Example #1
0
 void OnTriggerEnter(Collider other)
 {
     if (other.tag == "meleeAttack")
     {
         OnShoot part = GetComponent <OnShoot>();
         if (part != null)
         {
             part.Vanish(damage);
         }
         OnShootChest chestPart = GetComponent <OnShootChest>();
         if (chestPart != null)
         {
             chestPart.Vanish(damage);
         }
         OnShootHip hipPart = GetComponent <OnShootHip>();
         if (hipPart != null)
         {
             hipPart.Vanish(damage);
         }
         OnShootLeftArm leftArmPart = GetComponent <OnShootLeftArm>();
         if (leftArmPart != null)
         {
             leftArmPart.Vanish(damage);
         }
         OnShootRightArm rightArmPart = GetComponent <OnShootRightArm>();
         if (rightArmPart != null)
         {
             rightArmPart.Vanish(damage);
         }
         OnShootLeftLeg leftLegPart = GetComponent <OnShootLeftLeg>();
         if (leftLegPart != null)
         {
             leftLegPart.Vanish(damage);
         }
         OnShootRightLeg rightLegPart = GetComponent <OnShootRightLeg>();
         if (rightLegPart != null)
         {
             rightLegPart.Vanish(damage);
         }
         //chestPart.Vanish(damage);
         //hipPart.Vanish(damage);
         //rightArmPart.Vanish(damage);
         //leftArmPart.Vanish(damage);
         //rightLegPart.Vanish(damage);
         //leftLegPart.Vanish(damage);
     }
 }
Example #2
0
    private void Shoot()
    {
        if (symb == false)
        {
            audioFire.Play();
        }
        if (symb == true)
        {
            audioFireSymb.Play();
        }
        //Rigidbody clone;
        //clone = Instantiate(projectile, transform.position, transform.rotation);

        muzzleFlash.Play();

        // Give the cloned object an initial velocity along the current
        // object's Z axis
        //clone.velocity = transform.TransformDirection(Vector3.forward * range);
        readyToShoot = false;

        //Spread
        float x = Random.Range(-spread, spread);
        float y = Random.Range(-spread, spread);

        //Calculate Direction with Spread
        Vector3 direction = GunBarrel.transform.forward + new Vector3(x, y, 0);

        //RayCast
        if (Physics.Raycast(GunBarrel.transform.position, direction, out rayHit, range, whatIsEnemy))
        {
            GameObject Audio = GameObject.FindGameObjectWithTag("Player");
            audioBool = Audio.GetComponent <AudioStory>();
            Target target = rayHit.transform.GetComponent <Target>();

            if (target != null)
            {
                audioBool.shootHit = true;
                target.TakeDamage(damage);
            }

            OnShoot part = rayHit.transform.GetComponent <OnShoot>();
            if (part != null)
            {
                part.Vanish(damage);
                audioBool.shootHit = true;
            }
            OnShootChest chestPart = rayHit.transform.GetComponent <OnShootChest>();
            if (chestPart != null)
            {
                chestPart.Vanish(damage);
                audioBool.shootHit = true;
            }
            OnShootHip hipPart = rayHit.transform.GetComponent <OnShootHip>();
            if (hipPart != null)
            {
                hipPart.Vanish(damage);
                audioBool.shootHit = true;
            }
            OnShootLeftArm leftArmPart = rayHit.transform.GetComponent <OnShootLeftArm>();
            if (leftArmPart != null)
            {
                leftArmPart.Vanish(damage);
                audioBool.shootHit = true;
            }
            OnShootRightArm rightArmPart = rayHit.transform.GetComponent <OnShootRightArm>();
            if (rightArmPart != null)
            {
                rightArmPart.Vanish(damage);
                audioBool.shootHit = true;
            }
            OnShootLeftLeg leftLegPart = rayHit.transform.GetComponent <OnShootLeftLeg>();
            if (leftLegPart != null)
            {
                leftLegPart.Vanish(damage);
                audioBool.shootHit = true;
            }
            OnShootRightLeg rightLegPart = rayHit.transform.GetComponent <OnShootRightLeg>();
            if (rightLegPart != null)
            {
                rightLegPart.Vanish(damage);
                audioBool.shootHit = true;
            }
            //if (rayHit.collider.CompareTag("Enemy"))
            //    rayHit.collider.GetComponent<ShootingAi>().TakeDamage(damage);
            GameObject impactGO = Instantiate(impactEffect, rayHit.point, Quaternion.LookRotation(rayHit.normal));
            Destroy(impactGO, 2f);
        }

        //ShakeCamera
        //camShake.Shake(camShakeDuration, camShakeMagnitude);

        //Graphics
        //Instantiate(bulletHoleGraphic, rayHit.point, Quaternion.Euler(0, 180, 0));
        //Instantiate(muzzleFlash, attackPoint.position, Quaternion.identity);

        bulletsLeft--;
        bulletsShot--;

        Invoke("ResetShot", timeBetweenShooting);

        if (bulletsShot > 0 && bulletsLeft > 0)
        {
            Invoke("Shoot", timeBetweenShots);
        }
    }