Example #1
0
    // Use this for initialization
    void Start()
    {
        player        = GameObject.Find("Player");
        playerValues  = player.GetComponent <PlayerValues>();
        pistolValues  = playerValues.GetPistolValues();
        minigunValues = playerValues.GetMinigunValues();

        pistolFrequency  = 1.0f / pistolValues[4];
        minigunFrequency = 1.0f / minigunValues[4];
    }
Example #2
0
    private void NewShot()
    {
        RaycastHit hit;
        Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);

        if (Physics.Raycast(ray, out hit))
        {
            //print("I'm looking at " + hit.transform.name);
            //print("HIT: " + hit.point);
        }

        if (mouseUp == false)
        {
            referenceVector = new Vector3(hit.point.x, hit.point.y, player.transform.position.z - 2);
            mouseUp         = true;
        }
        referenceVector = new Vector3(referenceVector.x, referenceVector.y, player.transform.position.z - 4);
        Vector3 v3_Dir = hit.point - referenceVector;

        if (hit.point.z > player.transform.position.z)
        {
            GameObject newBullet = Instantiate(bullet, new Vector3(transform.position.x, 0.5f, transform.position.z), Quaternion.identity);
            float      angle     = AngleInDeg(newBullet.transform.forward, v3_Dir);
            newBullet.transform.Rotate(0, angle, 0);

            if (gunType == "Pistol")
            {
                pistolValues = playerValues.GetPistolValues();
                newBullet.GetComponent <Shot>().setValues(pistolValues[0], pistolValues[1], pistolValues[2]);
            }
            else if (gunType == "Minigun")
            {
                minigunValues = playerValues.GetMinigunValues();
                newBullet.GetComponent <Shot>().setValues(minigunValues[0], minigunValues[1], minigunValues[2]);
            }
        }
    }