Example #1
0
 public override void OnTriggered(Vector3 position, Vector3 direction, BehaviourProjectile projectile, Collider2D col = null)
 {
     if (NextBehaviour != null)
     {
         NextBehaviour.Activate(position, Quaternion.Euler(direction));
     }
 }
    public override void OnTriggered(Vector3 position, Vector3 direction, BehaviourProjectile projectile, Collider2D col = null)
    {
        float rotationPerProjectile = 360 / (float)Settings.LerpWeightInt();

        for (int i = 0; i < Settings.LerpWeightInt(); i++)
        {
            Vector3 newRotation = new Vector3(0, 0, rotationPerProjectile * i);
            if (NextBehaviour != null)
            {
                // Activate next behaviour for every "created projectile".
                NextBehaviour.Activate(position, Quaternion.Euler(newRotation), col);
            }
            else if (_spawnedProjectileType != null)
            {
                // Instantiate default projectile.
                GameObject newProjectile = Instantiate(_spawnedProjectileType, position, Quaternion.Euler(newRotation));
                // Grab projectile script.
                BehaviourProjectile projectileScript = newProjectile.GetComponent <BehaviourProjectile>();
                // Initialize projectile.
                projectileScript.Initialize(null, PlayerID, Settings, new WeaponStats(Stats._projectileSpeed, childProjectileDamage, Stats._projectileColor));

                if (col != null)
                {
                    Physics2D.IgnoreCollision(newProjectile.GetComponent <Collider2D>(), col.GetComponent <Collider2D>());
                }
            }
        }
    }
 public override void OnTriggered(Vector3 position, Vector3 direction, BehaviourProjectile projectile, Collider2D col = null)
 {
     if (NextBehaviour != null)
     {
         // Activate the next behaviour at the calculated position.
         // Do this in a loop if you want to spawn multiple projectiles of the next behaviour.
         NextBehaviour.Activate(position, Quaternion.Euler(direction), col);
     }
 }
Example #4
0
    public override void OnTriggered(Vector3 position, Vector3 direction, BehaviourProjectile projectile, Collider2D col = null)
    {
        // Grab bounce script.
        BounceCounter counter = projectile.GetComponent <BounceCounter>();

        if (counter.numberOfBounces > 0)
        {
            if (PreviousBehaviour != null)
            {
                // Instantiate previous projectile.
                GameObject newProjectile = Instantiate(PreviousBehaviour.ProjectileType, position, Quaternion.Euler(direction));
                // Grab projectile script.
                BehaviourProjectile projectileScript = newProjectile.GetComponent <BehaviourProjectile>();

                // Assign bounce script.
                BounceCounter newCounter = newProjectile.AddComponent <BounceCounter>();
                newCounter.numberOfBounces = counter.numberOfBounces - 1;

                // Initialize previous projectile.
                projectileScript.Initialize(OnTriggered, PlayerID, PreviousBehaviour.Settings, Stats);

                if (col != null)
                {
                    Physics2D.IgnoreCollision(newProjectile.GetComponent <Collider2D>(), col.GetComponent <Collider2D>());
                }
            }
            else
            {
                // Instantiate default projectile.
                GameObject newProjectile = Instantiate(ProjectileType, position, Quaternion.Euler(direction));
                // Grab projectile script.
                BehaviourProjectile projectileScript = newProjectile.GetComponent <BehaviourProjectile>();

                // Assign bounce script.
                BounceCounter newCounter = newProjectile.AddComponent <BounceCounter>();
                newCounter.numberOfBounces = counter.numberOfBounces - 1;

                // Initialize default projectile.
                projectileScript.Initialize(OnTriggered, PlayerID, Settings, Stats);

                if (col != null)
                {
                    Physics2D.IgnoreCollision(newProjectile.GetComponent <Collider2D>(), col.GetComponent <Collider2D>());
                }
            }
        }
        else
        {
            if (NextBehaviour != null)
            {
                // Activate next behaviour, since bouncing is done.
                NextBehaviour.Activate(position, Quaternion.Euler(direction), col);
            }
        }
    }