Example #1
0
    /**
     *  This method is called when the user presses the fire button.
     */
    void Shoot()
    {
        //	print("Shoot method");
        DoShootEffect();
        // The player is currently shooting, call the shoot method on the server.
        //CmdOnShoot();

        // Using a raycast to see what the player is aiming at, and then shooting to that place.
        RaycastHit hit;

        if (Physics.Raycast(cam.transform.position + cam.transform.forward * 35.0f, cam.transform.forward, out hit, currentWeapon.range, mask))
        {
            Debug.Log("We hit - " + hit.collider.tag);
            if (hit.collider.tag == "Boot1")
            {
                //GameObject target = hit.collider.gameObject;
                SinglePlayerBootController boot1 = hit.collider.gameObject.GetComponent <SinglePlayerBootController> ();
                boot1.TakeDamage(currentWeapon.damage, PLAYER_TAG);
            }
            if (hit.collider.tag == "Boot2")
            {
                //GameObject target = hit.collider.gameObject;
                SinglePlayerBootController boot2 = hit.collider.gameObject.GetComponent <SinglePlayerBootController> ();
                boot2.TakeDamage(currentWeapon.damage, PLAYER_TAG);
            }
            if (hit.collider.tag == "Boot3")
            {
                //GameObject target = hit.collider.gameObject;
                SinglePlayerBootController boot3 = hit.collider.gameObject.GetComponent <SinglePlayerBootController> ();
                boot3.TakeDamage(currentWeapon.damage, PLAYER_TAG);
            }
        }
    }
 void Start()
 {
     spline                      = patrolPath;
     duration                    = spline.CalculateDuration(speed);
     progress                    = 0;
     currentPosition             = GetCurrentPosition();
     singlePlayerBoot1Controller = GetComponent <SinglePlayerBootController> ();
 }