Example #1
0
    public void FireSRocket(GameObject target)
    {
        if (cds[3] <= 0f && srtCnt != 0)
        {
            GameObject    srt = (GameObject)Instantiate(SRT, transform.position + transform.forward, Quaternion.identity);
            rocket_script srs = srt.GetComponent <rocket_script>();
            srs.SetTarget(target);
            srs.SetRocketInfo(props.ATK);

            srs.SetSpeed(15f);

            srtCnt--;

            if (srtCnt == 0)
            {
                srtCnt = props.SROCKET;
                cds[3] = props.WEPCDS[3];
            }
            else
            {
                cds[3] = 0.25f;
            }

            Destroy(srs, 3f);
        }
    }
Example #2
0
    public void FireDRocket(Vector3 pos)
    {
        if (cds[2] <= 0f && drtCnt != 0)
        {
            GameObject    drt = (GameObject)Instantiate(DRT, transform.position + transform.forward, Quaternion.identity);
            rocket_script drs = drt.GetComponent <rocket_script>();
            drs.SetTargetPosition(pos);
            drs.SetRocketInfo(props.ATK);

            drs.SetSpeed(15f);
            drtCnt--;

            if (drtCnt == 0)
            {
                drtCnt = props.DROCKET;
                cds[2] = props.WEPCDS[2];
            }
            else
            {
                cds[2] = 0.25f;
            }

            Destroy(drt, 3f);
        }
    }
Example #3
0
    // Update is called once per frame
    void Update()
    {
        for (int i = 0; i < 2; i++)
        {
            if (intervals[i] > 0)
            {
                intervals[i] -= Time.deltaTime;
            }
        }
        if (cooldowns[0] > 0)
        {
            cooldowns[0] -= Time.deltaTime;
        }

        if (cooldowns[1] > 0)
        {
            cooldowns[1] -= Time.deltaTime;
        }

        if (cooldowns[2] > 0)
        {
            cooldowns[2] -= Time.deltaTime;
        }
        else
        {
            if (DRT_CNT < props.DR_CNT)
            {
                DRT_CNT++;
            }
            cooldowns[2] = props.DR_CD;
        }

        if (cooldowns[3] > 0)
        {
            cooldowns[3] -= Time.deltaTime;
        }
        else
        {
            if (SRT_CNT < props.SR_CNT)
            {
                SRT_CNT++;
            }
            cooldowns[3] = props.SR_CD;
        }

        if (cooldowns[4] > 0)
        {
            cooldowns[4] -= Time.deltaTime;
        }

        if (Input.GetMouseButton(0))
        {
            if (primary == 1 && cooldowns[0] <= 0f)
            {
                GameObject     bt       = (GameObject)Instantiate(BT, transform.position + transform.forward, Quaternion.identity);
                projectile_DMG proj_dmg = bt.GetComponent <projectile_DMG>();
                Debug.Log("PWC " + props.ATKK);
                proj_dmg.SetProjectileInfo(props.ATKK, "BT");
                bt.GetComponent <Rigidbody>().AddForce(transform.forward * 200f);

                Destroy(bt, 1f);

                cooldowns[0] = props.BT_CD;
            } /* else if (primary == 2 && cooldowns[1] <= 0f) {
               *    Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
               *    RaycastHit hit;
               *    Physics.Raycast(ray, out hit);
               *    if (hit.collider.tag == "enemy") {
               *            hit.gameObject.GetComponent<em_weapons_controller>().SetDmg(props.ATK);
               *    }
               * } */// implemented at a later time
        }

        if (Input.GetMouseButton(1))
        {
            if (secondary == 3 && intervals[0] <= 0f && DRT_CNT > 0 && PlayerPrefs.GetInt("DROCKET") == 1)
            {
                Vector3 pointerPos = getCursorPosition("", 0f);
                Vector3 startPos, endPos;
                endPos   = pointerPos;
                startPos = transform.position + transform.forward;

                GameObject    drocket = (GameObject)Instantiate(DRT, startPos, Quaternion.identity);
                rocket_script drs     = drocket.GetComponent <rocket_script>();
                drs.SetTargetPosition(endPos);
                drs.SetRocketInfo(props.ATKK);
                drs.SetSpeed(10f);

                Destroy(drocket, 2f);

                intervals[0] = up_lim;

                DRT_CNT--;
            }
            else if (secondary == 4 && intervals[1] <= 0f && SRT_CNT > 0 && PlayerPrefs.GetInt("SROCKET") == 1)
            {
                GameObject target = this.gameObject;

                Vector3 startPos = transform.position + transform.forward;

                Collider collider = GetOPFORColliders(props.RADAR_R);

                if (collider != null)
                {
                    GameObject    srocket = (GameObject)Instantiate(SRT, startPos, Quaternion.identity);
                    rocket_script srs     = srocket.GetComponent <rocket_script>();
                    srs.SetRocketInfo(props.ATKK * 1.5f);

                    srs.SetTarget(collider.gameObject);
                    srs.SetSpeed(10f);

                    Destroy(srocket, 5f);

                    intervals[1] = up_lim;

                    SRT_CNT--;
                }
            }
        }

        if (Input.GetKeyDown(KeyCode.Alpha1))
        {
            primary = 1;
        }
        else if (Input.GetKeyDown(KeyCode.Alpha2) && props.LASER == 1)
        {
        }

        if (Input.GetKeyDown(KeyCode.Alpha3) && PlayerPrefs.GetInt("DROCKET") == 1)
        {
            secondary = 3;
        }
        else if (Input.GetKeyDown(KeyCode.Alpha4) && PlayerPrefs.GetInt("SROCKET") == 1)
        {
            secondary = 4;
        }

        if (Input.GetKeyDown(KeyCode.F) && cooldowns[4] <= 0f && PlayerPrefs.GetInt("COUNTERMSRS") == 1)
        {
            Collider[] colliders = Physics.OverlapSphere(transform.position, props.RADAR_R);
            for (int i = 0; i < colliders.Length; i++)
            {
                if (colliders[i].tag == "RT")
                {
                    colliders[i].gameObject.GetComponent <rocket_script>().Destroy();
                }
            }

            cooldowns[4] = props.CMS_CD;
        }
    }