void Start() { plr = GameObject.Find( "Player" ).GetComponent<Player>(); manager = GetComponent<BulletManager>(); StartCoroutine( Attack() ); }
void Awake() { instance = this; PlayerProjectileList = new List<BaseProjectile>(); EnemyProjectileList = new List<BaseProjectile>(); }
public static BulletManager instance; // 다른 곳에서 참조하지 못하도록 static 변수로 선언 void Awake() { instance = this; bullet[0].skillBorder.enabled = true; bullet[1].skillBorder.enabled = false; selected = bullet[0]; }
void Awake() { if (sGame) { // NO DUPES ALLOWED (can happen if we reload the Scene with this on the side) UnityEngine.Object.DestroyImmediate(gameObject); return; } sGame = this; mInputManager = new InputManager(); mInputManager.AddInputListener("flap", this); mScreenListeners = new List<IScreenListener>(); mCachedScreenWidth = Screen.width; mCachedScreenHeight = Screen.height; mWorldStateListeners = new List<IWorldStateListener>(); mLevelManager = new LevelManager(); mLevelManager.TurretPrefab = TurretPrefab; mBulletManager = new BulletManager(); // Sometimes the listeners add themselves, sometimes we add the listeners. AddWorldStateListener(mLevelManager); AddWorldStateListener(mBulletManager); AddScreenListener(mBulletManager); mLevelManager.AddSpeedListener(mBulletManager); // mCachedResolution = Screen.currentResolution; }
public void SetUpVariables(PlayerBase pb, BulletManager bm, WeaponBase wb) { this.wb = wb; playerBase = pb; bulletManager = bm; animator = GetComponent<Animator>(); }
void Awake() { ins = this; bullets = new Queue<Bullet>(); bulletContainer = new GameObject( "BulletContainer" ).transform; bulletContainer.transform.parent = transform; }
// Use this for initialization void Start () { BS = GameObject.FindGameObjectWithTag ("Bullet").GetComponent<Bullet> (); BM = GameObject.FindGameObjectWithTag ("BulletManager").GetComponent<BulletManager> (); ColSwitch (); // BM.NewRand (); //Code that changes the color of the target itself if (CurrentColor == _Color.Pink) Border.GetComponent<Renderer>().material.color = Color.blue + Color.red + Color.yellow; else if(CurrentColor == _Color.Red) Border.GetComponent<Renderer>().material.color = Color.red; else if(CurrentColor == _Color.Orange) Border.GetComponent<Renderer>().material.color = new Color32(255, 145, 0, 255); else if(CurrentColor == _Color.Yellow) Border.GetComponent<Renderer>().material.color = Color.red + Color.yellow + Color.grey; else if(CurrentColor == _Color.Green) Border.GetComponent<Renderer>().material.color = Color.green; else if(CurrentColor == _Color.Blue) Border.GetComponent<Renderer>().material.color = Color.blue; else if(CurrentColor == _Color.Purple) Border.GetComponent<Renderer>().material.color = Color.magenta; else if(CurrentColor == _Color.Brown) Border.GetComponent<Renderer>().material.color = new Color32(99, 59, 5, 255); else if(CurrentColor == _Color.Black) Border.GetComponent<Renderer>().material.color = Color.grey; }
// Use this for initialization void Start () { health = 100; damage = 50; bulletManager = GetComponent<BulletManager>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent<Player>();; for(int i = 0; i < player.ammo.Length; i++) { m_Ammo.Add(player.ammo[i]); } switch(gameObject.tag) { case "EarthTower": reloadTime = 2.0f; break; case "FireTower": reloadTime = .75f; break; case "FrostTower": reloadTime = 1.5f; break; case "PoisonTower": reloadTime = 1.0f; break; } }
// Use this for initialization void Start () { bmr = FindObjectOfType<BulletManager>(); pv = GetComponent<PhotonView>(); baseCD = BulletCD; //canShoot = GetComponent<RocketControl>().canMove; }
public void fire(FireProps fireProps, BulletManager bm, WeaponHandling wh) { switch (playerInfo.charEnum) { case CharacterEnum.Tesla: specialInstance.SetActive(true); specialInstance.GetComponent<WeaponSpecialTeslaLogic>().fire(); break; case CharacterEnum.Curie: specialInstance.SetActive(true); specialInstance.GetComponent<WeaponSpecialCurieLogic>().fire(fireProps); break; case CharacterEnum.DaVinci: specialInstance.GetComponent<WeaponSpecialDaVinciLogic>().fire(fireProps, wh); specialInstance.SetActive(true); //specialInstance.GetComponent<WeaponSpecialTeslaLogic>().fire(); break; case CharacterEnum.Einstein: specialInstance.SetActive(true); specialInstance.GetComponent<WeaponSpecialEinsteinLogic>().fire(fireProps); break; case CharacterEnum.Nobel: specialInstance.SetActive(true); specialInstance.GetComponent<WeaponSpecialNobelLogic>().fire(fireProps); break; } }
