Example #1
0
    public void Shoot()
    {
        GameObject Temporary_Bullet_Handler;

        Temporary_Bullet_Handler     = Instantiate(Bullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject;
        Temporary_Bullet_Handler.tag = "Bullet";
        Rigidbody2D Temporary_RigidBody;

        Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody2D>();
        Temporary_RigidBody.AddForce(transform.forward + transform.TransformVector(0, 300, 0));
        Destroy(Temporary_Bullet_Handler, 7.0f);
    }
Example #2
0
    void shootWithIntervals()
    {
        GameObject Temporary_Bullet_Handler;

        Temporary_Bullet_Handler = Instantiate(Bullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject;
        Temporary_Bullet_Handler.transform.Rotate(Vector3.left * 90);
        Rigidbody Temporary_RigidBody;

        Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody>();
        Temporary_RigidBody.AddForce(transform.forward * Bullet_Forward_Force);
        Destroy(Temporary_Bullet_Handler, 0.1f);
    }
Example #3
0
    void Update()
    {
        distFromStart = transform.position.x - _originalPosition.x;

        if (isGoingLeft)
        {
            // If gone too far, switch direction
            if (distFromStart < -distance)
            {
                SwitchDirection();
            }

            _transform.Translate(-velocity.x * Time.deltaTime, 0, 0);
        }
        else
        {
            // If gone too far, switch direction
            if (distFromStart > distance)
            {
                SwitchDirection();
            }

            _transform.Translate(velocity.x * Time.deltaTime, 0, 0);
        }

        // Firing logic
        firingCounter++;
        if (firingCounter > firingPeriod)
        {
            bulletAudioSource.Play();
            firingCounter = 0;

            //The Bullet instantiation happens here.
            GameObject Temporary_Bullet_Handler;
            Temporary_Bullet_Handler = Instantiate(Bullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject;
            Physics2D.IgnoreCollision(Temporary_Bullet_Handler.GetComponent <Collider2D>(), GetComponent <Collider2D>());

            //Retrieve the Rigidbody component from the instantiated Bullet and control it.
            Rigidbody2D Temporary_RigidBody;
            Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody2D>();

            Vector3 playerPos = GameObject.Find("Player").transform.position;
            Vector3 bulletVec = playerPos - transform.position;
            bulletVec.Normalize();

            //Tell the bullet to be "pushed" forward by an amount set by Bullet_Forward_Force.
            Temporary_RigidBody.AddForce(bulletVec * Bullet_Forward_Force);

            //Basic Clean Up, set the Bullets to self destruct after 10 Seconds, I am being VERY generous here, normally 3 seconds is plenty.
            Destroy(Temporary_Bullet_Handler, 2.0f);
        }
    }
Example #4
0
    void Shoot()
    {
        GameObject Temporary_Bullet_Handler;

        Temporary_Bullet_Handler      = Instantiate(bulletPrefab, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject;
        Temporary_Bullet_Handler.name = Temporary_Bullet_Handler.name.Substring(0, Temporary_Bullet_Handler.name.Length - 7);
        Temporary_Bullet_Handler.transform.Rotate(Vector3.right * 90);
        Rigidbody Temporary_RigidBody;

        Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody>();
        Temporary_RigidBody.AddForce(transform.forward * bulletSpeed * bulletWay);
        Destroy(Temporary_Bullet_Handler, 0.8f);
    }
Example #5
0
    // Update is called once per frame
    void Update()
    {
        float distance = Vector3.Distance(target.position, transform.position);

        if (distance <= lookRadius)
        {
            agent.SetDestination(target.position);
            anim.SetBool("running", true);

            if (distance <= agent.stoppingDistance)
            {
                anim.SetBool("running", false);
            }
        }
        if (distance > lookRadius)
        {
            anim.SetBool("running", false);
        }
        if (numero == 1)
        {
            anim.SetTrigger("ataque1");

            GameObject Temporary_Bullet_Handler2;

