public void WeaponModuleShootWeapon() { if (CurrentWeapon == null) { return; } WeaponPistol weaponPistol = CurrentWeapon as WeaponPistol; if (weaponPistol == null) { return; } weaponPistol.WeaponPistolMono.ShowMuzzle(); Debug.Log("Actual Fire!"); Ray ray = new Ray(RightHandTransform.position, _facadeHuman.TransformModule.MainTransform.forward); Debug.DrawRay(RightHandTransform.position, _facadeHuman.TransformModule.MainTransform.forward * 100f); RaycastHit[] hits = Physics.RaycastAll(ray, 100.0F, _layerMask, queryTriggerInteraction); foreach (var hit in hits) { ColliderHumanPart chm = hit.collider.gameObject.GetComponent <ColliderHumanPart>(); if (chm != null) { chm.Foo(); } } }
private void InitWeaponInstances() { _weaponPlacementDictionary = new Dictionary <WeaponType, WeaponPlacement>(); WeaponKnife knife = Instantiate(_weaponList.GetWeaponList().Knife); knife.transform.parent = _rightHandSocket; knife.transform.localPosition = Vector3.zero; WeaponPlacement wk = new WeaponPlacement(_knifeSocket, knife); _weaponPlacementDictionary.Add(WeaponType.Knife, wk); WeaponPistol pistol = Instantiate(_weaponList.GetWeaponList().Pistol); pistol.transform.parent = _pistolSocket; pistol.transform.localPosition = Vector3.zero; pistol.transform.rotation = _pistolSocket.rotation; WeaponPlacement wp = new WeaponPlacement(_pistolSocket, pistol); _weaponPlacementDictionary.Add(WeaponType.Pistol, wp); WeaponRifle rifle = Instantiate(_weaponList.GetWeaponList().Rifle); rifle.transform.parent = _rifleSocket; rifle.transform.localPosition = Vector3.zero; rifle.transform.localRotation = _pistolSocket.rotation; WeaponPlacement wr = new WeaponPlacement(_rifleSocket, rifle); _weaponPlacementDictionary.Add(WeaponType.Rifle, wr); }
// Start is called before the first frame update void Start() { _PistolComponent = GetComponent <WeaponPistol>(); _PistolComponent.WeaponSetup(PistolMaxAmmo, PistolBulletPrefab, PistolSprite, PistolBulletSpeed); _ShotgunComponent = GetComponent <WeaponShotgun>(); _ShotgunComponent.WeaponSetup(ShotgunMaxAmmo, ShotgunBulletPrefab, ShotgunSprite, ShotgunBulletSpeed, SpreadAngle, BulletsPerShot); _GrenadeLauncherComponent = GetComponent <WeaponGrenadeLauncher>(); _GrenadeLauncherComponent.WeaponSetup(GrenadeLauncherMaxAmmo, GrenadeLauncherBulletPrefab, GrenadeLauncherSprite, GrenadeLauncherBulletSpeed); CurrentWeapon = GetComponent <WeaponPistol>(); SwitchWeapon(CurrentWeaponType); }
void Start() { pAlive = true; rb = GetComponent <Rigidbody>(); playerHealth = 100; // Makes a temp game object for setting up pistol // Assigns the temp to pistol. GameObject temp = GameObject.FindGameObjectWithTag("Pistol"); pistol = temp.GetComponent <WeaponPistol>(); mgun = GameObject.FindGameObjectWithTag("MG").GetComponent <WeaponMachineGun>(); flamer = GameObject.FindGameObjectWithTag("Flamethrower").GetComponent <WeaponFlameThrower>(); inventory = new Inventory(); currentWeapon = null; // Disable mounts until weapons are picked up. pistol.gameObject.SetActive(false); mgun.gameObject.SetActive(false); flamer.gameObject.SetActive(false); }
void Start() { base.playerNumber = 2; //createBullets(); //base.character = CharacterEnum.Tesla; base.speed = 2f; base.direction = base.right; SetControlKeys(KeyCode.Keypad8, KeyCode.Keypad4, KeyCode.Keypad5, KeyCode.Keypad6, KeyCode.Keypad7, KeyCode.Keypad9); base.rb2d = gameObject.GetComponent <Rigidbody2D>(); base.pressedKeys = new List <KeyCode>(); base.inventory = new List <WeaponBase>(); WeaponBase pistol = new WeaponPistol(); base.inventory.Add(pistol); base.activeWeapon = base.inventory[0]; }
public void Weapon_Fire_CreatesBullets() { Weapon w = new WeaponAdvancedAR(); Assert.IsTrue(w.Fire(Vector2.One).Count > 0); w = new WeaponAdvancedShotgun(); Assert.IsTrue(w.Fire(Vector2.One).Count > 0); w = new WeaponAR(); Assert.IsTrue(w.Fire(Vector2.One).Count > 0); w = new WeaponKnife(); Assert.IsTrue(w.Fire(Vector2.One).Count > 0); w = new WeaponPistol(); Assert.IsTrue(w.Fire(Vector2.One).Count > 0); w = new WeaponPistolShield(); Assert.IsTrue(w.Fire(Vector2.One).Count > 0); w = new WeaponShotgun(); Assert.IsTrue(w.Fire(Vector2.One).Count > 0); }
