Example #1
0
        protected override void HandleShotRelease()
        {
            if (_isReloading)
            {
                return;
            }
            _isReloading = true;
            weaponStatusImage.enabled    = true;
            weaponStatusImage.fillAmount = 0f;
            weaponStatusImage.color      = Color.white;
            var proj = PoolManager.Instance.ReuseObject(_projectile, transform.position, transform.rotation);

            var projectileCollision = proj.GetComponentInChildren <ProjectileCollisionBehaviour> ();

            projectileCollision.aoeRadius  = settings.aoeRadius;
            projectileCollision.damage     = settings.damage;
            projectileCollision.crashSound = settings.explodeSound;

            PlayerAudioBehaviour.PlaySound(settings.launchSound, transform.position);

            var   target     = _crossHair.transform.position;
            float shotHeight = target.magnitude * settings.multiplier;

            proj.GetComponent <Rigidbody> ().velocity = PhysicsHelpers.velocityForBasketBallThrow(transform.position, target, shotHeight);
            _timeChanneled = 0f;
        }
        private void FireIfNeeded()
        {
            if (_fireRate <= 0f)
            {
                _fireRate = settings.projectileSpeed;
                var proj = PoolManager.Instance.ReuseObject(_projectile, transform.position, transform.rotation);

                var projectileCollision = proj.GetComponentInChildren <ProjectileCollisionBehaviour> ();
                projectileCollision.aoeRadius  = settings.aoeRadius;
                projectileCollision.damage     = settings.damage;
                projectileCollision.crashSound = settings.explodeSound;

                PlayerAudioBehaviour.PlaySound(settings.launchSound, transform.position);

                var target = _crossHair.transform.position;
                target.x += UnityEngine.Random.Range(-0.5f, 0.5f);
                target.z += UnityEngine.Random.Range(-0.5f, 0.5f);

                float shotHeight = target.magnitude * settings.multiplier;

                proj.GetComponent <Rigidbody> ().velocity = PhysicsHelpers.velocityForBasketBallThrow(transform.position, target, shotHeight);
            }

            _timeChanneled += Time.deltaTime;
            weaponStatusImage.fillAmount = _timeChanneled / settings.channelTime;
            weaponStatusImage.color      = Color.Lerp(Color.white, Color.red, _timeChanneled / settings.channelTime);
            if (weaponStatusImage.fillAmount >= 1f)
            {
                _state         = EMachineGunState.reloading;
                _timeChanneled = 0f;
            }

            _fireRate -= Time.deltaTime;
        }
Example #3
0
        private void OnCollisionEnter(Collision collision)
        {
            Explode();
            gameObject.SetActive(false);
            PlayerAudioBehaviour.PlaySound(crashSound, transform.position);
            var health = collision.gameObject.GetComponentInChildren <HealthBehaviour> ();

            if (health != null)
            {
                health.SubstractHealth(damage);
            }

            if (aoeRadius > 0f)
            {
                var colliders = Physics.OverlapSphere(transform.position, aoeRadius);
                for (int i = 0; i < colliders.Length; i++)
                {
                    health = colliders [i].gameObject.GetComponentInChildren <HealthBehaviour> ();
                    if (health == null || health.tag == "Player")
                    {
                        continue;
                    }
                    health.SubstractHealth(damage);
                }
            }
        }
Example #4
0
 private void OnEnable()
 {
     _current = Instantiate(startState);
     _current.OnEnter(gameObject);
     if (UnityEngine.Random.value > 0.99f)
     {
         PlayerAudioBehaviour.PlaySound(EAudioEventType.zombieGrowl, transform.position);
     }
 }
Example #5
0
        private void SetWeapon()
        {
            PlayerAudioBehaviour.PlaySound(EAudioEventType.reload, transform.position);
            for (int i = 0; i < weapons.Length; i++)
            {
                weapons [i].SetActive(false);
            }

            weapons [_currentIndex].SetActive(true);
        }
Example #6
0
        private void OnControlInputWasPerformed(InputBroadcasterBaseBehaviour sender, MovementInputEventArgs args)
        {
            if (Mathf.Approximately(args.horisontalWorldInputValue, 0f) && Mathf.Approximately(args.verticalWorldInputValue, 0f))
            {
                _quedVelocityGain = Vector3.zero;
            }

            if (_canPlayAccelerate)
            {
                PlayerAudioBehaviour.PlaySound(EAudioEventType.accelerate, transform.position);
                _canPlayAccelerate = false;
            }

            _quedVelocityGain.x += args.horisontalWorldInputValue;
            _quedVelocityGain.z += args.verticalWorldInputValue;
        }
        public override void Update()
        {
            if (_agent.enabled)
            {
                _agent.isStopped = false;
                var playerPos = GameGlobalsBehaviour.player.transform.position;

                if (Vector3.Distance(playerPos, _prevDestination) > stoppingDistance)
                {
                    _agent.SetDestination(playerPos);
                    if (Random.value > 0.99f)
                    {
                        PlayerAudioBehaviour.PlaySound(EAudioEventType.zombieGrowl, _body.transform.position);
                    }
                    _prevDestination = playerPos;
                }
            }
        }
        protected override void HandleShotRelease()
        {
            _isCharging = false;
            weaponStatusImage.enabled    = false;
            weaponStatusImage.fillAmount = 0f;
            weaponStatusImage.color      = Color.white;
            var proj = PoolManager.Instance.ReuseObject(_projectile, transform.position, transform.rotation);

            var projectileCollision = proj.GetComponentInChildren <ProjectileCollisionBehaviour> ();

            projectileCollision.aoeRadius  = settings.aoeRadius;
            projectileCollision.damage     = settings.damage * _timeChanneled;
            projectileCollision.crashSound = settings.explodeSound;

            PlayerAudioBehaviour.PlaySound(settings.launchSound, transform.position);

            _projectileStartPositions.Add(proj, transform.position);
            _activeProjectiles.Add(proj);
            _timeChanneled = 0f;
        }
Example #9
0
 private void OnDisable()
 {
     _current.OnLeave();
     PlayerAudioBehaviour.PlaySound(EAudioEventType.zombieMoan, transform.position);
     GetComponent <NavMeshAgent> ().enabled = false;
 }
Example #10
0
 public override void OnAnimationCallback()
 {
     GameGlobalsBehaviour.playerHealth.SubstractHealth(damage);
     PlayerAudioBehaviour.PlaySound(EAudioEventType.zombieAttack, _body.transform.position);
 }