Example #1
0
    void fireWeapon()
    {
        if (engScript)
        {
            engScript.setWeaponTurnMult(this.turnMultiplier);
            engScript.setWeaponMoveMult(this.moveMultiplier);
        }
        float facingDirX = -Mathf.Sin(this.transform.eulerAngles.z * Mathf.Deg2Rad);
        float facingDirY = Mathf.Cos(this.transform.eulerAngles.z * Mathf.Deg2Rad);

        aimDir    = new Vector2(facingDirX, facingDirY);
        ammoPos.x = -facingDirX * 0.25f;
        ammoPos.y = -facingDirY * 0.25f;
        ammoPos   = ammoPos + this.transform.position;
        ammoPos.z = 0;
        ammo.transform.position = ammoPos;
        GameObject      newAmmo          = Instantiate(ammo);
        tempNoCollision ammoNoClipScript = newAmmo.GetComponent <tempNoCollision>();

        if (ammoNoClipScript)
        {
            ammoNoClipScript.SetNoCollision(weaponCollider);
        }
        if (wielderRB)
        {
            newAmmo.GetComponent <Rigidbody2D>().velocity = wielderRB.velocity + aimDir * fireVel;
            wielderRB.AddForce(aimDir * -fireVel, ForceMode2D.Impulse);//.velocity = wielderRB.velocity + (new Vector2(facingDirX, facingDirY) * -fireVel * 0.1f);
        }
    }
Example #2
0
    void fireWeapon()
    {
        float facingDirX = -Mathf.Sin(this.transform.eulerAngles.z * Mathf.Deg2Rad);
        float facingDirY = Mathf.Cos(this.transform.eulerAngles.z * Mathf.Deg2Rad);

        aimDir = new Vector2(facingDirX + Random.Range(-0.01f, 0.01f), facingDirY + Random.Range(-0.01f, 0.01f));
        float angle = Mathf.Atan2(facingDirY, facingDirX);

        Debug.Log(angle * Mathf.Rad2Deg);
        ammoPos.x = facingDirX * -0.2f;
        ammoPos.y = facingDirY * -0.2f;
        ammoPos   = ammoPos + this.transform.position;
        ammoPos.z = 0;
        ammo.transform.position = ammoPos;
        GameObject newAmmo = Instantiate(ammo);

        newAmmo.transform.eulerAngles = new Vector3(0, 0, angle * Mathf.Rad2Deg + 90);
        tempNoCollision ammoNoClipScript = newAmmo.GetComponent <tempNoCollision>();

        if (ammoNoClipScript)
        {
            if (weaponCollider)
            {
                ammoNoClipScript.SetNoCollision(weaponCollider);
            }
        }
        newAmmo.GetComponent <Rigidbody2D>().velocity = playerRB.velocity + aimDir * fireVel;
        playerRB.AddForce(aimDir * -fireVel * 0.01f, ForceMode2D.Impulse);//.velocity = playerRB.velocity + (new Vector2(facingDirX, facingDirY) * -fireVel * 0.1f);
    }
Example #3
0
    // Update is called once per frame
    void FixedUpdate()
    {
        if (warmingUp)
        {
            warmupCounter += Time.timeScale;
            // Rocktlauncher has somewhat complex "expanding" sequence
            float expandDuration = 0.75f;
            if (warmupCounter <= warmUpDuration / 3f)
            {
                float firstStageProgress = warmupCounter / (warmUpDuration / 3f);
                if (firstStageProgress < expandDuration)
                {
                    // shift launchers to edges
                    float MoveAmt = firstStageProgress * 0.3f + firstStageProgress * firstStageProgress * 0.5f;

                    tempVector   = leftLauncher.transform.localPosition;
                    tempVector.x = leftLauncherOrigPos.x - MoveAmt;
                    leftLauncher.transform.localPosition = tempVector;

                    tempVector   = rightLauncher.transform.localPosition;
                    tempVector.x = rightLauncherOrigPos.x + MoveAmt;
                    rightLauncher.transform.localPosition = tempVector;
                }
                else
                {
                    // launchers are intentionally slightly overextended, bring them back
                    float shrinkAmt = (firstStageProgress - expandDuration);
                    float MoveAmt   = expandDuration * 0.3f + expandDuration * expandDuration * 0.5f - shrinkAmt;

