        if (weaponFlash)
        {
            weaponFlash.color     = Color.Lerp(Color.white, Color.yellow, Random.value);
            weaponFlash.enabled   = true;
            weaponFlash.intensity = 5;
        }
    }
    void Fire()
    {
        foreach (Hand hand in currentHands)
        {
            IndexInput input = hand.GetComponent <IndexInput>();
            if (input.TriggerPull > minTriggerPull)
            {
                //if(sphereCastFireing)
                //{
                //    if(Physics.SphereCast(fireTransform.position, sphereCastSize, fireTransform.forward, out RaycastHit hitInfo, sphereCastDistance, sphereCastLayerMask))
                //    {
                //        Debug.Log(hitInfo.transform.name);
                //    }
                //}

                //GameObject _projectile = Instantiate(projectile, fireTransform);

                StartCoroutine(muzzleFlash.Flash());
            }
        }
    }
Example #6
0
    public void Fire()
    {
        if (Physics.SphereCast(m_fireTransform.position, m_spherecastSize, m_fireTransform.forward, out RaycastHit hitInfo, m_sphereCastDistance, m_spherecastLayerMask))
        {
            Debug.Log(hitInfo.transform.name);
            Health health = hitInfo.transform.gameObject.GetComponent <Health>();
            if (health != null)
            {
                health.TakeDamage(m_damageAmount);
            }
        }
        GameObject _projectile = Instantiate(m_projectilePrefab, m_fireTransform);

        _projectile.transform.SetParent(null);

        StartCoroutine(m_muzzelFlash.Flash());

        if (m_firingSounds.Count != 0)
        {
            //m_audioSource.clip = m_firingSounds[Random.Range(0, m_firingSounds.Count-1)];
            //m_audioSource.Play();
        }
        m_audioSource.Play();
    }
Example #7
0
 public void FireVisual()
 {
     muzzle.Flash();
 }