private void OnTriggerStay(Collider collision)
    {
        // Check Laser CollisionFOrBullet
        LaserBulletScript laserBullet = collision.gameObject.GetComponent <LaserBulletScript>();

        if (laserBullet != null && laserBullet.isEnemyShot)
        {
            Vector3 collisionPoint  = collision.ClosestPoint(transform.position);
            Vector3 collisionNormal = transform.InverseTransformDirection(collisionPoint - transform.position).normalized;

            if (!is3D)
            {
                // Convert to 2D tangent system
                collisionNormal = new Vector3(collisionNormal.x, 0f, collisionNormal.z);
            }

            if (isShielding && !IsFrontShot(collision.transform))
            {
                // Get Effect for follow up shots every few frames
                if (Time.frameCount % GameConstants.BeamDamageRate == 0)
                {
                    gameManager.BeginEffect(GameConstants.EffectTypes.ShieldHit, collisionPoint, collisionNormal);
                }
            }
            else
            {
                if (Time.frameCount % GameConstants.BeamDamageRate == 0)
                {
                    gameManager.BeginEffect(GameConstants.EffectTypes.BulletHit, collisionPoint, collisionNormal);
                    TakeDamage(laserBullet.damagePerSecond);
                }
            }
            laserBullet.CheckBeamCollisionStay(collisionPoint, collision.ClosestPoint(transform.position));
        }
    }
    private void OnTriggerEnter(Collider other)
    {
        LaserBulletScript   laserBullet   = other.gameObject.GetComponent <LaserBulletScript>();
        ShotgunBulletScript shotgunBullet = other.gameObject.GetComponent <ShotgunBulletScript>();
        BulletScript        normalBullet  = other.gameObject.GetComponent <BulletScript>();

        Vector3 collisionPoint  = other.ClosestPoint(transform.position);
        Vector3 collisionNormal = transform.InverseTransformDirection(collisionPoint - transform.position).normalized;

        gameManager.BeginEffect(GameConstants.EffectTypes.BulletHit, collisionPoint, collisionNormal).transform.SetParent(transform);

        if (laserBullet != null && !laserBullet.isEnemyShot)
        {
            HitByBullet(laserBullet.damage);
            laserBullet.OnHit();
        }
        else if (shotgunBullet != null && !shotgunBullet.isEnemyShot)
        {
            HitByBullet(shotgunBullet.damage);
            shotgunBullet.OnHit();
        }
        else if (normalBullet != null && !normalBullet.isEnemyShot)
        {
            HitByBullet(normalBullet.damage);
            normalBullet.OnHit();
        }
    }
Exemple #3
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    // private Vector3 lastKnownLocation = Vector3.zero;

    // Start is called before the first frame update
    void Start()
    {
        missileShot = GetComponent <AudioSource>();
        if (projectile != null)
        {
            LaserBulletScript lbs = projectile.GetComponent <LaserBulletScript>();
            if (lbs != null)
            {
                lbs.setSpeed(projectileSpeed);
            }
        }
    }
    private void OnTriggerStay(Collider collision)
    {
        // Check Laser CollisionFOrBullet
        LaserBulletScript laserBullet = collision.gameObject.GetComponent <LaserBulletScript>();

        if (laserBullet != null)
        {
            Vector3 collisionPoint  = collision.ClosestPoint(transform.position);
            Vector3 collisionNormal = transform.InverseTransformDirection(collisionPoint - transform.position).normalized;

            gameManager.BeginEffect(GameConstants.EffectTypes.BulletHit, collisionPoint, collisionNormal).transform.SetParent(transform);

            laserBullet.CheckBeamCollisionStay(collisionPoint, collisionNormal);
        }
    }
Exemple #5
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    public void OnShieldEnter(Vector3 normalVector, Vector3 startPoint)
    {
        // Create new Laser Bullet at Reflection Point
        GameObject reflectedObject = gameManager.GetBullet(GameConstants.GunTypes.LaserGun, endPoint);

        reflectedLaser = reflectedObject.GetComponent <LaserBulletScript>();
        // Set same time as current laser
        reflectedLaser.isEnemyShot = !isEnemyShot;

        reflectedLaser.transform.position = startPoint;
        reflectedLaser.transform.forward  = Vector3.Reflect(endPoint.forward, normalVector);

