Exemple #1
0
 private void Start()
 {
     MV = GetComponent <General.MoveAnimation>();
     LS = GetComponent <General.ListAnimation>();
     if (Bullet == null)
     {
         Debug.Log("Shooting nothing!");
     }
     //if (ammo > 0) { Reload(); }
 }
 private void Start()
 {
     G  = GetComponent <Gun>();
     MV = GetComponent <General.MoveAnimation>();
     EX = GetComponentInChildren <General.Extender>();
     if (MV == null)
     {
         Debug.Log("No mv for meleegun " + gameObject.name);
     }
     //LS = GetComponent<General.ListAnimation>();
     //RB = GetComponent<Rigidbody2D>();
     Dzones = new List <Collider2D>();
     foreach (Transform c in transform)
     {
         Collider2D[] ct = c.GetComponents <Collider2D>();
         if (ct != null)
         {
             for (int i = 0; i < ct.Length; i++)
             {
                 if (ct[i].isTrigger)
                 {
                     Dzones.Add(ct[i]);
                 }
             }
         }
     }
     if (Dzones.Count == 0)
     {
         Dzones = null; Debug.Log("No DZ for " + gameObject.name);
     }
     if (!active)
     {
         DisableAttacks();
     }
     //GetComponentInChildren<Collider2D>();
 }
Exemple #3
0
        private void Ejection(Transform c) //Launch and propel the module out of existance. (Don't actually) (Ok maybe just a little)
        {
            if (c.CompareTag("Monster") == false)
            {
                return;
            }
            Rigidbody2D crb = c.GetComponent <Rigidbody2D>();

            General.MoveAnimation cMV = c.GetComponent <General.MoveAnimation>();
            if (cMV != null)
            {
                Destroy(cMV);
            }
            //if (Random.Range(0, 2) == 0) { c.gameObject.layer = 8; }//To debrisFX layer
            c.parent = null;
            if (crb == null)
            {
                crb = c.gameObject.AddComponent <Rigidbody2D>();
            }
            crb.gravityScale = 5;
            crb.mass         = 10;
            crb.drag         = 2;
            crb.AddForce(new Vector2(0, 300), ForceMode2D.Impulse);
        }
Exemple #4
0
        //public bool allowaiming = true; //For melee weapons
        private void Update()
        {
            if (Input.GetKeyDown(jumpkey))
            {
                H.Jump(jumpforce);
            }
            if (Input.GetKeyDown(actionbutton))
            {
                DoAction();
            }
            if (Input.GetKeyDown(dropkey))
            {
                H.ReturnItem();
            }
            if (Input.GetMouseButton(0))
            {
                DoButtonAction();
            }
            if (Input.GetKeyDown("q"))
            {
                H.HoldNextItem(true);
            }
            if (Input.GetKeyDown("e"))
            {
                H.HoldNextItem();
            }
            #region Movement and Aiming
            float axis = Input.GetAxis("Horizontal");
            if (axis != 0)
            {
                if (Input.GetKeyDown(runbutton))
                {
                    running = true;
                }
                if (running)
                {
                    if (H.Move(moveforce * axis * 2))
                    {
                        H.DoAnimation(2, true);
                    }
                }
                else
                {
                    if (H.Move(moveforce * axis, allowflip))
                    {
                        H.DoAnimation(1, true);
                    }
                }
            }
            else
            {
                running = false;
            } //endElse

            General.MoveAnimation MV = null;
            if (H.HeldItem != null)
            {
                MV = H.HeldItem.GetComponent <General.MoveAnimation>(); //This is pretty bad - make it event dependent
                if (MV != null && MV.AniIndex > 0)
                {
                    return;
                }                                             //allowaiming = false; } else { allowaiming = true; }

                float torot = Menu.UsefulStuff.MouseToPointRotation(H.HeldItem.transform.position);
                //FOR torot -90 to 90  When !flip 90 to -90(up)  When flip 270 to 90(up)
                float htorot = Menu.UsefulStuff.MouseToPointRotation(transform.position);
                //FOR htorot !flip -90(up) 90(down) | flip -90(up) -180to90(down)
                //Debug.Log(htorot);
                //torot += 180f;
                if (H.HeldItem.GetComponent <Rigidbody2D>() == null)
                {
                    torot = 0;
                }
                if (H.flip)
                {
                    if (Mathf.Abs(htorot) > 90)
                    {
                        allowflip           = false;
                        H.HeldItem.rotation = Quaternion.Euler(0, 0, torot + 180);
                    }
                    else
                    {
                        if (H.flip)
                        {
                            if (!running)
                            {
                                allowflip = true;
                                H.Move(-1);
                                //Debug.Log("Flippin out");
                                allowflip = false;
                            }
                        }
                    }
                }
                else
                {
                    if (Mathf.Abs(htorot) < 90)
                    {
                        allowflip           = false;
                        H.HeldItem.rotation = Quaternion.Euler(0, 0, torot);
                    }
                    else
                    {
                        if (!H.flip)
                        {
                            if (!running)
                            {
                                allowflip = true;
                                //Debug.Log("Unflippin out");
                                H.Move(1);
                                allowflip = false;
                            }
                        }
                    }
                }
            }
            else
            {
                allowflip = true;
            }

            //else
            // {
            //    if (H.HeldItem != null) { }//H.HeldItem.rotation = Quaternion.Euler(0, 0, 0); }
            //}
            #endregion
        }