Exemple #1
0
    // Update is called once per frame
    void Update()
    {
        Vector3 screenCenter = new Vector3(cam.pixelWidth / 2, cam.pixelHeight / 2, 0);

        Ray        ray = cam.ScreenPointToRay(screenCenter);
        RaycastHit hit;

        //Debug.DrawRay (ray.origin, ray.direction *10, Color.yellow, 2);

        if (Input.GetMouseButton(0))
        {
            if (Physics.Raycast(ray, out hit))
            {
                //check if raycast hits enemy
                GameObject     hitObject = hit.transform.gameObject;
                ReactiveTarget target    = hitObject.GetComponent <ReactiveTarget> ();
                if (target != null)
                {
                    Debug.Log("target hit");
                    target.ReactToHit();
                }
                else
                {
                    //Debug.Log (hit.point);
                    //Display a sphere at hit point then destroy the sphere
                    StartCoroutine(SphereIndicator(hit.point));
                }
            }
        }
    }
Exemple #2
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButtonDown(0) && currentAmmo > 0)
        {
            soundSource.PlayOneShot(hitEnemy);
            Vector3    point = new Vector3(_camera.pixelWidth / 2, _camera.pixelHeight / 2, 0);
            Ray        ray   = _camera.ScreenPointToRay(point);
            RaycastHit hit;
            currentAmmo--;
            ammoCount.text = currentAmmo + "/" + maxAmmo;

            if (Physics.Raycast(ray, out hit))
            {
                GameObject     hitObject = hit.transform.gameObject;
                ReactiveTarget target    = hitObject.GetComponent <ReactiveTarget>();
                if (target != null)
                {
                    target.ReactToHit();
                }
            }
            else
            {
                StartCoroutine(SphereIndicator(hit.point));
            }
        }
        if (Input.GetKey("r") && (currentAmmo < maxAmmo || currentAmmo == 0))
        {
            StartCoroutine(ReloadWeapon());
        }
    }
Exemple #3
0
 // Update is called once per frame
 void Update()
 {
     if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
     {
         Vector3    point = new Vector3(_camera.pixelWidth * 0.5f, _camera.pixelHeight * 0.5f, 0);
         Ray        ray   = _camera.ScreenPointToRay(point);
         RaycastHit hit;
         if (Physics.Raycast(ray, out hit))
         {
             //Debug.Log("Hit " + hit.point);
             GameObject     hitObj = hit.transform.gameObject;
             ReactiveTarget target = hitObj.GetComponent <ReactiveTarget>();
             if (target != null)
             {
                 //Debug.Log("target hit");
                 target.ReactToHit();
                 Messenger.Broadcast(GameEvent.ENEMY_HIT);
             }
             else
             {
                 StartCoroutine(ShpereIndicator(hit.point));
             }
         }
     }
 }
    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButton(0))
        {
            Vector3    point = new Vector3(cam.pixelWidth / 2, cam.pixelHeight / 2, 0);
            Ray        ray   = cam.ScreenPointToRay(point);
            RaycastHit hit;

            if (Physics.Raycast(ray, out hit))
            {
                GameObject hitOBJ = hit.transform.gameObject;
                Debug.DrawLine(ray.origin, hit.point, Color.red, 1);
                if (hitOBJ.GetComponent <enablePhysics>())
                {
                    hitOBJ.GetComponent <enablePhysics>().EnableHit();
                }
                else if (hitOBJ.GetComponent <Destruction>())
                {
                    hitOBJ.GetComponent <Destruction>().OnHit();
                }

                ReactiveTarget target = hitOBJ.GetComponent <ReactiveTarget>();
                if (target != null)
                {
                    target.ReactToHit();
                    Debug.Log("Hit Reactive Target");
                }
                else
                {
                    // StartCoroutine(SphereIndicator(hit.point));
                    Debug.Log("Hit " + hit.point);
                }
            }
        }
    }
Exemple #5
0
    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            Vector3 point = new Vector3(playerCamera.pixelWidth / 2, playerCamera.pixelHeight / 2, 0); //get screen centre
            Ray     ray   = playerCamera.ScreenPointToRay(point);                                      //create ray at screen centre

            RaycastHit hit;
            if (Physics.Raycast(ray, out hit))               //out is c# syntax that ensures hit is passed directly into the method rather than as a copy
            {
                GameObject hitObject = hit.transform.gameObject;

                ReactiveTarget target = hitObject.GetComponent <ReactiveTarget>();

                fireball = Instantiate(fireballPrefab) as GameObject;
                fireball.transform.position = transform.TransformPoint(Vector3.forward * 2f); //place fireball in front of shooter
                fireball.transform.rotation = transform.rotation;                             //point fireball in same direction

                if (target != null)
                {
                    target.ReactToHit();
                }
            }
        }
    }
Exemple #6
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
        {
            Vector3    point = new Vector3(_camera.pixelWidth / 2, _camera.pixelHeight / 2, 0); // Center of screen is half the widith and half the height
            Ray        ray   = _camera.ScreenPointToRay(point);                                 // Create a ray
            RaycastHit hit;                                                                     // Used to store reference to the object that the ray may hit
            if (Physics.Raycast(ray, out hit))                                                  // Check if and get what the ray hit
            {
                Debug.Log("Hit " + hit.point);