//Use this for initialization void Start () { m_Currency = m_Life = 100; m_Pos = transform.position; bullets = GetComponent<BulletManager>(); manager = GameObject.FindGameObjectWithTag("GameManager").GetComponent<GameManager>(); guiText.text = "Currency : " + m_Currency; }
public void SetUpVariables(PlayerBase pb, BulletManager bm, WeaponBase wb) { transform.localScale = new Vector3(1.1f, 1.1f, 0); this.wb = wb; playerBase = pb; bulletManager = bm; animator = GetComponent<Animator>(); }
void Awake() { use = this; for (var i = 0; i < bulletPrefab.Length; i++) { bullets.Add(new BulletList()); } }
public virtual void Init(Type type, Transform child, BulletManager bulletManager, bool canExplode = true) { this.type = type; trans = transform; this.child = child; rig = child.rigidbody; this.bulletManager = bulletManager; this.canExplode = canExplode; child.GetComponent<BulletVisibleCheck>().Init(this); }
private static void checkInstance() { if(!instance) { GameObject g = new GameObject("Bullet Manager"); BulletManager bm = g.AddComponent<BulletManager>(); instance = bm; } }
public void SetUpVariables(PlayerBase pb, BulletManager bm) { playerBase = pb; bulletManager = bm; animator = GetComponent<Animator>(); string soundLoaderString = "Sounds/Weapon/"; carSound = Resources.Load(soundLoaderString + "flamethrower") as AudioClip; carCrashSound = Resources.Load(soundLoaderString + "einsteinSpecial_explode") as AudioClip; }
public static BulletManager GetInstance() { if (!Instance) { Container = new GameObject(); Container.name = "BulletManager"; Instance = Container.AddComponent(typeof(BulletManager)) as BulletManager; } return Instance; }
public void SetUpVariables(PlayerBase pb, BulletManager bm) { //WhiteT = transform.Find("WhiteT", false); //childRenderer = GetComponentInChildren<SpriteRenderer>(); WhiteT.gameObject.GetComponent<Renderer>().material.shader = Shader.Find("Unlit/Transparent"); playerBase = pb; bulletManager = bm; animator = GetComponent<Animator>(); explosionSound = Resources.Load<AudioClip>("Sounds/Weapon/einsteinSpecial_explode"); }
public void ShotNWay(Transform origin, int rotate, int shotPower, int shotSpeed=2, BulletManager.BulletType type = BulletManager.BulletType.Normal,int way = 1,int spread = 0,float offsetx=0,float offsety=0) { for(int i=0; i<way; ++i){ int r = rotate + spread * (i - (way/2)); if(way % 2 == 0){ r += spread /2; } Shot (origin,r,shotPower,shotSpeed,type,offsetx,offsety); } }
//弾の作成 public void Shot(Transform origin, int shotPower,float shotSpeed=2,BulletManager.BulletType type = BulletManager.BulletType.Normal,float offsetx=0,float offsety=0) { if(canShot) bulletManager.Shot(origin,shotPower,shotSpeed,type,offsetx,offsety); /* GameObject a = (GameObject)Instantiate(bullet,origin.position,origin.rotation); a.GetComponent<Bullet>().shotPower = shotPower; a.GetComponent<Bullet>().speed = shotSpeed; */ }
// Use this for initialization void Start() { // startSpeed = speed; player = GameObject.Find("Player"); initialXValue = transform.position.x; timer = 0; bulletManager = GameObject.Find("Game Manager"); bulletManagerScript = bulletManager.GetComponent<BulletManager>(); transform.parent = bulletManager.transform; maxSpeed = (int)speed * 3; }
void Start() { gameManager = GameObject.Find("Game Manager"); // finds the game manager bulletManager = gameManager.GetComponent<BulletManager>(); // gets the gameManager's bullet manager Script shootType = (ShootType)PlayerPrefs.GetInt("ShotType") - 1; // sets the shooting type to normal by default if (shootType < 0) { shootType = 0; } shootCooldown -= shotSpeedIncreasePerLevel * PlayerPrefs.GetInt("Speed"); // Time.timeScale = 0.01f; }
void Awake() { tag = "GameController"; ButtonsInternal = new Hashtable(); Enemies = new List<EnemyHandler>(); if(!BulletEngine) BulletEngine = GetComponent<BulletManager>(); if(!Player) Player = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>(); if(!MainCamera) MainCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>(); MainCamera.isOrthoGraphic = true; }
