private void Start() { a = GetComponent <Bullet1>(); b = GetComponent <Bullet2>(); c = GetComponent <Bullet3>(); switch (type) { case TipoDeBala.Normal: transform.GetComponent <Renderer>().material.color = new Color(0, 0, 1, 1); instBullet = a; break; case TipoDeBala.Paralizadora: instBullet = b; transform.GetComponent <Renderer>().material.color = new Color(0, 1, 1, 1); break; case TipoDeBala.Desactivadora: instBullet = c; transform.GetComponent <Renderer>().material.color = new Color(1, 0, 1, 1); break; default: break; } StartCoroutine(Dead2()); }
void StraightShot() { GameObject Bullet; Bullet = (Instantiate(bulletprefab, transform.position, transform.rotation)) as GameObject; GameObject Bullet2; Bullet2 = (Instantiate(bulletprefab, transform.position, transform.rotation)) as GameObject; Bullet2.GetComponent <Rigidbody2D>().transform.Translate(new Vector3(1, 0, 0)); GameObject Bullet3; Bullet3 = (Instantiate(bulletprefab, transform.position, transform.rotation)) as GameObject; Bullet3.GetComponent <Rigidbody2D>().transform.Translate(new Vector3(-1, 0, 0)); //Bullet.GetComponent<Rigidbody2D>().AddForce(new Vector2(0, bullet_speed*Time.deltaTime)); //Bullet.transform.Translate(Vector2(0, bullet_speed)); //Rigidbody Bullet = (Rigidbody)Instantiate(bulletprefab, transform.position + transform.forward, transform.rotation); //Bullet.GetComponent<Rigidbody2D>().AddForce(transform.forward * bullet_speed, ForceMode2D.Impulse); Destroy(Bullet, 1); Destroy(Bullet2, 1); Destroy(Bullet3, 1); }
public override void Initialize() { base.Initialize(); for (int i = 0; i < CountOfBullets; i++) { BulletBase bullet = new Bullet2(Danmaku, GetPosition(FiArray[i]), Danmaku.MainObject, OwnerObject, OnCollision); Bullets.Add(bullet); } }
//이함수를 animation event로 1번만 불러야 하는데.... //12 frame -> 2번 //60 frame -> 다수가 불리는데 //어떻게 해야 1번만 부를나요? //Anmation의 동작이 loop가 아니여야한다... protected override void AnimationComplete(int _idx) { //Debug.Log (" > " + _idx); //Transform _go = Instantiate (prefabBullet, spawnPoint.position, spawnPoint.rotation); GameObject _go = PoolManager.ins.Instantiate("Bullet2", spawnPoint.position, spawnPoint.rotation); Bullet2 _scp = _go.GetComponent <Bullet2> (); _scp.SetTarget(tempEnemy, damage); }
// Use this for initialization void Awake() { gp = GameObject.Find("Points").GetComponent <GestionPuntos>(); anim = gameObject.GetComponent <Animator>(); spawn = GameObject.Find("SpawnEnemyCore").GetComponent <SpawnEnemyScript>(); bullet2 = GameObject.Find("Bullet2").GetComponent <Bullet2>(); points2 = gameObject.GetComponent <Text>(); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == "Bullet1") { bull1 = collision.gameObject.GetComponent <Bullet1>(); if (bull1.rainbow) { vida--; //tempo = 0; } } if (collision.gameObject.tag == "Bullet2") { bull2 = collision.gameObject.GetComponent <Bullet2>(); if (bull2.rainbow) { vida--; //tempo = 0; } } if (collision.gameObject.tag == "Bullet3") { bull3 = collision.gameObject.GetComponent <Bullet3>(); if (bull3.rainbow) { vida--; //tempo = 0; } } if (collision.gameObject.tag == "Bullet4") { bull4 = collision.gameObject.GetComponent <Bullet4>(); if (bull4.rainbow) { vida--; //tempo = 0; } } if (fugida && collision.gameObject.tag == "EndofZone") { Destroy(gameObject, 5); } }
void Start() { isRendered = false; //弾の攻撃力とか取るためのやつ BulletObje = GameObject.Find("Bullet").gameObject.GetComponent <Bullet2>(); //ミサイルの攻撃力とか取るためのやつ MissileObje = GameObject.Find("Missile").gameObject.GetComponent <Missile2>(); // キャンバス下に設定するために取得 canvas = GameObject.Find("Canvas").gameObject; rigidbody_a = GetComponent <Rigidbody>(); }
