public void CallOnShoot() { if (OnShoot != null) { OnShoot.Invoke(); } }
private void Update() { horizontal = Input.GetAxis("Horizontal"); vertical = Input.GetAxis("Vertical"); Axis = new Vector2(horizontal, vertical); if (Input.GetKey(KeyCode.Q)) { RotateDirection += 1; } else if (Input.GetKey(KeyCode.E)) { RotateDirection += -1; } else { RotateDirection += 0; } if (Input.GetKey(KeyCode.Space)) { if (OnShoot != null) { OnShoot.Invoke(); } } }
private void Handleshooting() { if (Input.GetMouseButtonDown(0)) { Vector3 mousePosition = UtilsClass.GetMouseWorldPosition(); ani.SetBool("shoot", true); OnShoot.Invoke(this, new OnShootEventArgs { gunEndPointPosition = aimGunEndPointTransform.position, shootPosition = mousePosition, }); } else { ani.SetBool("shoot", false); } if (Input.GetMouseButtonDown(1)) { isAimDownSights = !isAimDownSights; if (isAimDownSights) { newfieldofview.SetFoV(40f); newfieldofview.SetViewDistance(100f); } else { newfieldofview.SetFoV(90f); newfieldofview.SetViewDistance(50f); } } }
public static void Shoot() { if (!PlayerProfile.sounds) { return; } OnShoot.Invoke(); }
private void ShootProjectile() { GameObject projectile = Instantiate(rangedEnemyCharacterData.projectilePrefab, transform.position, Quaternion.identity); projectile.GetComponent <BaseProjectile>().ShootProjectile(target.position, rangedEnemyCharacterData.projectileSpeed, rangedEnemyCharacterData.damageAmount, rangedEnemyCharacterData.accuracy); if (OnShoot != null) { OnShoot.Invoke(); } }
private void Shoot() { if (OnShoot != null) { OnShoot.Invoke(); } BulletScript _bullet = Instantiate(bullet, shootingPoint.position, Quaternion.identity); _bullet.gameObject.SetActive(true); }
// Update is called once per frame void Update() { if (active) { anim.ResetTrigger("Shoot"); aiming = Input.GetMouseButton(1); sprinting = !aiming && Input.GetButton("Sprint"); speedModifier = Input.GetMouseButton(1) ? aimModifier : (Input.GetButton("Sprint") ? sprintModifier : 1); movementVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); TranslateMovement(CameraForward(movementVector)); if (aiming) { gun.localPosition = aimGun; } else { gun.localPosition = walkGun; } if (movementVector != Vector3.zero) { anim.SetFloat("IdleWalk", 1f); Footsteps(); if (sprinting) { anim.SetFloat("WalkSprint", 1f); } else { anim.SetFloat("WalkSprint", 0f); } } else { anim.SetFloat("IdleWalk", 0f); } anim.SetBool("Aiming", aiming); if (Input.GetButtonDown("Fire1")) { if (OnShoot != null) { OnShoot.Invoke(); } anim.SetTrigger("Shoot"); } } }
private void Shoot() { var direction = Quaternion.EulerRotation(0, UnityEngine.Random.Range(-_spread, _spread), 0) * transform.forward; ShotData shotData = new ShotData(direction * _bulletSpeed * (AvatarController.Inverted ? -1 : 1)); var bullet = Instantiate(_bulletPrefab).GetComponent <Bullet>(); bullet.transform.position = transform.position; bullet.Initialize(shotData); if (OnShoot != null) { OnShoot.Invoke(shotData); } }
public void AttackingEvent() { _attackCounter += Time.deltaTime; if (_attackCounter >= _attackSpeed) { _attackCounter = 0; if (EnemyGlobalListener.Instance.NearestEnemy != null) { OnShoot.Invoke(); } } }
public static void InvokeOnShoot(ReferenceHub shooter, GameObject target, ref bool allow) { OnShoot onShoot = ShootEvent; if (onShoot == null) { return; } ShootEvent ev = new ShootEvent { Shooter = shooter, Allow = allow, Target = target }; onShoot.Invoke(ref ev); allow = ev.Allow; }
private void Shoot(Vector3 target) { if (canShoot) { cork.useGravity = true; rope.ResetSegmentLength(); cork.MovePosition(muzzle.position); Vector3 shootDirection = (target - muzzle.position).normalized; cork.AddForce(shootDirection * shootSpeed, ForceMode.VelocityChange); canShoot = false; OnShoot?.Invoke(this, new OnShootEventArgs { shootDirection = shootDirection }); } }