public void setUpWeapons(PlayerInfo pi) { weaponHandling.player = GetComponent <PlayerBase>(); weaponHandling.specialWeapon = GetComponent <WeaponSpecial>(); WeaponBase pistol = new WeaponPistol(pi.charEnum); WeaponBase sniper = new WeaponSniper(); WeaponBase biogun = new WeaponBiogun(); WeaponBase MP40 = new WeaponMP40(); WeaponBase mine = new WeaponMine(); WeaponBase flame = new WeaponFlamethrower(); Transform childFlame = transform.Find("Flame"); weaponHandling.flamethrower = childFlame.GetComponent <WeaponFlamethrowerLogic>(); //WeaponBase specialCurie = new WeaponSpecialCurieLogic(); // Tu sa vytvoria vsetky zbrane ktore sa priradia do weapon handling aby sa nemusel volat zbytocne load na sprajtoch //weaponHandling.weapons.Add(WeaponEnum.specialCurie, special); WeaponBase special = null; switch (pi.charEnum) { case CharacterEnum.Tesla: special = new WeaponTeslaSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent <BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialTesla, special); break; case CharacterEnum.Curie: special = new WeaponCurieSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent <BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialCurie, special); break; case CharacterEnum.DaVinci: special = new WeaponDaVinciSpecial(); //special = new WeaponTeslaSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent <BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialDaVinci, special); //weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent<BulletManager>(), this, special); //weaponHandling.weapons.Add(WeaponEnum.specialTesla, special); break; case CharacterEnum.Einstein: special = new WeaponEinsteinSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent <BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialEinstein, special); break; case CharacterEnum.Nobel: special = new WeaponNobelSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent <BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialNobel, special); break; } weaponHandling.weapons.Add(WeaponEnum.sniper, sniper); weaponHandling.weapons.Add(WeaponEnum.pistol, pistol); weaponHandling.weapons.Add(WeaponEnum.biogun, biogun); weaponHandling.weapons.Add(WeaponEnum.MP40, MP40); weaponHandling.weapons.Add(WeaponEnum.mine, mine); weaponHandling.weapons.Add(WeaponEnum.flamethrower, flame); // Inicializacia prvej zbrane weaponHandling.inventory.Add(pistol); weaponHandling.inventory.Add(special); //weaponHandling.inventory.Add(flame); //weaponHandling.inventory.Add(sniper); //weaponHandling.inventory.Add(biogun); //weaponHandling.inventory.Add(MP40); //weaponHandling.inventory.Add(mine); weaponHandling.activeWeapon = weaponHandling.inventory[0]; }
public WeaponListModel(WeaponKnife knife, WeaponPistol pistol, WeaponRifle rifle) { Knife = knife; Pistol = pistol; Rifle = rifle; }
public void setUpWeapons(PlayerInfo pi) { weaponHandling.player = GetComponent<PlayerBase>(); weaponHandling.specialWeapon = GetComponent<WeaponSpecial>(); WeaponBase pistol = new WeaponPistol(pi.charEnum); WeaponBase sniper = new WeaponSniper(); WeaponBase biogun = new WeaponBiogun(); WeaponBase MP40 = new WeaponMP40(); WeaponBase mine = new WeaponMine(); WeaponBase flame = new WeaponFlamethrower(); Transform childFlame = transform.Find("Flame"); weaponHandling.flamethrower = childFlame.GetComponent<WeaponFlamethrowerLogic>(); //WeaponBase specialCurie = new WeaponSpecialCurieLogic(); // Tu sa vytvoria vsetky zbrane ktore sa priradia do weapon handling aby sa nemusel volat zbytocne load na sprajtoch //weaponHandling.weapons.Add(WeaponEnum.specialCurie, special); WeaponBase special = null; switch (pi.charEnum) { case CharacterEnum.Tesla: special = new WeaponTeslaSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent<BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialTesla, special); break; case CharacterEnum.Curie: special = new WeaponCurieSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent<BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialCurie, special); break; case CharacterEnum.DaVinci: special = new WeaponDaVinciSpecial(); //special = new WeaponTeslaSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent<BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialDaVinci, special); //weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent<BulletManager>(), this, special); //weaponHandling.weapons.Add(WeaponEnum.specialTesla, special); break; case CharacterEnum.Einstein: special = new WeaponEinsteinSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent<BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialEinstein, special); break; case CharacterEnum.Nobel: special = new WeaponNobelSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent<BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialNobel, special); break; } weaponHandling.weapons.Add(WeaponEnum.sniper, sniper); weaponHandling.weapons.Add(WeaponEnum.pistol, pistol); weaponHandling.weapons.Add(WeaponEnum.biogun, biogun); weaponHandling.weapons.Add(WeaponEnum.MP40, MP40); weaponHandling.weapons.Add(WeaponEnum.mine, mine); weaponHandling.weapons.Add(WeaponEnum.flamethrower, flame); // Inicializacia prvej zbrane weaponHandling.inventory.Add(pistol); weaponHandling.inventory.Add(special); //weaponHandling.inventory.Add(flame); //weaponHandling.inventory.Add(sniper); //weaponHandling.inventory.Add(biogun); //weaponHandling.inventory.Add(MP40); //weaponHandling.inventory.Add(mine); weaponHandling.activeWeapon = weaponHandling.inventory[0]; }