Example #1
0
    override protected void fireProjectile(GameObject bullet, Transform player)
    {
        if (channeler == null)
        {
            channeler = player.FindChild("channeler");
        }
        bullet.transform.position = channeler.position;
        bullet.transform.right    = player.right * Mathf.Sign(player.localScale.x);
        PoolableProjectile proj = bullet.GetComponent <PoolableProjectile>();

        proj.SetOnCollision(onCollision, onCollisionTargets);
        bullet.GetComponent <BouncingProjectile>().numBounces = numBounces;
    }
Example #2
0
 void Fire()
 {
     if (target != null)
     {
         GameObject bullet = (GameObject)projectiles.getPooled();
         bullet.SetActive(true);
         bullet.SendMessage("IgnoreCollider", collider2D);
         PoolableProjectile proj = bullet.GetComponent <PoolableProjectile>();
         proj.SetOnCollision(ProjectileDamage, targets);
         bullet.transform.position = firePosition.position;
         bullet.rigidbody2D.AddForce((target.position - firePosition.position).normalized * projectileVelocity);
     }
 }
Example #3
0
    override protected void fireProjectile(GameObject bullet, Transform player)
    {
        if (channeler == null)
        {
            channeler = player.FindChild("channeler");
        }
        PoolableProjectile proj = bullet.GetComponent <PoolableProjectile>();

        proj.SetOnCollision(onCollision, onCollisionTargets);
        bullet.transform.position = channeler.position;
        bullet.transform.right    = player.right * Mathf.Sign(player.localScale.x);
        bullet.rigidbody2D.AddForce(player.right * Mathf.Sign(player.localScale.x) * bulletVelocity);
    }
    override protected void fireProjectile(GameObject bullet, Transform player)
    {
        if (channeler == null)
        {
            channeler = player.FindChild("channeler");
        }
        bullet.transform.position = channeler.position;
        bullet.transform.right    = player.up;     //*Mathf.Sign (player.localScale.x);
        PoolableProjectile proj = bullet.GetComponent <PoolableProjectile>();

        proj.SetOnDestroy(createExplosion, onDestroyTargets);
        proj.SetOnCollision(collisionExplosion, onCollisionTargets);
        //bullet.SendMessage("SetOnDestroy",new UpgradeAction(createExplosion,onDestroyTargets));
        //bullet.SendMessage("SetOnCollision",new UpgradeAction(createExplosion,onCollisionTargets));
    }
    override protected void fireProjectile(GameObject bullet, Transform player)
    {
        if (channeler == null)
        {
            channeler = player.FindChild("channeler");
        }
        PoolableProjectile proj = bullet.GetComponent <PoolableProjectile>();

        proj.SetOnCollision(onCollision, onCollisionTargets);
        bullet.transform.position = channeler.position;

        float   angle     = 45 * Mathf.Sign(player.localScale.x);
        Vector3 facingDir = player.right * Mathf.Sign(player.localScale.x);
        Vector3 firingDir = Quaternion.AngleAxis(angle, Vector3.forward) * facingDir;

        bullet.rigidbody2D.AddForce(firingDir * bulletVelocity);
    }
Example #6
0
    GameObject getBullet(Transform spawnLoc)
    {
        GameObject bullet = clusterPool.getPooled();

        bullet.SetActive(true);
        bullet.transform.position = spawnLoc.position;

        PoolableProjectile proj = bullet.GetComponent <PoolableProjectile>();

        proj.IgnoreCollider(PlayerController.GlobalPlayerInstance.collider2D);
        proj.SetOnCollision(onCollision, onCollisionTargets);

        proj.collider2D.enabled = false;
        StartCoroutine(Timers.Countdown <GameObject>(0.1f, enableBulletCollision, bullet));

        return(bullet);
    }
Example #7
0
 void Awake()
 {
     m_Projectile = GetComponent <PoolableProjectile>();
 }