Example #1
0
 protected override void UpdateBulletStatus(ProjectileBase projectile)
 {
     base.UpdateBulletStatus(projectile);
     projectile.SetDamage(projectile.GetDamage() * currentChargeLevel);
     projectile.SetExplosionRadius(currentChargeLevel);
     projectile.transform.localScale = projectile.GetInitialSize() * (1 + currentChargeLevel * .25f);
 }
Example #2
0
 protected override void Shoot()
 {
     // base.Shoot();
     charging.Stop();
     //GameObject bulletGO = Instantiate(bulletPrefab, firePoint.position, firePoint.rotation);
     for (int i = 0; i < bullets.Count; i++)
     {
         if (!bullets[i].activeInHierarchy)
         {
             GameObject     _bullet    = bullets[i];
             ProjectileBase projectile = _bullet.GetComponent <ProjectileBase>();
             _bullet.transform.position = firePoint.position;
             _bullet.transform.rotation = firePoint.rotation;
             _bullet.SetActive(true);
             projectile.SetDamage(projectile.GetDamage() * currentChargeLevel);
             projectile.SetExplosionRadius(projectile.GetExplosionRadius() * currentChargeLevel);
             projectile.transform.localScale = projectile.transform.localScale * (1 + currentChargeLevel * .25f);
             projectile.SetTarget(target);
             shoot.Play();
             break;
         }
     }
 }
Example #3
0
    protected virtual void CreateProjectile()
    {
        //Create basic projectile
        GameObject newBullet;

        if (projectileData.hitscan)
        {
            newBullet = Instantiate(hitscanProjectilePrefab, projectileStartPos.position, Quaternion.identity);
        }
        else
        {
            newBullet = Instantiate(physicalProjectilePrefab, projectileStartPos.position, Quaternion.identity);
        }
        ProjectileBase projectile = newBullet.GetComponent <ProjectileBase>();

        //Set general properties
        projectile.SetDirection(TrigUtilities.DegreesToVector(owner.GetPlayerMovement().GetPlayerAngle() + Random.Range(-accuracyDegreeOffsetRange, accuracyDegreeOffsetRange)));
        projectile.SetDamage(projectileData.damage);
        projectile.SetDamageForce(projectileData.damageForce);
        projectile.SetOwner(owner);
        projectile.SetCanHitOwner(projectileData.canHitOwner);
        projectile.SetColor(owner.GetColor().GetModifiedBrightness(3f));
        projectile.SetBounces(projectileData.bounces);
        projectile.SetCauseExplosion(projectileData.causeExplosion);
        projectile.SetExplosionRadius(projectileData.explosionRadius);
        projectile.SetExplodeEveryBounce(projectileData.explodeEveryBounce);

        //Set properties depending on if it's hitscan or physical
        if (projectileData.hitscan)
        {
            SetHitscanProperties(newBullet);
        }
        else
        {
            SetPhysicalProperties(newBullet);
        }
    }