void Shoot() { if (!isReloading && Time.time > nextShotTime && projectilesRemaningInMag > 0) { if (fireMode == FireMode.Burst) { if (shotsRemainingInBurst == 0) { return; } shotsRemainingInBurst--; } else if (fireMode == FireMode.Single) { if (!triggerReleasedSinceLastShot) { return; } } for (int i = 0; i < projectileSpawn.Length; i++) { if (projectilesRemaningInMag == 0) { break; } projectilesRemaningInMag--; nextShotTime = Time.time + msBetweenShots / 1000f; Projectile newProjectile = Instantiate(projectile, projectileSpawn[i].position, projectileSpawn[i].rotation); newProjectile.SetSpeed(muzzleVelocity); } Instantiate(shell, shellEjection.position, shellEjection.rotation); muzzleflash.Activate(); transform.localPosition -= Vector3.forward * Random.Range(kickMinMax.x, kickMinMax.y); recoilAngle += Random.Range(recoilAngleMinMax.x, recoilAngleMinMax.y); recoilAngle = Mathf.Clamp(recoilAngle, 0, 30); AudioManager.instance.PlaySound(shootAudio, transform.position); OnShoot?.Invoke(); } }
private void HandleShooting() { if (Input.GetMouseButtonDown(0)) { GameObject bullet = Instantiate(bulletPrefab, bulletSpawnPos.position, transform.rotation); Rigidbody2D rb = bullet.GetComponent <Rigidbody2D>(); Vector3 mousePosition = cam.ScreenToWorldPoint(Input.mousePosition); aimAnim.SetTrigger("Shoot"); OnShoot?.Invoke(this, new OnShootEventArgs { gunEndPointPosition = aimGunEndPointTransform.position, shootPosition = mousePosition, shellPosition = aimShellPosition.position, }); rb.AddForce(bulletSpawnPos.right * bulletForce, ForceMode2D.Impulse); Destroy(bullet, 5f); } }
private void HandleShooting() { if (Input.GetMouseButtonDown(0)) { Vector3 mousePosition = UtilsClass.GetMouseWorldPosition(); aimAnimator.SetTrigger("Shoot"); GetComponents <AudioSource>()[0].PlayOneShot(shootClip); Vector3 aimDirection = (mousePosition - aimTransform.position).normalized; RaycastHit2D raycastHit2D = Physics2D.Raycast(aimGunEndPointTransform2.position, aimDirection); if (raycastHit2D.collider != null) { Enemy_simple enemy = raycastHit2D.collider.GetComponent <Enemy_simple>(); if (enemy) { enemy.Damage(100); if (enemy.GetComponent <AudioSource>()) { GetComponents <AudioSource>()[1].PlayOneShot(enemy.GetComponent <AudioSource>().clip); } Utils.MonsterKilled += 1; Utils.MonsterKilledTotal += 1; } } OnShoot?.Invoke(this, new OnShootEventArgs { gunEndPointPosition = aimGunEndPointTransform.position, shootPosition = mousePosition, shellPosition = aimShellPositionTransform.position, }); } }
private void Update() { if (Vector2.Distance(target.transform.position, obj.transform.position) < 7f) { if (OnShoot != null) { OnShoot.Invoke(); } } Vector3 vectorToTarget = target.transform.position - obj.transform.position; RotateDirection = Mathf.Atan2(vectorToTarget.y, vectorToTarget.x) * Mathf.Rad2Deg - 90; if (Vector2.Distance(target.transform.position, obj.transform.position) < stopDistance) { Axis = Vector2.zero; } else { Axis = (target.transform.position - obj.transform.position).normalized; } }
