Example #1
0
    void InstantiateBullet(GameObject hitObj)
    {
        GameObject bullet_obj = Instantiate(_bulletPrefab);

        // Set it's position and rotation based on the gun positon.
        bullet_obj.transform.position = _gunPos.position;
        bullet_obj.transform.rotation = _gunPos.rotation;

        ProjectileBullet bullet = bullet_obj.GetComponent <ProjectileBullet>();

        bullet.SetTarget(hitObj);
        bullet.playerNum = _playerNum;
    }
Example #2
0
        public override void MouseDown(Point Target)//Vector2 MouseDir)
        {
            if (m_CanShoot)
            {
                m_CanShoot = false;
                m_WeaponTimer.Start();
                //m_MouseDir = MouseDir;
                NBulletInCharger--;

                double           Radians  = Math.Atan2(Target.Y - Owner.Y, Target.X - Owner.X) + ((m_RNG.NextDouble() * m_SpreadAngle) - m_SpreadAngle / 2.0) * (Math.PI / 180.0);
                Vector2          MouseDir = new Vector2((float)Math.Cos(Radians), (float)Math.Sin(Radians));
                ProjectileBullet bullet   = new ProjectileBullet(TextureManager.TextureBullet, new Vector2(Owner.X, Owner.Y), new Vector2(8, 8), MouseDir * m_BulletSpeed, 10);
                bullet.Friendly = true;
                EntityManager.Instance.ProjectilesListFriendly.Add(bullet);

                JouerSonTir();
            }
            else
            {
                JouerSonVide();
            }
        }