        reflectedObject.SetActive(true);
        reflectedLaser.FireLaser();
    }
    private void OnTriggerStay(Collider collision)
    {
        // Check Laser CollisionFOrBullet
        LaserBulletScript laserBullet = collision.gameObject.GetComponent <LaserBulletScript>();

        if (laserBullet != null && !laserBullet.isEnemyShot)
        {
            Vector3 collisionPoint  = collision.ClosestPoint(transform.position);
            Vector3 collisionNormal = transform.InverseTransformDirection(collisionPoint - transform.position).normalized;

            if (Time.frameCount % GameConstants.BeamDamageRate == 0)
            {
                gameManager.BeginEffect(GameConstants.EffectTypes.BulletHit, collisionPoint, collisionNormal).transform.SetParent(transform);
                HitByBullet(laserBullet.damagePerSecond);
            }

            laserBullet.CheckBeamCollisionStay(collisionPoint, collisionNormal);
        }
    }
    public void Fire(bool isEnemy, Transform firedShip)
    {
        // Check if it can fire
        if (canFire)
        {
            switch (gunType)
            {
            case GameConstants.GunTypes.MachineGun:
                BulletScript newBullet = gameManager.GetBullet(gunType, transform).GetComponent <BulletScript>();
                newBullet.transform.position = transform.position + transform.forward;
                newBullet.transform.rotation = transform.rotation;
                newBullet.isEnemyShot        = isEnemy;
                newBullet.GetComponent <Rigidbody>().velocity = firedShip.GetComponent <Rigidbody>().velocity;
                newBullet.gameObject.SetActive(true);
                newBullet.FireBullet();
                musicPlayer.clip = bulletSound;
                if (!musicPlayer.isPlaying)
                {
                    musicPlayer.Play();
                }
                // Set transform and set initial velocity of rigidbody component
                break;

            case GameConstants.GunTypes.ShotGun:
                // Do it for 5 shots
                for (int i = 0; i < 6; i++)
                {
                    ShotgunBulletScript newShoutgunBullet = gameManager.GetBullet(gunType, transform).GetComponent <ShotgunBulletScript>();
                    newShoutgunBullet.transform.position    = transform.position + transform.forward;
                    newShoutgunBullet.transform.eulerAngles = new Vector3(transform.eulerAngles.x, transform.eulerAngles.y + Random.Range(-10f, 10f), transform.eulerAngles.z);
                    newShoutgunBullet.isEnemyShot           = isEnemy;
                    // Set bullet velocity to ship velocity
                    newShoutgunBullet.GetComponent <Rigidbody>().velocity = firedShip.GetComponent <Rigidbody>().velocity;
                    newShoutgunBullet.gameObject.SetActive(true);
                    newShoutgunBullet.FireShotgun();
                }
                musicPlayer.clip = shotgunSound;
                if (!musicPlayer.isPlaying)
                {
                    musicPlayer.Play();
                }
                // Get 5-10 ShotGun Bullets from GameManager.ShotGunBulletPool
                // Give random spread to rotation/initial position
                // Set Initial Velocity of rigidbody
                break;

            case GameConstants.GunTypes.LaserGun:
                LaserBulletScript newLaserBullet = gameManager.GetBullet(gunType, transform).GetComponent <LaserBulletScript>();
                newLaserBullet.transform.position = transform.position + transform.forward;
                newLaserBullet.transform.SetParent(transform);

                float randomY = transform.eulerAngles.y + (isEnemy ? Random.Range(-5f, 5f) : 0f);
                newLaserBullet.transform.eulerAngles = new Vector3(transform.eulerAngles.x, randomY, transform.eulerAngles.z);
                newLaserBullet.isEnemyShot           = isEnemy;

                newLaserBullet.gameObject.SetActive(true);
                newLaserBullet.FireLaser();
                musicPlayer.clip = laserSound;
                if (!musicPlayer.isPlaying)
                {
                    musicPlayer.Play();
                }
                break;
            }
            // Cannot fire and start Coroutine to be able to fire next
            canFire = false;
            StartCoroutine(ResetCanFire());
        }
    }
    private void OnTriggerEnter(Collider collision)
    {
        // HitLogic
        LaserBulletScript   laserBullet   = collision.gameObject.GetComponent <LaserBulletScript>();
        ShotgunBulletScript shotgunBullet = collision.gameObject.GetComponent <ShotgunBulletScript>();
        BulletScript        normalBullet  = collision.gameObject.GetComponent <BulletScript>();

