// Use this for initialization void Start() { pro = GetComponent <ProjectileMain>(); start_scale = transform.localScale.x; start_dmg = pro.mod_stats.Power; }
// Use this for initialization void Start() { pro=GetComponent<ProjectileMain>(); start_scale=transform.localScale.x; start_dmg=pro.mod_stats.Power; }
// Use this for initialization void Start() { pro_main = GetComponent <ProjectileMain> (); plr_main = pro_main.Creator; line_rend = gameObject.GetComponentInChildren <LineRenderer> (); direction = plr_main.UpperTorsoDir; startPos = plr_main.transform.position; }
// Use this for initialization void Start() { pro_main = GetComponent<ProjectileMain> (); plr_main = pro_main.Creator; line_rend = gameObject.GetComponentInChildren<LineRenderer> (); direction = plr_main.UpperTorsoDir; startPos = plr_main.transform.position; }
// Use this for initialization void Start() { pro_main=GetComponent<ProjectileMain>(); plr_main = pro_main.Creator; transform.position = plr_main.transform.position; transform.localScale*=pro_main.mod_stats.Radius; plr_main.setInvulnerable(true); }
// Use this for initialization void Start() { pro_main = GetComponent <ProjectileMain>(); plr_main = pro_main.Creator; transform.position = plr_main.transform.position; transform.localScale *= pro_main.mod_stats.Radius; plr_main.setInvulnerable(true); }
// Use this for initialization void Start() { projectile = GetComponent<ProjectileMain> (); var cc_pre = Resources.Load ("ConeCollider") as GameObject; ConeCollider = Instantiate (cc_pre, transform.position, Quaternion.identity) as GameObject; ConeCollider.transform.parent = transform; ConeCollider.GetComponent<RotateToProjectileScr> ().pro = projectile; time = traceTime; }
// Use this for initialization void Start() { projectile = GetComponent <ProjectileMain> (); var cc_pre = Resources.Load("ConeCollider") as GameObject; ConeCollider = Instantiate(cc_pre, transform.position, Quaternion.identity) as GameObject; ConeCollider.transform.parent = transform; ConeCollider.GetComponent <RotateToProjectileScr> ().pro = projectile; time = traceTime; }
public void _on_Shoot(int bulletSpeed, PackedScene bulletType, Player player, Vector2 muzzlePos) { PackedScene projScene = (PackedScene)ResourceLoader.Load("res://scenes/projectiles/ProjectileMain.tscn"); ProjectileMain z = (ProjectileMain)projScene.Instance(); z.Setup(bulletSpeed, bulletType); z.Start(muzzlePos, player.GetGlobalPosition() - muzzlePos); AddChild(z); }
// Use this for initialization void Start() { pro_main=GetComponent<ProjectileMain>(); player = pro_main.Creator; heading = player.LowerGraphicsDir*Vector3.forward; force=pro_main.mod_stats.Speed; power=pro_main.mod_stats.Power; knockback=pro_main.mod_stats.Knockback; speedVector=heading * (force / 2f); player.DashStart(speedVector); }
// Use this for initialization void Start() { pro_main = GetComponent <ProjectileMain>(); player = pro_main.Creator; heading = player.LowerGraphicsDir * Vector3.forward; force = pro_main.mod_stats.Speed; power = pro_main.mod_stats.Power; knockback = pro_main.mod_stats.Knockback; speedVector = heading * (force / 2f); player.DashStart(speedVector); }
void OnCollisionEnter(Collision other) { if(sound!=null){ sound.playCollisionSound(); } if (other.gameObject.tag=="Player"){ var player=other.gameObject.transform.GetComponent<PlayerMain>(); player.HP-=mod_stats.Power;//other.impactForceSum.magnitude/10; var dir=move_direction.normalized; dir.y=1f; if (original_stats.Knockback_HAX) player.KNOCKBACKHAX(dir*mod_stats.Knockback); } if (other.gameObject.tag=="Projectile"){ if (mod_stats.HP>0){ var pro=other.gameObject.transform.GetComponent<ProjectileMain>(); if (pro!=last_hit){ last_hit=pro; mod_stats.HP-=pro.mod_stats.Power; if (mod_stats.HP<=0){ Destroy(gameObject); } } } } //move_direction=MoveSpeed*(other..transform.position-transform.position); //move_direction=other.relativeVelocity; }
// Use this for initialization void Start() { pro = GetComponent <ProjectileMain>(); start_scale = transform.localScale; }
// Use this for initialization void Start() { pro=GetComponent<ProjectileMain>(); start_scale=transform.localScale; }
public void Shooting(ProjectileMain projectile) { projectile.SetPosition(barrel.GetPosition()); }
// Use this for initialization void Start() { explosion = Resources.Load("Explosion2") as GameObject; proj_main = GetComponent <ProjectileMain>(); }
// Use this for initialization void Start() { pro_main = GetComponent <ProjectileMain>(); plr_main = pro_main.Creator; line_rend = gameObject.GetComponentInChildren <LineRenderer>(); }
// Use this for initialization void Start() { projectile=transform.GetComponent<ProjectileMain>(); }
// Use this for initialization void Start() { explosion=Resources.Load("Explosion2") as GameObject; proj_main=GetComponent<ProjectileMain>(); }
// Use this for initialization void Start() { pro = GetComponent <ProjectileMain>(); setToRot(); }
// Use this for initialization void Start() { pro=GetComponent<ProjectileMain>(); }
// Use this for initialization void Start() { projectile = transform.GetComponent <ProjectileMain>(); }
// Use this for initialization void Start() { pro_main=GetComponent<ProjectileMain>(); plr_main = pro_main.Creator; line_rend=gameObject.GetComponentInChildren<LineRenderer>(); }