void Start() { gp = GameObject.Find("Points").GetComponent <GestionPuntos>(); bullet1 = GameObject.Find("Bullet1").GetComponent <Bullet1>(); bullet2 = GameObject.Find("Bullet2").GetComponent <Bullet2>(); bullet3 = GameObject.Find("Bullet3").GetComponent <Bullet3>(); bullet4 = GameObject.Find("Bullet4").GetComponent <Bullet4>(); SpawnEnemyCore = GameObject.Find("SpawnEnemyCore").GetComponent <SpawnEnemyScript>(); playerObjectiu = Random.Range(1, 4); // esta chapat a 1 per fer probes, haura de ser un 4 FindAllPlayers(); vida = 1; tempo = 5; rendContent.enabled = false; rendNormal.enabled = true; }
// Use this for initialization void Start() { //bullet = GameObject.Find("Bullet").GetComponent<Bullet1>(); bullet = GetComponentInParent <Bullet2>(); text = gameObject.GetComponent <Text>(); do_once = true; color = Random.Range(0, 4); name = Random.Range(0, 6); names = new string[6]; names[0] = "SEXY"; names[1] = "KAWAII"; names[2] = "LOVE"; names[3] = "PRETTY"; names[4] = "NICE"; names[5] = "U\nROCK!"; }
void Shoot() { GameObject Bullet; GameObject Bullet2; GameObject Bullet3; GameObject Bullet4; GameObject Bullet5; BulletPhase = Random.Range(1, 6); switch (BulletPhase) { case 1: // Create projectile Bullet = Instantiate(Projectile, FirePoint.transform.position, transform.rotation); // Middle // Slow bullets Bullet.GetComponent <S_Bullet>().SetBulletSpeed(BulletSpeed, 5f); break; case 2: // Create projectile Bullet = Instantiate(Projectile, FirePoint.transform.position, transform.rotation); // Left Bullet2 = Instantiate(Projectile, FirePoint.transform.position, transform.rotation); // Right // Spawn bullets apart by set degrees Bullet.GetComponent <S_Bullet>().ChangeBulletDirection(new Vector3(1f, 0.5f, 0f)); Bullet2.GetComponent <S_Bullet>().ChangeBulletDirection(new Vector3(1f, -0.5f, 0f)); // Slow bullets Bullet.GetComponent <S_Bullet>().SetBulletSpeed(BulletSpeed, 5f); Bullet2.GetComponent <S_Bullet>().SetBulletSpeed(BulletSpeed, 5f); break; case 3: // Create projectile Bullet = Instantiate(Projectile, FirePoint.transform.position, transform.rotation); // Left Bullet2 = Instantiate(Projectile, FirePoint.transform.position, transform.rotation); // Middle Bullet3 = Instantiate(Projectile, FirePoint.transform.position, transform.rotation); // Right // Spawn bullets apart by set degrees Bullet.GetComponent <S_Bullet>().ChangeBulletDirection(new Vector3(1f, 0.5f, 0f)); Bullet3.GetComponent <S_Bullet>().ChangeBulletDirection(new Vector3(1f, -0.5f, 0f)); // Slow bullets Bullet.GetComponent <S_Bullet>().SetBulletSpeed(BulletSpeed, 5f); Bullet2.GetComponent <S_Bullet>().SetBulletSpeed(BulletSpeed, 5f); Bullet3.GetComponent <S_Bullet>().SetBulletSpeed(BulletSpeed, 5f); break; case 4: // Create projectile Bullet = Instantiate(Projectile, FirePoint.transform.position, transform.rotation); // Upper Left Bullet2 = Instantiate(Projectile, FirePoint.transform.position, transform.rotation); // Left Bullet3 = Instantiate(Projectile, FirePoint.transform.position, transform.rotation); // Right Bullet4 = Instantiate(Projectile, FirePoint.transform.position, transform.rotation); // Upper Right // Spawn bullets apart by set degrees Bullet.GetComponent <S_Bullet>().ChangeBulletDirection(new Vector3(1f, 0.6f, 0f)); // Upper Left Bullet2.GetComponent <S_Bullet>().ChangeBulletDirection(new Vector3(1f, 0.3f, 0f)); // Left Bullet3.GetComponent <S_Bullet>().ChangeBulletDirection(new Vector3(1f, -0.3f, 0f)); // Right Bullet4.GetComponent <S_Bullet>().ChangeBulletDirection(new Vector3(1f, -0.6f, 0f)); // Upper Right // Slow bullets Bullet.GetComponent <S_Bullet>().SetBulletSpeed(BulletSpeed, 5f); Bullet2.GetComponent <S_Bullet>().SetBulletSpeed(BulletSpeed, 5f); Bullet3.GetComponent <S_Bullet>().SetBulletSpeed(BulletSpeed, 5f); Bullet4.GetComponent <S_Bullet>().SetBulletSpeed(BulletSpeed, 5f); break; case 5: // Create projectile Bullet = Instantiate(Projectile, FirePoint.transform.position, transform.rotation); // Upper Left Bullet2 = Instantiate(Projectile, FirePoint.transform.position, transform.rotation); // Left Bullet3 = Instantiate(Projectile, FirePoint.transform.position, transform.rotation); // Middle Bullet4 = Instantiate(Projectile, FirePoint.transform.position, transform.rotation); // Right Bullet5 = Instantiate(Projectile, FirePoint.transform.position, transform.rotation); // Upper Right // Spawn bullets apart by set degrees Bullet.GetComponent <S_Bullet>().ChangeBulletDirection(new Vector3(1f, 0.9f, 0f)); // Upper Left Bullet2.GetComponent <S_Bullet>().ChangeBulletDirection(new Vector3(1f, 0.5f, 0f)); // Left Bullet4.GetComponent <S_Bullet>().ChangeBulletDirection(new Vector3(1f, -0.5f, 0f)); // Right Bullet5.GetComponent <S_Bullet>().ChangeBulletDirection(new Vector3(1f, -0.9f, 0f)); // Upper Right // Slow bullets Bullet.GetComponent <S_Bullet>().SetBulletSpeed(BulletSpeed, 5f); Bullet2.GetComponent <S_Bullet>().SetBulletSpeed(BulletSpeed, 5f); Bullet3.GetComponent <S_Bullet>().SetBulletSpeed(BulletSpeed, 5f); Bullet4.GetComponent <S_Bullet>().SetBulletSpeed(BulletSpeed, 5f); Bullet5.GetComponent <S_Bullet>().SetBulletSpeed(BulletSpeed, 5f); break; default: Debug.Log("Bullet Phase not found"); break; } }
void Update() { v = Input.GetAxisRaw("Vertical"); h = Input.GetAxisRaw("Horizontal"); dir = Constant.V3_FORWARD; //auto forward... if (Input.GetKeyDown(KeyCode.Tab)) { bMoveForward = !bMoveForward; } else if (Input.GetKeyDown(KeyCode.Comma)) { bRun = !bRun; speed = bRun ? speedRun : speedMove; } else if (v != 0) { eulerAngles = transform.eulerAngles; eulerAngles.y = Camera.main.transform.eulerAngles.y; transform.eulerAngles = eulerAngles; } else if (h != 0) { //side move -> left, right v = 1; dir = Constant.V3_RIGHT * (h < 0 ? -1 : +1); if (Input.GetMouseButton(1)) { //side + 우클릭... eulerAngles = transform.eulerAngles; eulerAngles.y = Camera.main.transform.eulerAngles.y; transform.eulerAngles = eulerAngles; } } else if (v < 0) { bMoveForward = false; } //----------------------- if (Input.GetKeyDown(KeyCode.Alpha1)) { Bullet2 _bullet = Instantiate(bullet, spawnPoint[0].position, spawnPoint[0].rotation) as Bullet2; //_bullet.transform.SetParent (); _bullet.Init(); } else if (Input.GetKeyDown(KeyCode.Alpha2)) { Bullet2 _bullet; for (int i = 0, iMax = spawnPoint.Length; i < iMax; i++) { _bullet = Instantiate(bullet, spawnPoint [i].position, spawnPoint [i].rotation) as Bullet2; //_bullet.transform.SetParent (); _bullet.Init(); } } if (bMoveForward) { v = 1; } transform.Translate(v * dir * speed * Time.deltaTime); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == "p1" && !ent) { player1 = collision.gameObject.GetComponent <P1>(); player1.isSad = true; ent = true; vida--; tempo = 0; } if (collision.gameObject.tag == "p2" && !ent) { player2 = collision.gameObject.GetComponent <P2>(); player2.isSad = true; ent = true; vida--; tempo = 0; } if (collision.gameObject.tag == "p3" && !ent) { player3 = collision.gameObject.GetComponent <P3>(); player3.isSad = true; ent = true; vida--; tempo = 0; } if (collision.gameObject.tag == "p4" && !ent) { player4 = collision.gameObject.GetComponent <P4>(); player4.isSad = true; ent = true; vida--; tempo = 0; } if (collision.gameObject.tag == "Bullet1" /* && EstaEnDefensa() == false*/) { bull1 = collision.gameObject.GetComponent <Bullet1>(); if (bull1.rainbow) { ent = true; gp.P1_points += 10; vida--; tempo = 0; } } if (collision.gameObject.tag == "Bullet2" /* && EstaEnDefensa() == false*/) { bull2 = collision.gameObject.GetComponent <Bullet2>(); if (bull2.rainbow) { ent = true; gp.P2_points += 10; vida--; tempo = 0; } } if (collision.gameObject.tag == "Bullet3" /* && EstaEnDefensa() == false*/) { bull3 = collision.gameObject.GetComponent <Bullet3>(); if (bull3.rainbow) { ent = true; gp.P3_points += 10; vida--; tempo = 0; } } if (collision.gameObject.tag == "Bullet4" /*&& EstaEnDefensa() == false*/) { bull4 = collision.gameObject.GetComponent <Bullet4>(); if (bull4.rainbow) { ent = true; gp.P4_points += 10; vida--; tempo = 0; } } if (ent && collision.gameObject.tag == "EndofZone") { Destroy(this, 5); } }