        // Convert BoundsToLocalSpace
        Vector3 collisionPoint  = collision.ClosestPoint(transform.position);
        Vector3 collisionNormal = transform.InverseTransformDirection(collisionPoint - transform.position).normalized;

        if (!is3D)
        {
            // Convert to 2D tangent system
            collisionNormal = new Vector3(collisionNormal.x, 0f, collisionNormal.z);
        }

        // Check if the shot is from the front within a threshold 1.7f is north east to north west
        if (laserBullet != null && laserBullet.isEnemyShot)
        {
            if (isShielding && !IsFrontShot(collision.transform))
            {
                // Calculate Normal Differently for laser beam
                collisionNormal = transform.InverseTransformDirection(selfCollider.ClosestPoint(collision.transform.position) - transform.position).normalized;

                // Spawn Effect and set its parent as ship
                gameManager.BeginEffect(GameConstants.EffectTypes.ShieldHit, collisionPoint, collisionNormal).transform.SetParent(transform);

                adaptiveShield.OnHit(collisionNormal, laserBullet.damage);
                laserBullet.OnShieldEnter(transform.TransformDirection(collisionNormal), collision.ClosestPoint(transform.position));

                PlaySound(hitShieldSound);
            }
            else
            {
                // Get Effect for laser on initial shot
                gameManager.BeginEffect(GameConstants.EffectTypes.BulletHit, collisionPoint, collisionNormal).transform.SetParent(transform);
                TakeDamage(laserBullet.damage);
                laserBullet.OnHit();
                PlaySound(hitPlayerSound);
            }
        }
        else if (shotgunBullet != null && shotgunBullet.isEnemyShot)
        {
            if (isShielding && !IsFrontShot(collision.transform))
            {
                adaptiveShield.OnHit(collisionNormal, shotgunBullet.damage);
                gameManager.BeginEffect(GameConstants.EffectTypes.ShieldHit, collisionPoint, collisionNormal).transform.SetParent(transform);
                shotgunBullet.OnShield(transform.TransformDirection(collisionNormal));
                PlaySound(hitShieldSound);
            }
            else
            {
                TakeDamage(shotgunBullet.damage);
                gameManager.BeginEffect(GameConstants.EffectTypes.BulletHit, collisionPoint, collisionNormal).transform.SetParent(transform);
                shotgunBullet.OnHit();
                PlaySound(hitPlayerSound);
            }
        }
        else if (normalBullet != null && normalBullet.isEnemyShot)
        {
            if (isShielding && !IsFrontShot(collision.transform))
            {
                adaptiveShield.OnHit(collisionNormal, normalBullet.damage);
                gameManager.BeginEffect(GameConstants.EffectTypes.ShieldHit, collisionPoint, collisionNormal).transform.SetParent(transform);
                normalBullet.OnShield(transform.TransformDirection(collisionNormal));
                PlaySound(hitShieldSound);
            }
            else
            {
                TakeDamage(normalBullet.damage);
                gameManager.BeginEffect(GameConstants.EffectTypes.BulletHit, collisionPoint, collisionNormal).transform.SetParent(transform);
                normalBullet.OnHit();
                PlaySound(hitPlayerSound);
            }
        }
    }
Exemple #9
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    void OnTriggerStay2D(Collider2D other)
    {
        MovementScript movementScript = GetComponent <MovementScript> ();
        bool           hit            = false;
        int            otherId        = 1;
        Color          hitCol         = new Color(1f, .5f, 0f);

        if (!invincibilty)
        {
            if (other.tag == "Bullet")
            {
                BulletScript bulletScript = other.GetComponent <BulletScript> ();
                if (bulletScript.id == id)
                {
                    return;
                }
                if (movementScript.team != 0 && bulletScript.team == movementScript.team)
                {
                    return;
                }
                health -= bulletScript.damage;
                LaserBulletScript lbs = bulletScript.GetComponent <LaserBulletScript> ();
                if (lbs == null)
                {
                    Destroy(other.gameObject);
                }
                if (!movementScript.isJuggernaut)
                {
                    StartCoroutine(InvincibilityRoutine(30f));
                }
                hit     = true;
                otherId = bulletScript.id;
                //GetComponent<PlayerEnemyHandler> ().CreateNumber (transform.position, bulletScript.damage.ToString(), hitCol, .1f, 120f, 3f);
                LucyFreezeBulletScript lucyFreeze = other.GetComponent <LucyFreezeBulletScript> ();
                if (lucyFreeze != null)
                {
                    movementScript.move_mult = Mathf.Max(lucyFreeze.slowMax, movementScript.move_mult - lucyFreeze.slowAmount);
                }
            }