            Temporary_Bullet_Handler2 = Instantiate(prefab2, spawpoint2.transform.position, spawpoint2.transform.rotation) as GameObject;
            Temporary_Bullet_Handler2.transform.Rotate(Vector3.left * 90);
            Rigidbody Temporary_RigidBody2;
            Temporary_RigidBody2 = Temporary_Bullet_Handler2.GetComponent <Rigidbody>();
            Temporary_RigidBody2.AddForce(transform.forward * speed2);
            Destroy(Temporary_Bullet_Handler2, 10.0f);


            numero = 0;
            sa.SetAudio(Random.Range(41, 43), gameObject.transform);
        }
        if (numero == 2)
        {
            anim.SetTrigger("ataque2");
            GameObject Temporary_Bullet_Handler;

            Temporary_Bullet_Handler = Instantiate(prefab, spawpoint.transform.position, spawpoint.transform.rotation) as GameObject;
            Temporary_Bullet_Handler.transform.Rotate(Vector3.left * 90);
            Rigidbody Temporary_RigidBody;
            Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody>();
            Temporary_RigidBody.AddForce(transform.forward * speed);
            Destroy(Temporary_Bullet_Handler, 10.0f);

            numero = 0;
            sa.SetAudio(44, gameObject.transform);
        }
    }
Example #6
0
    // Update is called once per frame
    void Update()
    {
        //Get Microphone Data
        loudness = GetAveragedVolume() * sensitivity;
        Debug.Log(GetAveragedVolume());
        Debug.Log(loudness);
        //Debug.Log(oneWaveSwitch);

        //Shoot when making sounds
        if (!oneWaveSwitch)
        {
            debunk2 = true;
            if (loudness > 5 && debunk2 == true)

            {
                //The Bullet instantiation happens here.
                Temporary_Bullet_Handler = Instantiate(SoundBullet, SoundBullet_Emitter.transform.position, SoundBullet_Emitter.transform.rotation) as GameObject;
                Debug.Log("boom!");
                debunk2       = false;
                oneWaveSwitch = true;
                //oneWaveSwitch = false;
            }
        }

        else if (oneWaveSwitch)
        {
            timer += Time.deltaTime;
            if (timer > 0.8f)
            {
                oneWaveSwitch = false;
                timer         = 0;
            }
        }
        //GameObject Temporary_Bullet_Handler;
        //Temporary_Bullet_Handler = Instantiate(SoundBullet, SoundBullet_Emitter.transform.position, SoundBullet_Emitter.transform.rotation) as GameObject;

        //Sometimes bullets may appear rotated incorrectly due to the way its pivot was set from the original modeling package.
        //This is EASILY corrected here, you might have to rotate it from a different axis and or angle based on your particular mesh.
        Temporary_Bullet_Handler.transform.Rotate(Vector3.left * 90);

        //Retrieve the Rigidbody component from the instantiated Bullet and control it.
        Rigidbody Temporary_RigidBody;

        Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody>();

        //Tell the bullet to be "pushed" forward by an amount set by Bullet_Forward_Force.
        Temporary_RigidBody.AddForce(transform.forward * SoundBullet_Forward_Force);

        //Basic Clean Up, set the Bullets to self destruct after 10 Seconds, I am being VERY generous here, normally 3 seconds is plenty.
        Destroy(Temporary_Bullet_Handler, 1f);
    }
Example #7
0
    // Update is called once per frame
    void Update()
    {
        transform.rotation = ClampRotationAroundXAxis(transform.rotation, minAngle, maxAngle);

        if (Input.GetKey(KeyCode.Q) || (Input.GetAxis("CannonRight") < 0) || (bulletSlider.value < 0.5))

        {
            transform.Rotate(Vector3.left * Time.deltaTime * CannonSpeed);
        }



        if (Input.GetKey(KeyCode.A) || (Input.GetAxis("CannonRight") > 0) || (bulletSlider.value > 0.5))

        {
            transform.Rotate(Vector3.right * Time.deltaTime * CannonSpeed);
        }


        bulletTimer -= Time.deltaTime;

        if (bulletTimer <= 0f)
        {
            bulletTimer = 0f;
        }


        if (Input.GetKey(KeyCode.Tab) && (bulletTimer == 0f) || (Input.GetKey(KeyCode.JoystickButton5) || (Input.GetAxis("RightTrigger") > 0)) && (bulletTimer == 0f))