public void ShotAim(Transform origin,Transform aim, int shotPower,int shotSpeed, BulletManager.BulletType type,int roffset = 0) { if(aim){ Vector3 v = aim.position - origin.position; Quaternion q = Quaternion.FromToRotation(Vector3.up,v); origin.localRotation = Quaternion.Euler(q.eulerAngles.x,q.eulerAngles.y,q.eulerAngles.z+roffset); spaceship.Shot(origin,shotPower,shotSpeed,type); } else{ Shot (origin,90,shotPower,shotSpeed,type); } }
public void ShotThrowAim(Transform origin,Transform aim, int shotPower,int shotSpeed, BulletManager.BulletType type) { if(aim){ Vector3 d = aim.position - transform.position; Vector3 v = Vector3.zero; v.x = d.x / 2; v.y = d.y / 2 + 0.5f * 2 * 3f; //v.y = d.y / 10; origin.localRotation = Quaternion.FromToRotation(Vector3.up,v); spaceship.Shot(origin,shotPower,v.magnitude,type); } else{ common.Shot (origin,90,shotPower,shotSpeed,type); } }
void Awake() { if (manager == null) { manager = this; DontDestroyOnLoad(this.gameObject); bullets = new List<Bullet>(); missiles = new List<Missile>(); audio = GetComponent<AudioSource>(); } else if (manager != this) { Destroy(this.gameObject); } }
public void ShotAimNway(Transform origin,Transform aim, int shotPower,int shotSpeed, BulletManager.BulletType type,int way=1, float spread=0) { if(aim){ Vector3 v = aim.position - origin.position; Quaternion q = Quaternion.FromToRotation(Vector3.up,v); for(int i=0; i<way; ++i){ float d = spread * (i-(way/2)); origin.localRotation = Quaternion.Euler (0,0,q.eulerAngles.z+d); spaceship.Shot(origin,shotPower,shotSpeed,type); } } else{ Shot (origin,90,shotPower,shotSpeed,type); } }
public IEnumerator Shoot(BulletManager BulletEngine, float RateModifier = 1f) { if(!CurrentBulletPrefab) yield break; CanFireInternal = false; GameObject BulletObject = MonoBehaviour.Instantiate( CurrentBulletPrefab, PortTransform.position, Quaternion.LookRotation(PortTransform.forward) ) as GameObject; BulletHandler Bullet = BulletObject.GetComponent<BulletHandler>(); //Make it Live, so it will have the correct flag to Move Bullet.IsLive = true; //Add to Bullet Manager, which will move it BulletEngine.Bullets.Add(Bullet); //Begin the Port's cooldown procedure yield return new WaitForSeconds(Cooldown / RateModifier); CanFireInternal = true; }
void FireBullet() { bool flip = m_skletonAnimation.skeleton.flipX; Bullet b = BulletManager.Instance().AddBullet(BulletManager.BULLET_TYPE.B_HERO_DEF); Vector3 pos = m_gunBone.transform.position; b.transform.rotation = Quaternion.Euler(0.0f, 0.0f, m_gunBone.transform.rotation.eulerAngles.z - 90.0f); b.transform.position = pos; // 네트워크 식별 이름 string n = GameManager.Instance().PLAYER.USER_NAME + "_" + m_bulletIndex; b.SetupBullet(n, false, Vector3.zero, 0.0f, m_skletonAnimation.skeleton.flipX); NetworkManager.Instance().SendOrderMessage(JSONMessageTool.ToJsonCreateOrder(n, "myTeam_bullet", pos.x, pos.y, pos.z, flip)); m_bulletIndex++; }
public void NormalShoot(List <Sprite> sprites) { var bullet = BulletManager.GetBullet(new Vector2(0, 1), new Vector2(Position.X, Position.Y + 20), 3, this, (int)Config.TrackStyle.NormalTrack, 1, (int)Config.BulletStyle.Bullet2); var bullet2 = BulletManager.GetBullet(new Vector2(0, 1), new Vector2(Position.X - 40, Position.Y + 20), 3, this, (int)Config.TrackStyle.NormalTrack, 1, (int)Config.BulletStyle.Bullet2); var bullet3 = BulletManager.GetBullet(new Vector2(0, 1), new Vector2(Position.X + 40, Position.Y + 20), 3, this, (int)Config.TrackStyle.NormalTrack, 1, (int)Config.BulletStyle.Bullet2); if (Power == 0) { Power = bullet.Power; } sprites.Add(bullet); sprites.Add(bullet2); sprites.Add(bullet3); }
private void Awake() { I = this; PV = GetComponent <PhotonView>(); _Create = GetComponent <Create>(); MinText = GameObject.Find("Min").GetComponent <Text>(); MaxText = GameObject.Find("Max").GetComponent <Text>(); NameText = GameObject.Find("Name").GetComponent <Text>(); ModeText = GameObject.Find("Mode").GetComponent <Text>(); if (PV.IsMine) { BulletList[0] = new Bullet("Attack", 999, 999, 9999); BulletList[1] = new Bullet("Speed", 5, 5, 50); BulletList[2] = new Bullet("Sniper", 15, 15, 9999); PV.RPC("AimUiChangeRPC", RpcTarget.All, true, false); } }