            if (other.tag == "Enemy")
            {
                EnemyScript enemyScript = other.GetComponent <EnemyScript> ();
                if (enemyScript.id == id)
                {
                    return;
                }
                if (movementScript.team != 0 && enemyScript.team == movementScript.team)
                {
                    return;
                }
                float damage;
                if (enemyScript.type == 0)
                {
                    health -= 25f;
                    damage  = 25f;
                }
                else
                {
                    health -= 5f;
                    damage  = 5f;
                }
                if (gameObject.activeSelf)
                {
                    StartCoroutine(InvincibilityRoutine(30f));
                }
                hit     = true;
                otherId = enemyScript.id;
                //GetComponent<PlayerEnemyHandler> ().CreateNumber (transform.position, damage.ToString(), hitCol, .1f, 120f, 3f);
            }

            if (hit)
            {
                GetComponentInChildren <AudioManager> ().Play(1);
                GetComponentInChildren <ParticleController> ().Play(3);
                GetComponent <Rigidbody2D>().MovePosition(transform.position + (Vector3.ClampMagnitude(-transform.position + other.transform.position * 10f, .25f)));
            }

            if (health <= 0f)
            {
                GameManager gameManager = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameManager> ();
                if (GameManager.gameMode == GAMEMODE.PVP)
                {
                    ChildQueueController.player_profiles [id - 1].deaths++;
                    ChildQueueController.player_profiles [otherId - 1].kills++;
                }

                GameObject[] playerTemp = GameObject.FindGameObjectsWithTag("Player");                  // Crea Number

                GameObject killer = null;
                for (int i = 0; i < playerTemp.Length; i++)
                {
                    if (playerTemp [i] == null)
                    {
                        continue;
                    }
                    if (playerTemp [i].GetComponent <MovementScript> ().player_num == otherId)
                    {
                        killer = playerTemp [i];
                        break;
                    }
                }

                if (killer != null)
                {
                    //killer.GetComponent<PlayerEnemyHandler>().CreateNumber(killer.transform.position,"+10% Damage", Color.red, .05f, 60f, 1f);
                }


                //Buff
                WeaponManager[] temp = FindObjectsOfType <WeaponManager> ();

                for (int i = 0; i < temp.Length; i++)
                {
                    if (temp[i].player_num == otherId)
                    {
                        temp [i].weapons [0].personalDamageMult += .1f;
                    }
                }
                if (GameManager.gameMode == GAMEMODE.PVP)
                {
                    gameManager.playerKills [otherId - 1]++;
                }
                else if (GameManager.gameMode == GAMEMODE.PVE)
                {
                    gameManager.enemyMult  = Mathf.Floor(gameManager.enemyMult / .5f);
                    gameManager.enemyMult *= .5f;
                    //gameManager.enemyMult = 1f;
                }
                lives--;

                if (GameManager.gameMode == GAMEMODE.JUGGERNAUT)
                {
                    lives = Mathf.Max(lives, 1);
                    gameManager.juggernautPoints [otherId - 1]++;
                }

                GetComponent <PlayerEnemyHandler> ().Disband();
                Instantiate(diePrefab, transform.position, Quaternion.identity);
                death.Play();

                //Juggernaut
                if (GameManager.gameMode == GAMEMODE.JUGGERNAUT)
                {
                    if (GetComponent <MovementScript> ().isJuggernaut)
                    {
                        killer.GetComponent <MovementScript> ().BecomeJuggernaut();
                        GetComponent <MovementScript> ().UnbecomeJuggernaut();
                    }
                }

                if (lives > 0)
                {
                    gameManager.StartCoroutine(gameManager.RespawnPlayer(gameObject));
                }
                else
                {
                    ChildQueueController.player_profiles [id - 1].losses++;
                }
                stunStack     = 0;
                stunText.text = "";
                GetComponentInChildren <DanielShooterScript> ().Reset();
                GetComponent <WeaponManager> ().input_active = true;
                gameObject.SetActive(false);
            }
        }
    }