private void CharacterAimBase_OnShoot(object sender, CharacterAim_Base.OnShootEventArgs e) { Shoot_Flash.AddFlash(e.gunEndPointPosition); WeaponTracer.Create(e.gunEndPointPosition, e.shootPosition); ShakeCamera(.6f, .05f); SpawnBulletShellCasing(e.gunEndPointPosition, e.shootPosition); if (weaponType == WeaponType.Shotgun) { // Shotgun spread int shotgunShells = 4; for (int i = 0; i < shotgunShells; i++) { WeaponTracer.Create(e.gunEndPointPosition, e.shootPosition + GetRandomDir() * UnityEngine.Random.Range(-20f, 20f)); if (i % 2 == 0) { SpawnBulletShellCasing(e.gunEndPointPosition, e.shootPosition); } } } // Any enemy hit? RaycastHit2D raycastHit = Physics2D.Raycast(e.gunEndPointPosition, (e.shootPosition - e.gunEndPointPosition).normalized, Vector3.Distance(e.gunEndPointPosition, e.shootPosition)); if (raycastHit.collider != null) { EnemyHandler enemyHandler = raycastHit.collider.gameObject.GetComponent <EnemyHandler>(); if (enemyHandler != null) { Debug.Log("Cannot Damage!"); //enemyHandler.Damage(characterAimBase); } } OnShoot?.Invoke(this, e); }
void Update() { m_cooldown.Update(Time.deltaTime); if (Input.GetMouseButton(0) && m_cooldown.IsOver()) { RaycastHit hitInfo; var ray = Camera.main.ScreenPointToRay(Input.mousePosition); var rayHit = Physics.Raycast(ray, out hitInfo); if (rayHit) { var bullet = global::Spawner.Spawn(m_bulletPrefab, Camera.main.ScreenToWorldPoint(Input.mousePosition)); Debug.Assert(bullet.GetComponent <SpawnerExampleBullet>(), "Bullet should have a bullet component."); bullet.GetComponent <SpawnerExampleBullet>().Shoot(ray.direction * 10.0f); if (OnShoot != null) { OnShoot.Invoke(new ShootEventData(gameObject)); } m_cooldown.Start(); } } }
public void Use() { _objectPool.Take(_transform.position, _transform.rotation); OnShoot?.Invoke(this, System.EventArgs.Empty); }
private void CharacterAimBase_OnShoot(object sender, CharacterAim_Base.OnShootEventArgs e) { OnShoot?.Invoke(this, e); }
public void ReadRequest(RequestMessageIDs id, PacketReader stream, NpcInst npc) { switch (id) { case RequestMessageIDs.JumpFwd: OnJump?.Invoke(npc, JumpMoves.Fwd); break; case RequestMessageIDs.JumpRun: OnJump?.Invoke(npc, JumpMoves.Run); break; case RequestMessageIDs.JumpUp: OnJump?.Invoke(npc, JumpMoves.Up); break; case RequestMessageIDs.ClimbHigh: OnClimb?.Invoke(npc, ClimbMoves.High, new NPC.ClimbingLedge(stream)); break; case RequestMessageIDs.ClimbMid: OnClimb?.Invoke(npc, ClimbMoves.Mid, new NPC.ClimbingLedge(stream)); break; case RequestMessageIDs.ClimbLow: OnClimb?.Invoke(npc, ClimbMoves.Low, new NPC.ClimbingLedge(stream)); break; case RequestMessageIDs.DrawFists: OnDrawFists?.Invoke(npc); break; case RequestMessageIDs.DrawWeapon: OnDrawWeapon?.Invoke(npc, npc.Inventory.GetItem(stream.ReadByte())); break; case RequestMessageIDs.AttackForward: OnFightMove?.Invoke(npc, FightMoves.Fwd); break; case RequestMessageIDs.AttackLeft: OnFightMove?.Invoke(npc, FightMoves.Left); break; case RequestMessageIDs.AttackRight: OnFightMove?.Invoke(npc, FightMoves.Right); break; case RequestMessageIDs.AttackRun: OnFightMove?.Invoke(npc, FightMoves.Run); break; case RequestMessageIDs.Parry: OnFightMove?.Invoke(npc, FightMoves.Parry); break; case RequestMessageIDs.Dodge: OnFightMove?.Invoke(npc, FightMoves.Dodge); break; case RequestMessageIDs.DropItem: OnDropItem?.Invoke(npc, npc.Inventory.GetItem(stream.ReadByte()), stream.ReadUShort()); break; case RequestMessageIDs.TakeItem: if (npc.World.TryGetVob(stream.ReadUShort(), out ItemInst item)) { OnTakeItem?.Invoke(npc, item); } break; case RequestMessageIDs.EquipItem: OnEquipItem?.Invoke(npc, npc.Inventory.GetItem(stream.ReadByte())); break; case RequestMessageIDs.UnequipItem: OnUnequipItem?.Invoke(npc, npc.Inventory.GetItem(stream.ReadByte())); break; case RequestMessageIDs.UseItem: OnUseItem?.Invoke(npc, npc.Inventory.GetItem(stream.ReadByte())); break; case RequestMessageIDs.Aim: OnAim?.Invoke(npc); break; case RequestMessageIDs.Unaim: OnUnaim?.Invoke(npc); break; case RequestMessageIDs.Shoot: OnShoot?.Invoke(npc, stream.ReadVec3f(), stream.ReadVec3f()); break; case RequestMessageIDs.Voice: OnVoice?.Invoke(npc, (VoiceCmd)stream.ReadByte()); break; case RequestMessageIDs.HelpUp: if (npc.World.TryGetVob(stream.ReadUShort(), out NpcInst target)) { OnHelpUp?.Invoke(npc, target); } break; default: GUC.Log.Logger.Log("Received Script RequestMessage with invalid ID: " + id.ToString()); break; } }