        {
            GameObject Temporary_Bullet_Handler;
            Temporary_Bullet_Handler = Instantiate(bulletInstance, bulletSpawn.transform.position, bulletSpawn.transform.rotation) as GameObject;
            audioSource.PlayOneShot(impact, 1);
            bulletTimer = 0.5f;

            //Sometimes bullets may appear rotated incorrectly due to the way its pivot was set from the original modeling package.
            //This is EASILY corrected here, you might have to rotate it from a different axis and or angle based on your particular mesh.
            Temporary_Bullet_Handler.transform.Rotate(Vector3.right * 90);

            //Retrieve the Rigidbody component from the instantiated Bullet and control it.
            Rigidbody Temporary_RigidBody;
            Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody>();

            //Tell the bullet to be "pushed" forward by an amount set by Bullet_Forward_Force.
            Temporary_RigidBody.AddForce(transform.forward * Bullet_Forward_Force);


            //Basic Clean Up, set the Bullets to self destruct after 10 Seconds, I am being VERY generous here, normally 3 seconds is plenty.
            Destroy(Temporary_Bullet_Handler, 4.0f);
        }
    }
Example #8
0
    public void Shoot()
    {
        GameObject Temporary_kogel_handeler;

        Temporary_kogel_handeler = Instantiate(kogelPrefab, kogelspawn.transform.position, kogelspawn.transform.rotation) as GameObject;

        Rigidbody Temporary_RigidBody;

        Temporary_RigidBody = Temporary_kogel_handeler.GetComponent <Rigidbody>();

        Temporary_RigidBody.AddForce(transform.forward * kogelspeed);

        Destroy(Temporary_kogel_handeler, 12.0f);
    }
 public void shoot()
 {
     for (int i = 0; i < bulletSpawners.Length; i++)
     {
         audioSrc.clip = Shoot;
         audioSrc.PlayOneShot(Shoot, 0.7f);
         Rigidbody  Temporary_RigidBody;
         GameObject newBullet = Instantiate(EnemyProjectile, bulletSpawners[0].position, bulletSpawners[i].rotation) as GameObject;
         Temporary_RigidBody = newBullet.GetComponent <Rigidbody>();
         Temporary_RigidBody.AddForce(newBullet.transform.forward * projectileForce);
         Destroy(newBullet, 10.0f);
     }
     lastShot = Time.time;
 }
Example #10
0
 void Update()
 {
     if (Input.GetMouseButton(0) && !playerRef.isAttacking && playerRef.karma < .3)
     {
         playerRef.fireball = true;
         GameObject Temporary_Bullet_Handler;
         Temporary_Bullet_Handler = Instantiate(Bullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject;
         SceneController.bullets.Add(Temporary_Bullet_Handler);
         Temporary_Bullet_Handler.transform.Rotate(Vector3.left * 90);
         Rigidbody Temporary_RigidBody;
         Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody>();
         Temporary_RigidBody.AddForce(transform.forward * Bullet_Forward_Force);
     }
 }
    void Update()
    {
        if (Input.GetButtonDown("Fire1"))
        {
            GameObject BulletHolder;
            BulletHolder = Instantiate(Bullet, transform.position, transform.rotation) as GameObject;
            BulletHolder.transform.Rotate(Vector3.left * 90);

            Rigidbody Temporary_RigidBody;
            Temporary_RigidBody = BulletHolder.GetComponent <Rigidbody>();
            Temporary_RigidBody.AddForce(transform.forward * Force);
            Destroy(BulletHolder, 2.0f);
        }
    }
Example #12
0
    public void SpawnsmallBullet()
    {
        GameObject Temporary_Bullet_Handler;

        Temporary_Bullet_Handler = Instantiate(Bullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject;

        Rigidbody Temporary_RigidBody;

        Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody>();
        Temporary_RigidBody.AddForce(transform.forward * Bullet_Forword_Force);
        Temporary_RigidBody.velocity = transform.TransformDirection(new Vector3(0, Bullet_direction, 0));

        Destroy(Temporary_Bullet_Handler, 7.0f);
    }
    void fireBullet()
    {
        //The Bullet instantiation
        GameObject Temporary_Bullet_Handler;

