Exemple #1
0
 public void FireStarboard()
 {
     foreach (Transform t in starboardShootSpawnPoints)
     {
         NetworkProjectile p = Instantiate(projectilePrefab).GetComponent <NetworkProjectile>();
         p.transform.position = t.position;
         p.transform.rotation = t.rotation;
         p.body.velocity      = body.velocity + (p.transform.forward * projectileVelocity);
         NetworkServer.Spawn(p.gameObject);
     }
 }
Exemple #2
0
    public void CmdFire(Vector3 position, Quaternion rotation, float damage)
    {
        GameObject        obj        = projectilePool.ReuseObject(position, rotation);
        NetworkProjectile projectile = obj == null ? null : obj.GetComponent <NetworkProjectile> ();

        projectile.damage = damage;
        projectile.SetLayerMask(hitMask.value);
        projectile.SetSpeed(gunObject.bulletSpeed);
//		obj.GetComponentInChildren<SpriteRenderer> ().color = gunObject.bulletColour;
        NetworkServer.Spawn(obj);
    }
    void doFireMain(NetworkProjectile aNetworkProjectile)
    {
        if (Time.time > reloadTimeMain + lastShotMain)
        {
            lastShotMain = Time.time;
            Vector3 tPos = fireStartVector.position;

            NetworkProjectile tProjectile = (NetworkProjectile) GameObject.Instantiate(aNetworkProjectile,
                                                                                    tPos,
                                                                                    gameObject.transform.rotation);
            tProjectile.shoot();
        }
    }
Exemple #4
0
 protected void DisableProjectileArrow(ProjectileScript pro)
 {
     if (StatMaster.isHosting && !StatMaster.isLocalSim)
     {
         NetworkProjectile netProjectile = pro.GetComponent <NetworkProjectile>();
         ProjectileManager.Instance.Despawn(netProjectile);
     }
     else
     {
         gameObject.SetActive(false);
         pro.projectileInfo.Rigidbody.isKinematic = true;
     }
     if (!Object.ReferenceEquals(pro.firecontrol, null) && pro.firecontrol.onFire && pro.firecontrol.gameObject.activeInHierarchy)
     {
         pro.firecontrol.DouseFire();
     }
     pro.hasAttached = false;
 }