                    tempVector   = leftLauncher.transform.localPosition;
                    tempVector.x = leftLauncherOrigPos.x - MoveAmt;
                    leftLauncher.transform.localPosition = tempVector;

                    tempVector   = rightLauncher.transform.localPosition;
                    tempVector.x = rightLauncherOrigPos.x + MoveAmt;
                    rightLauncher.transform.localPosition = tempVector;
                }
            }
            else if (warmupCounter <= warmUpDuration * (2f / 3f))
            {
                // second part of expanding
                if (!firstLocked)
                {
                    // make sure first launcher is in place
                    float shrinkAmt = 1f - expandDuration;
                    float MoveAmt   = expandDuration * 0.3f + expandDuration * expandDuration * 0.5f - shrinkAmt;
                    tempVector   = leftLauncher.transform.localPosition;
                    tempVector.x = leftLauncherOrigPos.x - MoveAmt;
                    leftLauncher.transform.localPosition = tempVector;
                    tempVector   = rightLauncher.transform.localPosition;
                    tempVector.x = rightLauncherOrigPos.x + MoveAmt;
                    rightLauncher.transform.localPosition = tempVector;
                    firstLocked = true;
                }

                float secondStageProgress = (warmupCounter - (warmUpDuration / 3f)) / (warmUpDuration / 3f);
                if (secondStageProgress < expandDuration)
                {
                    // shift launchers to edges
                    float MoveAmt = secondStageProgress * 0.3f + secondStageProgress * secondStageProgress * 0.5f;

                    tempVector   = farLeftLauncher.transform.localPosition;
                    tempVector.x = farLeftLauncherOrigPos.x + MoveAmt;
                    farLeftLauncher.transform.localPosition = tempVector;

                    tempVector   = farRightLauncher.transform.localPosition;
                    tempVector.x = farRightLauncherOrigPos.x + MoveAmt;
                    farRightLauncher.transform.localPosition = tempVector;
                }
                else
                {
                    // launchers are intentionally slightly overextended, bring them back
                    float shrinkAmt = (secondStageProgress - expandDuration);
                    float MoveAmt   = expandDuration * 0.2f + expandDuration * expandDuration * 0.5f - shrinkAmt;

                    tempVector   = farLeftLauncher.transform.localPosition;
                    tempVector.x = farLeftLauncherOrigPos.x + MoveAmt;
                    farLeftLauncher.transform.localPosition = tempVector;

                    tempVector   = farRightLauncher.transform.localPosition;
                    tempVector.x = farRightLauncherOrigPos.x + MoveAmt;
                    farRightLauncher.transform.localPosition = tempVector;
                }
            }
            else if (warmupCounter <= warmUpDuration)
            {
                if (warmupCounter < warmUpDuration - 9)
                {
                    // brief chargeSpark animation
                    chargeSparkParticleSystem.Emit((int)(6 * Time.timeScale));
                }
            }
            else if (warmupCounter >= warmUpDuration)
            {
                // fire a bullet and adjust ammo and reload times as necessary
                fireWeapon();
                warmupCounter = 0;
                warmingUp     = false;
            }
        }
        else if (firing)
        {
            // ROCKETSROCKETSROCKETSROCKETS pewpew
            currFireDelay -= Time.timeScale;
            if (currFireDelay <= 0 && clipSize >= 1)
            {
                // reduce clip for every ammo we fire
                clipSize--;
                if (clipSize == 0)
                {
                    firing      = false; // no more ammo after this last batch
                    coolingDown = true;
                }
                currFireDelay = fireDelay;
                float           facingDirX;
                float           facingDirY;
                float           xOffset;
                float           yOffset;
                GameObject      newAmmo          = Instantiate(ammo);
                tempNoCollision ammoNoClipScript = newAmmo.GetComponent <tempNoCollision>();
                newAmmo.GetComponent <Rigidbody2D>().velocity = wielderRB.velocity + aimDir * 5; // initial rocket velocity
                wielderRB.AddForce(aimDir * -0.1f, ForceMode2D.Impulse);                         // recoil
                wielderRB.MovePosition(wielderRB.position + aimDir * -0.1f);                     // recoil