public void MustShoot(int id) { OnShoot?.Invoke(id); }
public void EventShoot() { OnShoot?.Invoke(); }
/// <summary> /// <para>Invokes the OnShoot event</para> /// </summary> public void Shoot() { OnShoot?.Invoke(); }
public virtual void Shoot() { OnShoot?.Invoke(this); }
private void _OnShoot() { OnShoot?.Invoke(this, EventArgs.Empty); }
public void Shoot() { OnShoot.Invoke(chargeBar.chargePower); gameObject.SetActive(false); }
private void HandleShooting() { var mousePos = Input.mousePosition; mousePos.z = 10; Vector3 mousePosition = Camera.main.ScreenToWorldPoint(mousePos); Vector3 aimDirection = (mousePosition - transform.position).normalized; float angle = Mathf.Atan2(aimDirection.y, aimDirection.x) * Mathf.Rad2Deg; aimTransform.eulerAngles = new Vector3(0, 0, angle); Quaternion myAngle = new Quaternion(0, 0, angle, 0); if (Input.GetMouseButtonDown(0)) { RaycastHit2D hit = Physics2D.Linecast(aimGunEndPointTransform.position, mousePosition); if (hit.collider != null && hit.collider.tag == "PortalableSurface") { Vector2 portalPosition = hit.point; Debug.Log("Hit"); Debug.Log(hit.fraction); Debug.DrawRay(aimGunEndPointTransform.position, aimDirection * hit.distance, Color.yellow); if (GameObject.Find("BluePortal(Clone)") != null) { GameObject clone = GameObject.Find("BluePortal(Clone)"); GameObject waypointClone = GameObject.Find("OrangeToBlueWaypoint(Clone)"); Destroy(clone.gameObject); Destroy(waypointClone.gameObject); GameObject BluePortalNew = Instantiate(BluePortal, portalPosition, myAngle); GameObject OrangeToBlueWayPoint = Instantiate(OrangeToBlueWaypoint, portalPosition, myAngle); OrangeToBlueWayPoint.transform.parent = BluePortalNew.transform; } else { GameObject BluePortalNew = Instantiate(BluePortal, portalPosition, myAngle); GameObject OrangeToBlueWayPoint = Instantiate(OrangeToBlueWaypoint, portalPosition, myAngle); OrangeToBlueWayPoint.transform.parent = BluePortalNew.transform; } } aimAnimator.SetTrigger("Shoot"); OnShoot?.Invoke(this, new OnShootEventArgs { gunEndPointPosition = aimGunEndPointTransform.position, shootPosition = mousePosition, }); } if (Input.GetMouseButtonDown(1)) { Debug.Log("Shot"); RaycastHit2D hit = Physics2D.Linecast(aimGunEndPointTransform.position, mousePosition); if (hit.collider != null && hit.collider.tag == "PortalableSurface") { Debug.Log("Hit"); Vector2 portalPosition = hit.point; Debug.Log("Hit"); Debug.Log(hit.fraction); Debug.DrawRay(aimGunEndPointTransform.position, aimDirection * hit.distance, Color.yellow); if (GameObject.Find("OrangePortal(Clone)") != null) { GameObject clone = GameObject.Find("OrangePortal(Clone)"); GameObject waypointClone = GameObject.Find("BlueToOrangeWaypoint(Clone)"); Destroy(clone.gameObject); Destroy(waypointClone); GameObject OrangePortalNew = Instantiate(OrangePortal, portalPosition, myAngle); GameObject NewBlueToOrangeWaypoint = Instantiate(BlueToOrangeWaypoint, portalPosition, myAngle); NewBlueToOrangeWaypoint.transform.parent = OrangePortalNew.transform; } else { GameObject OrangePortalNew = Instantiate(OrangePortal, portalPosition, myAngle); GameObject NewBlueToOrangeWaypoint = Instantiate(BlueToOrangeWaypoint, portalPosition, myAngle); NewBlueToOrangeWaypoint.transform.parent = OrangePortalNew.transform; } } aimAnimator.SetTrigger("Shoot"); OnShoot?.Invoke(this, new OnShootEventArgs { gunEndPointPosition = aimGunEndPointTransform.position, shootPosition = mousePosition, }); } }