Exemple #1
0
    public override void Atk(Transform barrel, AudioManager AM, bool isPlayer)
    {
        AM.Play("Machinegun");



        Vector3 barrelV  = new Vector3(barrel.position.x, barrel.position.y) + (barrel.right * 0.2f);
        Vector2 barrelV1 = new Vector3(barrel.position.x, barrel.position.y) + (barrel.right * 0.1f);
        Vector2 barrelV2 = new Vector3(barrel.position.x, barrel.position.y) + (barrel.right * -0.2f);
        Vector2 barrelV3 = new Vector3(barrel.position.x, barrel.position.y) + (barrel.right * -0.1f);


        GameObject bullet = Instantiate(bulletPrefab, barrelV, barrel.rotation);


        Rigidbody2D rb = bullet.GetComponent <Rigidbody2D>();

        rb.AddForce(barrel.up * bulletSpeed, ForceMode2D.Impulse);

        GameObject  bullet1 = Instantiate(bulletPrefab, barrelV1, barrel.rotation);
        Rigidbody2D rb1     = bullet1.GetComponent <Rigidbody2D>();

        rb1.AddForce(barrel.up * bulletSpeed, ForceMode2D.Impulse);

        GameObject  bullet2 = Instantiate(bulletPrefab, barrelV2, barrel.rotation);
        Rigidbody2D rb2     = bullet2.GetComponent <Rigidbody2D>();

        rb2.AddForce(barrel.up * bulletSpeed, ForceMode2D.Impulse);

        GameObject  bullet3 = Instantiate(bulletPrefab, barrelV3, barrel.rotation);
        Rigidbody2D rb3     = bullet3.GetComponent <Rigidbody2D>();

        rb3.AddForce(barrel.up * bulletSpeed, ForceMode2D.Impulse);

        MachineBullet MB = bullet.GetComponent <MachineBullet>();

        MB.damage   = damage;
        MB.range    = range;
        MB.isPlayer = isPlayer;

        MachineBullet MB1 = bullet1.GetComponent <MachineBullet>();

        MB1.damage   = damage;
        MB1.range    = range;
        MB1.isPlayer = isPlayer;

        MachineBullet MB2 = bullet2.GetComponent <MachineBullet>();

        MB2.damage   = damage;
        MB2.range    = range;
        MB2.isPlayer = isPlayer;

        MachineBullet MB3 = bullet3.GetComponent <MachineBullet>();

        MB3.damage   = damage;
        MB3.range    = range;
        MB3.isPlayer = isPlayer;
    }
Exemple #2
0
    protected new void Awake()
    {
        base.Awake();
        _rigidBody   = GetComponent <Rigidbody2D>();
        _maxDistance = Reach;
        DisableAttack();
        _bullet = GetComponentInChildren <MachineBullet>();

        _ASM.InitializeWithStates(new InactiveEnabledAttackState(_ASM, this), new MachinGunFiringState(_ASM, this));
    }
 protected new void Awake()
 {
     base.Awake();
     coll = GetComponent <BoxCollider2D>();
     //rend = GetComponent<SpriteRenderer>();
     rb          = GetComponent <Rigidbody2D>();
     maxDistance = Reach;
     disableAttack();
     bulletvars      = this.getvars <MachineBullet>();
     speed           = 130f;
     damagePerSecond = 10f;
     angleSpeed      = 500f;
 }
Exemple #4
0
    public override void Atk(Transform barrel, AudioManager AM, bool isPlayer)
    {
        AM.Play("Rifle");
        Vector2       barrelV = new Vector2(barrel.position.x, barrel.position.y);
        GameObject    bullet  = Instantiate(bulletPrefab, barrelV, barrel.rotation);
        MachineBullet MB      = bullet.GetComponent <MachineBullet>();

        MB.damage = damage;
        MB.range  = range;
        Rigidbody2D rb = bullet.GetComponent <Rigidbody2D>();

        rb.AddForce(barrel.up * bulletSpeed, ForceMode2D.Impulse);
        MB.isPlayer = isPlayer;
    }
Exemple #5
0
    public override void Atk(Transform barrel, AudioManager AM, bool isPlayer)
    {
        Vector2    barrelV = new Vector2(barrel.position.x, barrel.position.y);
        GameObject bullet  = Instantiate(bulletPrefab, barrelV, barrel.rotation);