        Temporary_Bullet_Handler = Instantiate(Bullet, bulletHole.transform.position, bulletHole.transform.rotation) as GameObject;

        //Retrieve the Rigidbody component from the instantiated Bullet and control it.
        Rigidbody Temporary_RigidBody;

        Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody> ();

        //pushed the bullet forward
        Temporary_RigidBody.AddForce(transform.up * BulletVelocity);
    }
Example #14
0
 void Update()
 {
     if (Input.GetKey("space") && Time.time >= nextTimeToFire || Input.GetButton("Fire1") && Time.time >= nextTimeToFire)
     {
         nextTimeToFire = Time.time + 1f / fireRate;
         //The Bullet instantiation happens here.
         GameObject tempBullet;
         tempBullet = Instantiate(Bullet, Emitter.transform.position, Emitter.transform.rotation) as GameObject;
         tempBullet.transform.Rotate(Vector3.left * 90);
         Rigidbody Temporary_RigidBody;
         Temporary_RigidBody = tempBullet.GetComponent <Rigidbody>();
         Temporary_RigidBody.AddForce(transform.forward * Bullet_Forward_Force);
         Destroy(tempBullet, 8.0f);
     }
 }
Example #15
0
    private void _SpawnBullet()
    {
        GameObject Temporary_Bullet_Handler;

        Temporary_Bullet_Handler = Instantiate(Bullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation);

        //Temporary_Bullet_Handler.transform.localPosition += new Vector3(directionX * Bullet_Forward_Force, directionY * Bullet_Forward_Force);

        Rigidbody2D Temporary_RigidBody;

        Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody2D>();

        //Tell the bullet to be "pushed" forward by an amount set by Bullet_Forward_Force.
        Temporary_RigidBody.AddForce(new Vector3(Random.Range(-1f, 1f) * Bullet_Forward_Force, Random.Range(-1f, 1f) * Bullet_Forward_Force), ForceMode2D.Impulse);
    }
Example #16
0
    IEnumerator PowerAttack()
    {
        Attacked = true;
        anim.SetTrigger("StrongAttack");
        audioSrc.PlayOneShot(fire);
        powCount.RemoveMagicCounter(1);
        Rigidbody  Temporary_RigidBody;
        GameObject Temporary_Bullet_Handler;

        Temporary_Bullet_Handler = Instantiate(Bullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject;
        Temporary_Bullet_Handler.transform.Rotate(Vector3.left);
        Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody>();
        Temporary_RigidBody.AddForce(CameraPosition.transform.forward * Bullet_Forward_Force);
        yield return(new WaitForSeconds(3));
    }
        void PuckPistol()
        {
            GameObject Temporary_Bullet_Handler;
            Rigidbody  Temporary_RigidBody;

            Temporary_Bullet_Handler = Instantiate(Bullet, ShootPlace.transform.position, ShootPlace.transform.rotation) as GameObject;

            Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody>();

            Temporary_RigidBody.AddForce(transform.forward * Bullet_Force);

            audioSource.clip = puckPistolShot;

            Destroy(Temporary_Bullet_Handler, 4.0f);
        }
Example #18
0
    void FireBullet()
    {
        SoundManagerScript.PlaySound("laser");       //laser sound

        GameObject Temporary_Bullet_Handler;         //make a new bullet

        Temporary_Bullet_Handler = Instantiate(BulletPrefab, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject;

        Rigidbody2D Temporary_RigidBody;         //lets add some force

        Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody2D>();
        Temporary_RigidBody.AddForce(transform.right * BulletSpeed);

        Destroy(Temporary_Bullet_Handler, 3.0f);          //bye bye in 3 seconds
    }
    void Fire()
    {
        if (Time.time > nextFire)
        {
            nextFire = Time.time + FireRate;
            GameObject Temporary_Bullet_Handler;
            Temporary_Bullet_Handler =
                Instantiate(Shot, ShotSpawn.transform.position, ShotSpawn.transform.rotation) as GameObject;
            Shot.GetComponent <Rigidbody>().AddForce(transform.forward * Shot_Forward);

            Rigidbody Temporary_RigidBody;
            Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody>();