public MachineGunPlaneTower(BulletManager bulletManager, EnemyManager enemyManager, ParticleManager particleManager) : base(AssetManager.GetSprite("TowerBase1"), AssetManager.GetSprite("Tower2"), 26f, 150f) { BulletManager = bulletManager; EnemyManager = enemyManager; this.particleManager = particleManager; BaseLayerDepth = SortingOrder.GetLayerDepth(0, SortingLayer.TowerBase) + extraDepth; TopLayerDepth = SortingOrder.GetLayerDepth(0, SortingLayer.Flying) + extraDepth; barrelLength = 10f; ShootRate = 0.1f; shootBullet = BulletFactory.GetBullet("Bullet1"); SearchAlgorithm = new FirstEnemySearch(); shadowSprite = AssetManager.GetSprite("PlaneShadow1"); rotationRadius = 150f; planeRotationSpeed = (float)Math.PI * 0.004f; }
public override void Shoot(List <Sprite> sprites) { var bullet1 = BulletManager.GetBullet(new Vector2(0, 1), Position, 1.5f, this, (int)Config.TrackStyle.TailTrack, 1, (int)Config.BulletStyle.Bullet1); //var track1 = new ConstTailTrack(this.left); //var track2 = new ConstTailTrack(this.right); var bullet2 = BulletManager.GetTrackBullet(new Vector2(0, 1), Position, 1.5f, this, (int)Config.TrackStyle.TailTrack, 1, (int)Config.BulletStyle.Bullet1, left); var bullet3 = BulletManager.GetTrackBullet(new Vector2(0, 1), Position, 1.5f, this, (int)Config.TrackStyle.TailTrack, 1, (int)Config.BulletStyle.Bullet1, right); if (Power == 0) { Power = bullet1.Power; } sprites.Add(bullet1); sprites.Add(bullet2); sprites.Add(bullet3); }
// Use this for initialization void Start() { if (!playerCamera) { playerCamera = GetComponent <Camera>(); Debug.LogWarning("FiringScript: The camera wasn't provided for the bullet to be fired from. Grabbing it."); } if (!FxLocation) { FxLocation = GetComponent <Camera>().transform; Debug.LogWarning("FiringScript: There isn't a place to spawn the FX! Spawning them at the camera"); } magazine = GetComponent <BulletManager>(); if (!magazine) { Debug.LogError("FiringScript: Couldn't make the magazine for the gun."); } }
private void Fire() { if (fireSound) { AudioManager.PlayAtPoint(fireSound, transform.position); } CameraShaker.ShakeAt(transform.position, recoilShake); foreach (var fireOrigin in fireOrigins) { BulletController bullet = BulletManager.Get(bulletName); bullet.lifespan = lifespan; bullet.destroyDelay = destroyDelay; bullet.baseSettings = baseSettings; bullet.transform.position = transform.position + transform.right * fireOrigin.offset.x + transform.up * fireOrigin.offset.y + transform.forward * fireOrigin.offset.z; bullet.transform.rotation = transform.rotation * Quaternion.Euler(0, -fireOrigin.rotation, 0); float rad = bullet.transform.eulerAngles.y * Mathf.Deg2Rad; bullet.Fire(new Vector3(Mathf.Cos(rad) * firePower, 0, -Mathf.Sin(rad) * firePower)); } _recoilCoroutine = StartCoroutine(ExeRecoilCoroutine()); }
public bool Update() { BulletManager.GetInstance().ClearAllBullets(); VariableProvider.ScriptEngine.StopAllScripts(); _elapsedSeconds += ShortCuts.ElapsedSeconds; if (GameStateManager.FastDead || _elapsedSeconds >= TimeToAutoResume || InputMapper.StrictAction) { if (GameVariableProvider.SaveManager.CurrentSaveState.CurrentLevel != LevelManager.CurrentLevel) { LevelManager.ReloadLevel <Map <TileCode>, TileCode>(); } else { GameVariableProvider.SaveManager.Load(VariableProvider.SaveSlot); } GameStateManager.PlayerDead = false; _elapsedSeconds = 0f; } return(true); }
public override void AIUpdate(float deltaTime) { thisTransform.localRotation = Utility.TopDownRotationFromDirection(shootDir); shootDir = shootDir.RotateCW(rotateSpeed * Time.fixedDeltaTime); shootDir.Normalize(); shootDir2 = shootDir.RotateCW(120f); shootDir2.Normalize(); shootDir3 = shootDir.RotateCCW(120f); shootDir3.Normalize(); if (shootCooldown > 0f) { shootCooldown -= Time.deltaTime; } else { BulletManager.Spawn(transform.position, 3f, shootDir, gameObject, 5, "Bullet", "BossBullet1_1"); BulletManager.Spawn(transform.position, 3f, shootDir2, gameObject, 5, "Bullet", "BossBullet1_1"); BulletManager.Spawn(transform.position, 3f, shootDir3, gameObject, 5, "Bullet", "BossBullet1_1"); shootCooldown += shootCooldownDef; } }
