public void Shoot() { GameObject weapon = GetComponent <Operator.OperatorState>().Weapon; Weapon.Weapon weaponScript = weapon.GetComponent <Weapon.Weapon>(); if (Target != null) { Vector3 vectorToTarget = Target.transform.position - transform.position; Vector3 rotation = transform.up; float angle = Vector3.Angle(rotation, vectorToTarget); // CALCULATE THE NEEDED ANGLE GIVEN THE DISTANCE if (angle < 1f) { weaponScript.FireAt(Target); } else { GetComponent <Animator>().SetBool("Firing", false); } } else { GetComponent <Animator>().SetBool("Firing", false); } }
private void SetPlayerFields(Player p) { foreach (Drink.Drink d in p.Drinks) { Drinks.Add(d); } foreach (Food f in p.FoodItems) { FoodItems.Add(f); } Drink = p.Drink; Weapon = p.Weapon; Position = p.Position; Direction = p.Direction; Health = p.Stats.BaseHealth; NumLife = p.NumLife - 1; }
///////////////////////////////////////////// void Awake() { //Check only prefabs internal objects, the other objects will be injected by the GameManager if (mHandPosition == null || mPlayerModel == null) { Debug.LogError("PlayerManager: This manager is not correctly initialized."); enabled = false; return; } //Init the weapons foreach (GameObject weaponPrefab in mWeaponPrefabList) { GameObject ob = Instantiate(weaponPrefab); Weapon.Weapon weapon = ob.GetComponent <Weapon.Weapon>(); if (weapon != null) { mWeaponList.Add(weapon); weapon.transform.parent = mHandPosition; weapon.transform.localPosition = Vector3.zero; weapon.gameObject.SetActive(false); } else { Debug.LogWarning("PlayerManager: found a non weapon object in prefabs list."); } } //Does exists weapons? if (mWeaponList.Count == 0) { Debug.LogError("PlayerManager: This manager is not correctly initialized."); enabled = false; return; } mWeaponList[0].gameObject.SetActive(true); }
private void PlayShoot(Weapon.Weapon currentWeapon) { PlaySoundFx(currentWeapon.type <= PoolObjectType.WaveBullet ? shootClips[Random.Range(0, shootClips.Length - 2)] : shootClips[shootClips.Length - 1]); }
public Chest(Point location, Weapon.Weapon weapon) { Location = location; Weapon = weapon; }
public void ReactOnWeapon(Weapon.Weapon weapon, GameState gameState) { IsFrozen = weapon.IsFrozen; BlockedSteps = weapon.Force; }
private void GenerateTreasure() { int num = RandomWrapper.Random.Next(1, 100); if (num < 45) { Drink = DrinkFactory.CreateRandom(); TreasureObject = Drink; } else if (num < 90) { Food = FoodFactory.CreateRandom(); TreasureObject = Food; } else { Weapon = WeaponFactory.CreateRandom(); TreasureObject = Weapon; } }
public void RestoreFromeMemento(PlayerMemento memento) { Weapon = memento.Weapon; Drink = memento.Drink; Direction = memento.Direction; Position = memento.Position; Health = memento.Health; NumLife = memento.NumLife; Drinks.Clear(); FoodItems.Clear(); foreach (Drink.Drink d in memento.Drinks) { Drinks.Add(d); } foreach (Food f in memento.FoodItems) { FoodItems.Add(f); } }