            Temporary_RigidBody.AddForce(transform.forward * Shot_Forward);
        }
    }
Example #20
0
    void aoeBurst(int offsetAngle)
    {
        GameObject bullet;

        bullet = Instantiate(Bullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject;

        bullet.transform.Rotate(new Vector3(-90, 0, 0 + offsetAngle));

        Rigidbody Temporary_RigidBody;

        Temporary_RigidBody = bullet.GetComponent <Rigidbody>();

        Temporary_RigidBody.AddForce(bullet.transform.rotation * bullet.transform.forward * Bullet_Forward_Force / 2);

        Destroy(bullet, 5.0f);
    }
Example #21
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetButton("Tap"))
        {
            //The Bullet instantiation happens here.
            GameObject Temporary_Bullet_Handler;
            Temporary_Bullet_Handler = Instantiate(Bullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject;

            //Sometimes bullets may appear rotated incorrectly due to the way its pivot was set from the original modeling package.
            //This is EASILY corrected here, you might have to rotate it from a different axis and or angle based on your particular mesh.
            Temporary_Bullet_Handler.transform.Rotate(Vector3.left * 90);

            //Retrieve the Rigidbody component from the instantiated Bullet and control it.
            Rigidbody Temporary_RigidBody;
            Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody>();

            //Tell the bullet to be "pushed" forward by an amount set by Bullet_Forward_Force.
            Temporary_RigidBody.AddForce(transform.forward * Bullet_Forward_Force);

            //Basic Clean Up, set the Bullets to self destruct after 10 Seconds, I am being VERY generous here, normally 3 seconds is plenty.
            Destroy(Temporary_Bullet_Handler, 7.0f);
        }

        var rms = MicInput.MicLoudness * Multiply;


        if (rms > 6)
        {
            //The Bullet instantiation happens here.
            GameObject Temporary_Bullet_Handler;
            Temporary_Bullet_Handler = Instantiate(Bullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject;

            //Sometimes bullets may appear rotated incorrectly due to the way its pivot was set from the original modeling package.
            //This is EASILY corrected here, you might have to rotate it from a different axis and or angle based on your particular mesh.
            Temporary_Bullet_Handler.transform.Rotate(Vector3.left * 90);

            //Retrieve the Rigidbody component from the instantiated Bullet and control it.
            Rigidbody Temporary_RigidBody;
            Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody> ();

            //Tell the bullet to be "pushed" forward by an amount set by Bullet_Forward_Force.
            Temporary_RigidBody.AddForce(transform.forward * Bullet_Forward_Force);

            //Basic Clean Up, set the Bullets to self destruct after 10 Seconds, I am being VERY generous here, normally 3 seconds is plenty.
            Destroy(Temporary_Bullet_Handler, 7.0f);
        }
    }
    public void Shoot()
    {
        GameObject Temporary_Bullet_Handler;

        Temporary_Bullet_Handler = Instantiate(Kogel, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject;

        Temporary_Bullet_Handler.transform.Rotate(Vector3.left * 0);

        Rigidbody Temporary_RigidBody;

        Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody>();

        Temporary_RigidBody.AddForce(transform.forward * Bullet_force);

        Destroy(Temporary_Bullet_Handler, 5f);
        timer = 0;
    }
Example #23
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown("mouse 0"))
        {
            // Spawn Bullet
            GameObject spawnedBullet;
            spawnedBullet = Instantiate(bullet, bulletSpawn.transform.position, bulletSpawn.transform.rotation) as GameObject;
            SoundManager.Play("ShootSound");


            Rigidbody Temporary_RigidBody;
            Temporary_RigidBody = spawnedBullet.GetComponent <Rigidbody>();

            Temporary_RigidBody.AddForce(transform.forward * bulletSpeed);
            Destroy(spawnedBullet, 1.8f);
        }
    }
Example #24
0
    // Update is called once per frame
    void OnTriggerEnter(Collider other)
    {
        if (other.tag == "Earthquake")
        {
            GameObject TemporaryShockwaveHandler;
            TemporaryShockwaveHandler = Instantiate(Shockwave, EQ_Emitter.transform.position, EQ_Emitter.transform.rotation) as GameObject;