        Rigidbody2D rb = bullet.GetComponent <Rigidbody2D>();

        MachineBullet MB = bullet.GetComponent <MachineBullet>();
        DroneAttack   DA = bullet.GetComponent <DroneAttack>();

        DA.isPlayer = isPlayer;
        MB.damage   = damage;
        MB.range    = range;
        MB.isPlayer = isPlayer;
    }
Exemple #6
0
    public override void Atk(Transform barrel, AudioManager AM, bool isPlayer)
    {
        AM.Play("Shotgun");
        Transform barrel1 = Instantiate(barrel, barrel.position, barrel.rotation);
        Transform barrel2 = Instantiate(barrel, barrel.position, barrel.rotation);
        Transform barrel3 = Instantiate(barrel, barrel.position, barrel.rotation);
        Transform barrel4 = Instantiate(barrel, barrel.position, barrel.rotation);

        barrel1.rotation *= Quaternion.Euler(new Vector3(0, 0, 5));
        barrel2.rotation *= Quaternion.Euler(new Vector3(0, 0, 10));
        barrel3.rotation *= Quaternion.Euler(new Vector3(0, 0, -10));
        barrel4.rotation *= Quaternion.Euler(new Vector3(0, 0, -5));

        Vector2 barrelV = new Vector2(barrel.position.x, barrel.position.y);

        GameObject bullet  = Instantiate(bulletPrefab, barrelV, barrel.rotation);
        GameObject bullet1 = Instantiate(bulletPrefab, barrelV, barrel1.rotation);
        GameObject bullet2 = Instantiate(bulletPrefab, barrelV, barrel2.rotation);
        GameObject bullet3 = Instantiate(bulletPrefab, barrelV, barrel3.rotation);
        GameObject bullet4 = Instantiate(bulletPrefab, barrelV, barrel4.rotation);



        Rigidbody2D rb = bullet.GetComponent <Rigidbody2D>();

        rb.AddForce(barrel.up * bulletSpeed, ForceMode2D.Impulse);

        Rigidbody2D rb1 = bullet1.GetComponent <Rigidbody2D>();

        rb1.AddForce(barrel1.up * bulletSpeed, ForceMode2D.Impulse);

        Rigidbody2D rb2 = bullet2.GetComponent <Rigidbody2D>();

        rb2.AddForce(barrel2.up * bulletSpeed, ForceMode2D.Impulse);

        Rigidbody2D rb3 = bullet3.GetComponent <Rigidbody2D>();

        rb3.AddForce(barrel3.up * bulletSpeed, ForceMode2D.Impulse);

        Rigidbody2D rb4 = bullet4.GetComponent <Rigidbody2D>();

        rb4.AddForce(barrel4.up * bulletSpeed, ForceMode2D.Impulse);

        MachineBullet MB = bullet.GetComponent <MachineBullet>();

        MB.damage   = damage;
        MB.range    = range;
        MB.isPlayer = isPlayer;

        MachineBullet MB1 = bullet1.GetComponent <MachineBullet>();

        MB1.damage   = damage;
        MB1.range    = range;
        MB1.isPlayer = isPlayer;

        MachineBullet MB2 = bullet2.GetComponent <MachineBullet>();

        MB2.damage   = damage;
        MB2.range    = range;
        MB2.isPlayer = isPlayer;

        MachineBullet MB3 = bullet3.GetComponent <MachineBullet>();

        MB3.damage   = damage;
        MB3.range    = range;
        MB3.isPlayer = isPlayer;

        MachineBullet MB4 = bullet4.GetComponent <MachineBullet>();

        MB4.damage   = damage;
        MB4.range    = range;
        MB4.isPlayer = isPlayer;

        Destroy(barrel1.gameObject);
        Destroy(barrel2.gameObject);
        Destroy(barrel3.gameObject);
        Destroy(barrel4.gameObject);
    }