                switch (currentCannonFiring)
                {
                case 1:
                    // withdraw left rocket tip
                    tempVector   = leftLauncherTipOrigPos;
                    tempVector.y = -0.3f;
                    leftLauncherTip.transform.localPosition = tempVector;
                    // aim rocket in same direction that player is facing
                    facingDirX = -Mathf.Sin(this.transform.eulerAngles.z * Mathf.Deg2Rad);
                    facingDirY = Mathf.Cos(this.transform.eulerAngles.z * Mathf.Deg2Rad);
                    aimDir     = new Vector2(facingDirX, facingDirY);
                    // set rocket a bit to the left since this is the left cannon firing
                    xOffset   = -1f * facingDirY;
                    yOffset   = 1f * facingDirX;
                    ammoPos.x = facingDirX * 0.95f + xOffset;
                    ammoPos.y = facingDirY * 0.95f + yOffset;
                    ammoPos   = ammoPos + this.transform.position;
                    ammoPos.z = 0;
                    newAmmo.transform.position    = ammoPos;
                    newAmmo.transform.eulerAngles = new Vector3(0, 0, this.transform.eulerAngles.z);
                    if (ammoNoClipScript)
                    {
                        // prevent rocket from colliding with launcher
                        // not foolproof, which is fine since exploding in face
                        // is good if player was obviously careless
                        ammoNoClipScript.SetNoCollision(weaponColliderLeft);
                    }
                    currentCannonFiring = 2;
                    wielderRB.AddTorque(400);     // recoil
                    break;

                case 2:
                    // withdraw left rocket tip
                    tempVector   = rightLauncherTipOrigPos;
                    tempVector.y = -0.3f;
                    rightLauncherTip.transform.localPosition = tempVector;

                    facingDirX = -Mathf.Sin(this.transform.eulerAngles.z * Mathf.Deg2Rad);
                    facingDirY = Mathf.Cos(this.transform.eulerAngles.z * Mathf.Deg2Rad);
                    aimDir     = new Vector2(facingDirX, facingDirY);
                    xOffset    = 1f * facingDirY;
                    yOffset    = -1f * facingDirX;
                    ammoPos.x  = facingDirX * 0.95f + xOffset;
                    ammoPos.y  = facingDirY * 0.95f + yOffset;
                    ammoPos    = ammoPos + this.transform.position;
                    ammoPos.z  = 0;
                    newAmmo.transform.position    = ammoPos;
                    newAmmo.transform.eulerAngles = new Vector3(0, 0, this.transform.eulerAngles.z);
                    if (ammoNoClipScript)
                    {
                        ammoNoClipScript.SetNoCollision(weaponColliderRight);
                    }
                    currentCannonFiring = 3;
                    wielderRB.AddTorque(-400);     // recoil
                    break;

                case 3:
                    tempVector   = farLeftLauncherTipOrigPos;
                    tempVector.y = -0.3f;
                    farLeftLauncherTip.transform.localPosition = tempVector;

                    facingDirX = -Mathf.Sin(this.transform.eulerAngles.z * Mathf.Deg2Rad);
                    facingDirY = Mathf.Cos(this.transform.eulerAngles.z * Mathf.Deg2Rad);
                    aimDir     = new Vector2(facingDirX, facingDirY);
                    xOffset    = -1.8f * facingDirY;
                    yOffset    = 1.8f * facingDirX;
                    ammoPos.x  = facingDirX * 0.95f + xOffset;
                    ammoPos.y  = facingDirY * 0.95f + yOffset;
                    ammoPos    = ammoPos + this.transform.position;
                    ammoPos.z  = 0;
                    newAmmo.transform.position    = ammoPos;
                    newAmmo.transform.eulerAngles = new Vector3(0, 0, this.transform.eulerAngles.z);
                    if (ammoNoClipScript)
                    {
                        ammoNoClipScript.SetNoCollision(weaponColliderLeft);
                    }
                    currentCannonFiring = 4;
                    wielderRB.AddTorque(600);     // recoil
                    break;

                case 4:
                    tempVector   = farRightLauncherTipOrigPos;
                    tempVector.y = -0.3f;
                    farRightLauncherTip.transform.localPosition = tempVector;