/// <summary> /// Initializes a new instance of the <see cref="PlayGameComponent"/> class. /// </summary> /// <param name="game">game reference object.</param> public PlayGameComponent(EverLite game) : base(game) { this.game = game; this.volume = VolumeManager.Instance; this.sound = SoundManager.Instance; this.sidePanel = new SidePanelComponent(game); this.playerSettings = PlayerSettings.Instance; this.pauseStatus = new ToggleStatus(this.playerSettings.Pause); this.playerSystem = new PlayerSystem(this.Game); this.enemyManager = new EnemyManager(this.Game); this.bulletManager = BulletManager.Instance; this.collisionDetector = new CollisionDetector( this.enemyManager.ActiveEnemies, this.bulletManager.EnemyBullets, this.bulletManager.PlayerBullets, this.itemsManager.Items, this.playerSystem.Player, this.game); // Game1 game is passed to the collisioDetector can access the gamescore instance this.transformManager = TransformManager.Instance; }
public override void Start() { player = GameObject.Find("Player"); gameManager = GameObject.Find("Game Manager"); bulletManager = gameManager.GetComponent<BulletManager>(); if (bulletDirection == BulletDirection.N) { fireDirection = Vector3.up; } if (bulletDirection == BulletDirection.S) { fireDirection = Vector3.down; } if (bulletDirection == BulletDirection.E) { fireDirection = Vector3.right; } if (bulletDirection == BulletDirection.W) { fireDirection = Vector3.left; } if (bulletDirection == BulletDirection.NE) { fireDirection = Vector3.Normalize(Vector3.up + Vector3.right); } if (bulletDirection == BulletDirection.NW) { fireDirection = Vector3.Normalize(Vector3.up + Vector3.left); } if (bulletDirection == BulletDirection.SW) { fireDirection = Vector3.Normalize(Vector3.down + Vector3.left); } if (bulletDirection == BulletDirection.SE) { fireDirection = Vector3.Normalize(Vector3.down + Vector3.right); } base.Start(); }
IEnumerator shoot() { canShoot = false; yield return(new WaitForSeconds(FireRate)); for (int i = 0; i < 6; i++) { GameObject bull = (GameObject)Instantiate(bullet, posBullets[i < 3 ? 0 : 1].transform.position, Quaternion.identity); BulletManager bulletmanager = bull.GetComponent <BulletManager> (); if (bulletmanager != null) { bulletmanager.SeekSpeedDamge(SpeedBulletShot, Damge, false); int stt = i % 3; if (i < 3) { bulletmanager.SeekAngle(stt == 0 ? -0.4f : (stt == 2 ? -0.3f : -0.2f)); } else { bulletmanager.SeekAngle(stt == 0 ? 0.4f : (stt == 2 ? 0.3f : 0.2f)); } } } yield return(new WaitForSeconds(FireRate / 2)); for (int i = 0; i < 6; i++) { GameObject bull = (GameObject)Instantiate(bullet, posBullets[i < 3 ? 0 : 1].transform.position, Quaternion.identity); BulletManager bulletmanager = bull.GetComponent <BulletManager> (); if (bulletmanager != null) { bulletmanager.SeekSpeedDamge(SpeedBulletShot, Damge, false); int stt = i % 3; bulletmanager.SeekAngle(stt == 0 ? -0.07f : (stt == 2 ? 0.07f : 0f)); } } canShoot = true; }
private void PlayButtonClick(object sender, EventArgs e) { if (!Game.MapLoaded) { return; } Game.Playing = !Game.Playing; if (Game.Playing) { Game.SaveMap(_currentMapName); _focusTextbox.Focus(); _focusTextbox.LostFocus += RefocusInputBox; Camera.UpdateWorldRectangle(Game.TileMap); GameVariableProvider.SaveManager.CurrentSaveState = new SaveState(); } else { Game.LoadMap(_currentMapName); _focusTextbox.LostFocus -= RefocusInputBox; BulletManager.GetInstance().ClearAllBullets(); } }
// 이제보니 매개변수 deletaTime 오타남. public void OnUpdate(float deletaTime) { bool bulletActivat = false; for (int i = 0; i < _infoList.Count; ++i) { _infoList[i].CreateTimeCount += deletaTime; if (_infoList[i].CreateTimeCount >= _infoList[i].CreateTime) { SetTweenAngle(i); BasicBullet temp = BulletManager.GetInstance().GetBullet(); temp.OnActive(_infoList[i].TweenAngle, 730f, _bulletAnimationTime); _infoList[i].listMyBullet.Add(temp); _infoList[i].CreateTimeCount = 0f; bulletActivat = true; } for (int j = 0; j < _infoList[i].listMyBullet.Count; ++j) { if (j % 2 == 0) { _infoList[i].listMyBullet[j].SetBulletAngleInfo(_infoList[i].TweenAngle); } else { _infoList[i].listMyBullet[j].SetBulletAngleInfo(_infoList[i].TweenAngleReverse); } } } if (bulletActivat) { _direction *= -1; } }