            Rigidbody Temporary_RigidBody;
            Temporary_RigidBody = TemporaryShockwaveHandler.GetComponent <Rigidbody>();

            Temporary_RigidBody.AddForce(transform.right * ShockwaveForwardForce);

            Destroy(TemporaryShockwaveHandler, 5.0f);

            Destroy(other.gameObject);
        }
    }
Example #25
0
    // Update is called once per frame
    void Update()
    {
        shotTime -= Time.deltaTime;

        if (shotTime <= 0)
        {
            Shoot.Play();
            GameObject Temporary_Bullet_Handler;
            Temporary_Bullet_Handler = Instantiate(Bullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject;
            Temporary_Bullet_Handler.transform.Rotate(Vector3.left * 90);
            Rigidbody Temporary_RigidBody;
            Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody>();
            Temporary_RigidBody.AddForce(transform.forward * Bullet_Forward_Force);
            Destroy(Temporary_Bullet_Handler, 10.0f);
            shotTime = shotTime + 2;
        }
    }
Example #26
0
    // Update is called once per frame
    void Update()
    {
        Bullet_Forward_Force = Random.Range(forceMin, forceMax);
        chanceNumber         = Random.Range(chanceMin, chanceMax);

        if (chanceNumber < chanceThresh)
        {
            if (chanceNumber <= chanceThresh2)
            {
                Bullet = bigCollectable;
            }
            if (chanceNumber > chanceThresh2)
            {
                Bullet = collectable;
            }
        }
        if (chanceNumber > chanceThresh)
        {
            Bullet = obstacle;
        }

        if (canShoot == true)
        {
            //The Bullet Instantiation happens here.
            GameObject Temporary_Bullet_handler;

            Temporary_Bullet_handler = Instantiate(Bullet, bulletEmitter1.transform.position, bulletEmitter1.transform.rotation) as GameObject;
            //Sometimes bullets may appear rotated incorrectly due to the way its pivot was set from the original modeling package.
            //This is EASILY corrected here, you might have to rotate it from a different axis and/or angle based on your particular mesh.
            Temporary_Bullet_handler.transform.Rotate(Vector3.left);

            //Retrieve the Rigidbody component from the instantiated Bullet and control it.
            Rigidbody Temporary_RigidBody;
            Temporary_RigidBody = Temporary_Bullet_handler.GetComponent <Rigidbody>();

            //Tell the bullet to be "pushed" forward by an amount set by Bullet_Forward_Force.
            Temporary_RigidBody.AddForce(transform.forward * Bullet_Forward_Force, ForceMode.Impulse);

            //Basic Clean Up, set the Bullets to self destruct after 10 Seconds, I am being VERY generous here, normally 3 seconds is plenty.
            Destroy(Temporary_Bullet_handler, bulletLifetime);

            canShoot = false;
            StartCoroutine(ShootWarmup());
        }
    }
Example #27
0
    // Update is called once per frame
    void Update()
    {
        if (canShoot)
        {
            //The Bullet instantiation happens here.
            GameObject Temporary_Bullet_Handler;
            Temporary_Bullet_Handler = Instantiate(
                Bullet,
                Bullet_Emitter.transform.position,
                Bullet_Emitter.transform.rotation) as GameObject;

            //Sometimes bullets may appear rotated incorrectly due to the way its pivot was set from the original modeling package.
            //This is EASILY corrected here, you might have to rotate it from a different axis and or angle based on your particular mesh.
            Temporary_Bullet_Handler.transform.Rotate(Vector3.left * 90);

            //Retrieve the Rigidbody component from the instantiated Bullet and control it.
            Rigidbody Temporary_RigidBody;
            Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody>();

            //Tell the bullet to be "pushed" forward by an amount set by Bullet_Forward_Force.

            if (ShootDirectionOnZ)
            {
                Temporary_RigidBody.AddForce(new Vector3(0, 0, -1) * Bullet_Forward_Force);
            }
            else
            {
                if (ReverseShootDirectionOnX)
                {
                    Temporary_RigidBody.AddForce(new Vector3(1, 0, 0) * Bullet_Forward_Force);
                }
                else
                {
                    Temporary_RigidBody.AddForce(new Vector3(-1, 0, 0) * Bullet_Forward_Force);
                }
            }