                    facingDirX = -Mathf.Sin(this.transform.eulerAngles.z * Mathf.Deg2Rad);
                    facingDirY = Mathf.Cos(this.transform.eulerAngles.z * Mathf.Deg2Rad);
                    aimDir     = new Vector2(facingDirX, facingDirY);
                    xOffset    = 1.8f * facingDirY;
                    yOffset    = -1.8f * facingDirX;
                    ammoPos.x  = facingDirX * 0.95f + xOffset;
                    ammoPos.y  = facingDirY * 0.95f + yOffset;
                    ammoPos    = ammoPos + this.transform.position;
                    ammoPos.z  = 0;
                    newAmmo.transform.position    = ammoPos;
                    newAmmo.transform.eulerAngles = new Vector3(0, 0, this.transform.eulerAngles.z);
                    if (ammoNoClipScript)
                    {
                        ammoNoClipScript.SetNoCollision(weaponColliderRight);
                    }
                    currentCannonFiring = 1;
                    wielderRB.AddTorque(-600);     // recoil
                    break;
                }
            }
        }
        else if (coolingDown)
        {
            if (finishedFiringCounter <= 0)
            {
                // finished firing, retract
                float moveDiff = leftLauncher.transform.localPosition.x - leftLauncherOrigPos.x;
                tempVector   = leftLauncher.transform.localPosition;
                tempVector.x = leftLauncherOrigPos.x + moveDiff * 0.9f;
                leftLauncher.transform.localPosition = tempVector;

                moveDiff     = rightLauncher.transform.localPosition.x - rightLauncherOrigPos.x;
                tempVector   = rightLauncher.transform.localPosition;
                tempVector.x = rightLauncherOrigPos.x + moveDiff * 0.9f;
                rightLauncher.transform.localPosition = tempVector;

                float farMoveDiff = farLeftLauncher.transform.localPosition.x - farLeftLauncherOrigPos.x;
                tempVector   = farLeftLauncher.transform.localPosition;
                tempVector.x = farLeftLauncherOrigPos.x + farMoveDiff * 0.9f;
                farLeftLauncher.transform.localPosition = tempVector;

                farMoveDiff  = farRightLauncher.transform.localPosition.x - farRightLauncherOrigPos.x;
                tempVector   = farRightLauncher.transform.localPosition;
                tempVector.x = farRightLauncherOrigPos.x + farMoveDiff * 0.9f;
                farRightLauncher.transform.localPosition = tempVector;
                if (moveDiff <= 0.03f && farMoveDiff <= 0.03f)
                {
                    // close enough to original position, snap it to proper orig position
                    leftLauncher.transform.localPosition     = leftLauncherOrigPos;
                    rightLauncher.transform.localPosition    = rightLauncherOrigPos;
                    farLeftLauncher.transform.localPosition  = farLeftLauncherOrigPos;
                    farRightLauncher.transform.localPosition = farRightLauncherOrigPos;
                    if (engScript)
                    {
                        engScript.setWeaponTurnMult(this.turnMultiplier);
                        engScript.setWeaponMoveMult(this.moveMultiplier);
                    }

                    coolingDown           = false;
                    currReload            = reloadDuration;
                    finishedFiringCounter = finishedFiringFullCounter;
                }
            }
            else
            {
                finishedFiringCounter -= Time.timeScale;
            }
        }
        else
        {
            // reloading ammo
            currReload = Mathf.Max(0, currReload - Time.timeScale);
            if (currReload <= 0)
            {
                if (clipSize == 0)
                {
                    clipSize   = 6;
                    currReload = reloadDuration;

                    leftLauncherTip.transform.localPosition  = leftLauncherTipOrigPos;
                    rightLauncherTip.transform.localPosition = rightLauncherTipOrigPos;
                }
                else if (clipSize == 6)
                {
                    clipSize = 12;
                    farLeftLauncherTip.transform.localPosition  = farLeftLauncherTipOrigPos;
                    farRightLauncherTip.transform.localPosition = farRightLauncherTipOrigPos;
                }
            }
            if (isActivated && clipSize > 0 && !warmingUp && !firing & !coolingDown)
            {
                // player just pressed fire button
                warmingUp = true;
                if (engScript)
                {
                    engScript.setWeaponTurnMult(this.turnMultiplier * 0.13f);
                    engScript.setWeaponMoveMult(this.moveMultiplier * 0.15f);
                }
            }
        }
    }