private void Awake() { if (instance != null && instance != this) { Destroy(this.gameObject); } else { instance = this; } bullets = new Queue <GameObject>(); for (int i = 0; i < 100; i++) { GameObject copyBullet = Instantiate(bulletTemplate); copyBullet.SetActive(false); copyBullet.transform.parent = transform; bullets.Enqueue(copyBullet); } }
internal void Start() { Ctx = this; Score = GameObject.Find("ScoreText").GetComponent <ScoreManager>(); Score2 = GameObject.Find("ScoreText2").GetComponent <ScoreManager>(); Player = GameObject.Find("Player").GetComponent <Player>(); Walls = GameObject.Find("Walls").GetComponent <EdgeCollider2D>(); var cam = Camera.main; var bottomleft = cam.ViewportToWorldPoint(Vector3.zero); var topright = cam.ViewportToWorldPoint(new Vector3(1f, 1f, 0f)); wallVertices.Add(new Vector2(bottomleft.x, bottomleft.y)); wallVertices.Add(new Vector2(bottomleft.x, topright.y)); wallVertices.Add(new Vector2(topright.x, topright.y)); wallVertices.Add(new Vector2(topright.x, bottomleft.y)); wallVertices.Add(new Vector2(bottomleft.x, bottomleft.y)); Walls.points = wallVertices.ToArray(); Bullets = new BulletManager(GameObject.Find("Bullets").transform); }
public void OnUpdate(float deletaTime) { if (_BallCnt >= _totalBallNumber) { _tweening = false; return; } _createTimeCount += Time.deltaTime; if (_createTimeCount >= _createTime) { _createTime = Random.Range(0.0f, 0.1f); float Angle = Random.Range(0f, 360f); float BulletMoveTime = Random.Range(1.0f, 2.0f); BasicBullet temp = BulletManager.GetInstance().GetBullet(); temp.OnActive(Angle, 730f, BulletMoveTime); _createTimeCount = 0f; _BallCnt++; } }
public void OnUpdate(float deletaTime) { for (int i = 0; i < infolist.Count; ++i) { infolist[i].CreateTimeCount += deletaTime; if (infolist[i].CreateTimeCount >= infolist[i].CreateTime) { BasicBullet temp = BulletManager.GetInstance().GetBullet(); temp.OnActive(infolist[i].TweenAngle, 730f, _bulletAnimationTime); infolist[i].listMyBullet.Add(temp); infolist[i].CreateTimeCount = 0f; nBulletCnt++; } for (int j = 0; j < infolist[i].listMyBullet.Count; ++j) { infolist[i].listMyBullet[j].SetBulletAngleInfo(infolist[i].TweenAngle); } } }
public void CleanUpBullet() { GameObject bManager = GameObject.Find("BulletManager"); BulletManager bM = bManager.GetComponent <BulletManager>(); GameObject el = null; for (int i = 0; i < bM.bullets.Count; i++) { el = bM.bullets[i]; //Debug.Log(i); if (bM.bullets[i].transform.position.x < -23 || bM.bullets[i].transform.position.x > 23 || bM.bullets[i].transform.position.y > 10 || bM.bullets[i].transform.position.y < -10) { bM.bullets.Remove(bM.bullets[i]); Destroy(el); } } }
void Equip(Collider other) { if (equippedBullet != null && oldEquippedBullet == null) { oldEquippedBullet = equippedBullet; equippedBullet = other.GetComponent<PowerUp> ().pickUpBullet; usedBullet = equippedBullet; uppgrading = false; } else { if(other.GetComponent<PowerUp> ().pickUpBullet.name == equippedBullet.name || other.GetComponent<PowerUp> ().pickUpBullet.name == oldEquippedBullet.name) { uppgrading = false; } else { oldEquippedBullet = equippedBullet; equippedBullet = other.GetComponent<PowerUp> ().pickUpBullet; uppgrading = false; } if(equippedBullet.name == oldEquippedBullet.name) { usedBullet = equippedBullet; uppgrading = false; } if ((equippedBullet.name == "Shotgun" && oldEquippedBullet.name == "Mines") || (equippedBullet.name == "Mines" && oldEquippedBullet.name == "Shotgun")) { usedBullet = uppgradeWeapons[1]; uppgrading = false; } else if ((equippedBullet.name == "Shotgun" && oldEquippedBullet.name == "Gatling") || (equippedBullet.name == "Gatling" && oldEquippedBullet.name == "Shotgun")) { usedBullet = uppgradeWeapons[2]; uppgrading = false; } else if ((equippedBullet.name == "Mines" && oldEquippedBullet.name == "Gatling") || (equippedBullet.name == "Gatling" && oldEquippedBullet.name == "Mines")) { usedBullet = uppgradeWeapons[0]; uppgrading = false; } } bulletValues= usedBullet.GetComponent<BulletManager> (); }