            //Basic Clean Up, set the Bullets to self destruct after 10 Seconds, I am being VERY generous here, normally 3 seconds is plenty.
            //Destroy(Temporary_Bullet_Handler, 10.0f);

            canShoot = false;

            Invoke("ShootAgain", RateOfFire);
        }
    }
    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            //The Lazer Instantiation happens here
            GameObject Temporary_Lazer_Handler;
            Temporary_Lazer_Handler = Instantiate(Lazer, Lazer_Emitter.transform.position, Lazer_Emitter.transform.rotation) as GameObject;

            //sometimes lazers may appear rotated incorrectly due to the way its pivot was set from the original modeling backage.
            //This is EASILY corrected here, you might have to rotate it from a different axis and or angle based on your particular mesh.
            Temporary_Lazer_Handler.transform.Rotate(Vector3.left * 90);

            //Retrieve the Rigidbody component from the instantiated Lazer and control it.
            Rigidbody Temporary_RigidBody;
            Temporary_RigidBody = Temporary_Lazer_Handler.GetComponent <Rigidbody>();

            //Tell the bullet to be "pushed" forward by an amount set by Lazer_Forward_Force.
            Temporary_RigidBody.AddForce(transform.forward * Lazer_Forward_Force);

            //Basic Clean Up, set the Lazers to self destruct after 3 seconds
            Destroy(Temporary_Lazer_Handler, 3.0f);
        }
        else if (Input.GetButtonDown("RBumper_Button"))
        {
            //repeat the process for the mouse button

            //The Lazer Instantiation happens here
            GameObject Temporary_Lazer_Handler;
            Temporary_Lazer_Handler = Instantiate(Lazer, Lazer_Emitter.transform.position, Lazer_Emitter.transform.rotation) as GameObject;

            //sometimes lazers may appear rotated incorrectly due to the way its pivot was set from the original modeling backage.
            //This is EASILY corrected here, you might have to rotate it from a different axis and or angle based on your particular mesh.
            Temporary_Lazer_Handler.transform.Rotate(Vector3.left * 90);

            //Retrieve the Rigidbody component from the instantiated Lazer and control it.
            Rigidbody Temporary_RigidBody;
            Temporary_RigidBody = Temporary_Lazer_Handler.GetComponent <Rigidbody>();

            //Tell the bullet to be "pushed" forward by an amount set by Lazer_Forward_Force.
            Temporary_RigidBody.AddForce(transform.forward * Lazer_Forward_Force);

            //Basic Clean Up, set the Lazers to self destruct after 3 seconds
            Destroy(Temporary_Lazer_Handler, 3.0f);
        }
    }
    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            //The Bullet instantiation.
            GameObject BulletGameObject;
            Temporary_Bullet_Handler = Instantiate(bullet, bulletEmitter.transform.position, bulletEmitter.transform.rotation) as GameObject;

            //Retrieve the Rigidbody component from the instantiated Bullet and control it.
            Rigidbody Temporary_RigidBody;
            Temporary_RigidBody = BulletGameObject.GetComponent <Rigidbody>();

            //bullet being pushed
            Temporary_RigidBody.AddForce(transform.forward * bulletForwardForce);
            //Destroy the unncessary components
            Destroy(BulletGameObject, 3f);
        }
    }
Example #30
0
    //public float Bullet_Forward_Force2shotty;

    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Mouse0))
        {
            Vector3 aimSpot = camera.transform.position;
            aimSpot += camera.transform.forward * 50.0f;
            //The Bullet instantiation happens here.
            GameObject Temporary_Bullet_Handler;
            Temporary_Bullet_Handler = Instantiate(Bullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject;
            Bullet.transform.LookAt(aimSpot);
            //Temporary_Bullet_Handler.transform.Rotate(Vector3.left * 90);
            //Retrieve the Rigidbody component from the instantiated Bullet and control it.
            Rigidbody Temporary_RigidBody;
            Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody>();
            Temporary_RigidBody.AddForce(-transform.forward * Bullet_Forward_Force);
            Destroy(Temporary_Bullet_Handler, 0.05f);
        }
    }