private void State_Complete(Spine.TrackEntry trackEntry) { if (trackEntry.animation.name.Equals(m_attackAni)) { // 총알은 2.5초에 걸쳐 플레이어에게 도착함 // 총알의 계산은 총알에서 하도록 함 Bullet b = BulletManager.Instance().AddBullet(BulletManager.BULLET_TYPE.B_BOSS1_P1); Vector3 dir = m_hero.transform.position - m_monster.transform.position; dir.Normalize(); //float distance = Vector3.Distance(m_hero.transform.position , m_monster.transform.position); string name = GameManager.Instance().PLAYER.USER_NAME + "_boss_B_" + Monster.m_index++; b.SetupBullet(name, false, dir); b.BULLET_SPEED = 20.0f; b.transform.position = m_monster.transform.position; Vector3 pos = m_monster.transform.position; b.transform.position = pos; NetworkManager.Instance().SendOrderMessage( JSONMessageTool.ToJsonCreateOrder( name, "boss1_bullet", pos.x, pos.y, b.transform.rotation.eulerAngles.y, false)); m_tick = 0.0f; Animator ani = m_monster.GetComponent <Stage1BOSS>().m_attackEffect; ani.Play("boss_shotEffect"); m_skletonAnimation.state.SetAnimation(0, m_moveAni, true); NetworkManager.Instance().SendOrderMessage( JSONMessageTool.ToJsonAIMessage( m_aiTarget, "B", m_moveAni, true)); } }
public void Update() { if (firing) { timer += Time.deltaTime; if (timer > patternList[curPatternIndex].delay) { if (patternList[curPatternIndex].bulletType != GameStatics.BULLET_TYPE.NONE) { BulletManager.Instance().FireBullet(patternList[curPatternIndex].bulletType, this.transform.position, 5f, patternList[curPatternIndex].speed, patternList[curPatternIndex].acceleration, this.transform.forward); SoundManager.PlayOneShotSound(SoundContainer.Instance().SoundEffectsDic["sound_fire1"], SoundContainer.Instance().SoundEffectsDic["sound_fire1"].clip); } if (++curPatternIndex >= patternList.Count) { curPatternIndex = 0; } timer = 0; } } }
public override void Shoot(List <Sprite> sprites) { var bullet = BulletManager.GetBullet(new Vector2(0, 1), Position, 2, this, (int)Config.TrackStyle.TailTrack, 1, (int)Config.BulletStyle.Bullet1); float b2x = bullet.Direction.X + bias; float b2y = (float)Math.Sqrt(1 - Math.Pow(b2x, 2)); float b3x = bullet.Direction.X - bias; float b3y = (float)Math.Sqrt(1 - Math.Pow(b3x, 2)); var b2 = new Vector2(b2x, b2y); var b3 = new Vector2(b3x, b3y); var bullet2 = BulletManager.GetBullet(b2, Position, 2, this, (int)Config.TrackStyle.NormalTrack, 1, (int)Config.BulletStyle.Bullet1); var bullet3 = BulletManager.GetBullet(b3, Position, 2, this, (int)Config.TrackStyle.NormalTrack, 1, (int)Config.BulletStyle.Bullet1); if (Power == 0) { Power = bullet.Power; } sprites.Add(bullet); sprites.Add(bullet2); sprites.Add(bullet3); }
protected override void Awake() { base.Awake(); _player = GameObject.FindGameObjectWithTag("Player"); if (!_player) { throw new Exception("No player found in this scene!"); } var bossLifeBarHolder = GameObject.FindGameObjectWithTag("BossLifeBarHolder"); _bossLifeBar = Instantiate(_bossLifeBarPrefab, bossLifeBarHolder.transform); _bossLifeBar.Initialize(this); _bulletManager = GameManager.BulletManager; foreach (var bulletEmitter in _bulletEmitters) { bulletEmitter.BulletManager = _bulletManager; } }
// Update is called once per frame void Update() { if (isShooting) { shotTimer -= Time.deltaTime; if (shotTimer <= 0) { shotTimer = nextShot; BulletManager newBullet = Instantiate(shot, barrelPoint.position, barrelPoint.rotation) as BulletManager; //BulletManager newBullet2 = Instantiate(shot, barrelPoint2.position, barrelPoint2.rotation) as BulletManager; //BulletManager newBullet3 = Instantiate(shot, barrelPoint3.position, barrelPoint3.rotation) as BulletManager; //BulletManager newBullet4 = Instantiate(shot, barrelPoint4.position, barrelPoint4.rotation) as BulletManager; //BulletManager newBullet5 = Instantiate(shot, barrelPoint5.position, barrelPoint5.rotation) as BulletManager; newBullet.bulletSpeed = bulletSpeed; } } else { shotTimer = 0; } }
string WeaponType(GameObject player) { BulletManager bulletManager = player.GetComponent <BulletManager>(); if (bulletManager.bulletType == BulletManager.BulletType.DEFAULT) { return("豆豆弹"); } else if (bulletManager.bulletType == BulletManager.BulletType.LEVEL1) { return("小散弹"); } else if (bulletManager.bulletType == BulletManager.BulletType.LEVEL2) { return("大散弹"); } else if (bulletManager.bulletType == BulletManager.BulletType.LEVEL3) { return("跟踪弹"); } else if (bulletManager.bulletType == BulletManager.BulletType.LEVEL4) { return("五点哦"); } else if (bulletManager.bulletType == BulletManager.BulletType.LEVEL5) { return("保护弹"); } else if (bulletManager.bulletType == BulletManager.BulletType.ROTATE) { return("跳舞弹"); } else { return("错误了呃"); } }
// changes the bullet public void OnBulletTypeChange(InputAction.CallbackContext context) { // Debug.Log("Control Name: " + context.control.name); // int bulletInt = context.ReadValue<int>(); int bulletInt = 0; // due to the way this works, it provides a number 1 less than the number selected. switch (context.control.name) { case "1": case "numpad1": bulletInt = 0; break; case "2": case "numpad2": bulletInt = 1; break; case "3": case "numpad3": bulletInt = 2; break; case "4": case "numpad4": bulletInt = 3; break; default: break; } // changes type BulletManager.GetInstance().SetCurrentBulletType(bulletInt); }
// Use this for initialization void Start() { //initialize the bulletMngr varialbe base on the field from editor bulletMngr = gameObject.GetComponent <BulletManager>(); //Error control if (bulletMngr == null) { Debug.Log("Bullet Manager not assigned in GameManager"); Debug.Break(); //Stop execution } //Error control if (player == null) { Debug.Log("Player not assigned in GameManager"); Debug.Break(); //Stop execution } movement = player.GetComponent <GameMovement>(); //Error control if (movement == null) { Debug.Log("Movement not assigned in Player"); Debug.Break(); //Stop execution } }
public GameObject[] SpawnBullets() { rotations = new float[GetSpawnData().numberOfBullets]; if (GetSpawnData().isRandom) { // This is in Update because we want a random rotation for each bullet each time RandomRotations(); } // Spawn Bullets GameObject[] spawnedBullets = new GameObject[GetSpawnData().numberOfBullets]; for (int i = 0; i < GetSpawnData().numberOfBullets; i++) { spawnedBullets[i] = BulletManager.GetBulletFromPool(); if (spawnedBullets[i] = null) { spawnedBullets[i] = Instantiate(GetSpawnData().bulletResource, transform); } else { spawnedBullets[i].transform.SetParent(transform); spawnedBullets[i].transform.localPosition = Vector2.zero; } var b = spawnedBullets[i].GetComponent <Bullet>(); b.rotation = rotations[i]; b.speed = GetSpawnData().bulletSpeed; b.velocity = GetSpawnData().bulletVelocity; if (GetSpawnData().isNotParent) { spawnedBullets[i].transform.SetParent(null); } } return(spawnedBullets); }
// 撃つ private void Shot() { if (isReload_) { return; } if (inputManager_.ShotInput(playerNumber_)) { if (playerStatus_.OwnedBulletCount[currentWeapon_] <= 0) { return; } BulletManager bullet = Instantiate(weapons[currentWeapon_]).GetComponent <BulletManager>(); bullet.ParentNumber = playerNumber_; if (LockOn() != null) { bullet.MoveDirection = (LockOn().transform.position - this.transform.position).normalized; } else { bullet.MoveDirection = this.transform.forward; } float bulletSize = bullet.gameObject.transform.lossyScale.x; bullet.transform.position = this.transform.position + bulletSize * bullet.MoveDirection * 1.5f; bullet.transform.rotation = Quaternion.LookRotation(bullet.MoveDirection); bullet.AttackPower = playerStatus_.AttackPower[currentWeapon_]; --playerStatus_.OwnedBulletCount[currentWeapon_]; } }
// Use this for initialization void Start() { Application.targetFrameRate = 60; QualitySettings.vSyncCount = 0; GUIManager.Instance().Init(); BulletManager.Instance().Init(); GDSKit.GDSMgr.Instance().InitGDSData(); // 初始化 battle_field = new BattleField(); BattleField.battle_field = battle_field; string map_path = ""; map_path = FileManager.Instance().GetReadOnlyPath() + "MapData/map_block_info"; battle_field.LoadMap(map_path); battle_field.SetBattleGridRenderer(battle_grid_renderer); BattleFieldInputHandle.Instance().Init(); UnitManager.Instance().Init(); }
public IEnumerator Shoot(BulletManager BulletEngine, float RateModifier = 1f) { if (!CurrentBulletPrefab) { yield break; } CanFireInternal = false; GameObject BulletObject = MonoBehaviour.Instantiate( CurrentBulletPrefab, PortTransform.position, Quaternion.LookRotation(PortTransform.forward) ) as GameObject; BulletHandler Bullet = BulletObject.GetComponent <BulletHandler>(); //Make it Live, so it will have the correct flag to Move Bullet.IsLive = true; //Add to Bullet Manager, which will move it BulletEngine.Bullets.Add(Bullet); //Begin the Port's cooldown procedure yield return(new WaitForSeconds(Cooldown / RateModifier)); CanFireInternal = true; }