                GameObject     hitObject = hit.transform.gameObject; // Retrieve the object the ray hit
                ReactiveTarget target    = hitObject.GetComponent <ReactiveTarget>();

                if (target != null) // If it is a enemy then do the enemy reaction function
                {
                    Debug.Log("Target Hit");
                    target.ReactToHit();
                    Messenger.Broadcast(GameEvent.ENEMY_HIT);
                }
                else                                            // else just show where you raycasted
                {
                    StartCoroutine(SphereIndicator(hit.point)); // call coroutine
                }
            }
        }
    }
Exemple #7
0
    // Update is called once per frame
    void Update()
    {
        if (allowRayShooting && Input.GetMouseButtonDown(0))
        {
            Vector3    point = new Vector3(_camera.pixelWidth / 2, _camera.pixelHeight / 2, 0);
            Ray        ray   = _camera.ScreenPointToRay(point);
            RaycastHit hit;
            if (Physics.Raycast(ray, out hit))
            {
                GameObject     hitObject = hit.transform.gameObject;
                ReactiveTarget target    = hitObject.GetComponent <ReactiveTarget>();

                if (target)
                {
                    target.ReactToHit();
                }
                else
                {
                    StartCoroutine(SphereIndiacator(hit.point));
                }
            }
        }

        if (Input.GetKeyDown(KeyCode.Escape))
        {
            // Unlock cursor on Esc press
            Cursor.lockState = CursorLockMode.None;
            Cursor.visible   = true;
        }
    }
Exemple #8
0
 // Update is called once per frame
 void Update()
 {
     if (Input.GetMouseButtonDown(0))
     {
         Vector3    point = new Vector3(_camera.pixelWidth / 2, _camera.pixelHeight / 2, 0);
         Ray        ray   = _camera.ScreenPointToRay(point);
         RaycastHit hit;
         if (Physics.Raycast(ray, out hit))
         {
             GameObject     hitObject = hit.transform.gameObject;
             ReactiveTarget target    = hitObject.GetComponent <ReactiveTarget>();
             if (target != null)
             {
                 int i;
                 for (i = 0; i < 3; i++)
                 {
                     _colors[i] = _images[i].color;
                 }
                 Color color = FindColor();
                 _score        += target.ReactToHit(color);
                 textScore.text = "Score : " + _score;
             }
             else
             {
                 Color color = FindColor();
                 StartCoroutine(SphereIndicator(hit.point, color));
             }
         }
     }
 }
 // Update is called once per frame
 void Update()
 {
     if (Input.GetMouseButtonDown(0) && !(EventSystem.current.IsPointerOverGameObject()))
     {
         Vector3    point = new Vector3(_camera.pixelWidth / 2, _camera.pixelHeight / 2, 0);
         Ray        ray   = _camera.ScreenPointToRay(point);
         RaycastHit hit;
         if (Physics.Raycast(ray, out hit))
         {
             // get component transform from object dat we hit
             GameObject hitObject = hit.transform.gameObject;
             // try get component ReactiveTarget,
             // if this script is attach to object, then object is active
             ReactiveTarget target = hitObject.GetComponent <ReactiveTarget>();
             if (target != null)
             {
                 target.ReactToHit();
                 // broadvast messge when hit block. Display will receive this messge and show enw result
                 Messenger.Broadcast(GameEvent.ENEMY_HIT);
             }
             else
             {
                 StartCoroutine(SphereIndicator(hit.point));
             }
         }
     }
 }
Exemple #10
0
 // Update is called once per frame
 void Update()
 {
     if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
     {
         Vector3    point = new Vector3(_camera.pixelWidth / 2f, _camera.pixelHeight / 2f, 0);
         Ray        ray   = _camera.ScreenPointToRay(point);
         RaycastHit hit;
         if (Physics.Raycast(ray, out hit))
         {
             GameObject     hitObject = hit.transform.gameObject;
             ReactiveTarget target    = hitObject.GetComponent <ReactiveTarget>();
             if (target != null)
             {
                 target.ReactToHit();
                 _soundSource.PlayOneShot(_hitEnemySound);
                 Messenger.Broadcast(GameEvent.EnemyHit);
             }
             else
             {
                 StartCoroutine(SphereIndicator(hit.point));
                 _soundSource.PlayOneShot(_hitWallSound);
             }
         }
     }
 }
Exemple #11
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButton(0))
        {
            Vector3    point = new Vector3(_camera.pixelWidth / 2, _camera.pixelHeight / 2, 0); //getting the middle of the screen
            Ray        ray   = _camera.ScreenPointToRay(point);                                 //creates a ray at a position, specifically the position we just defined
            RaycastHit hit;

            if (Physics.Raycast(ray, out hit))   // out modifier puts information into the variable hit (not exactly what it does but it does tahat in this context)
            {
                GameObject     hitObject = hit.transform.gameObject;
                ReactiveTarget target    = hitObject.GetComponent <ReactiveTarget>();

                if (target != null)
                {
                    Debug.Log("Hit Enemy");
                    target.ReactToHit();
                }
                else
                {
                    //Debug.Log("Hit " + hit.point);
                    StartCoroutine(SphereIndicator(hit.point)); //a coroutine is essentially like a thread, enables us to run multiple functions at once and pause one without pausing others
                }
            }
        }
    }
    // Update is called once per frame
    void Update()
    {
        // Check that we aren't clicking on a GUI object (prevent shooting while interacting with GUI)
        if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
        {
            Vector3 screenCenterPoint = new Vector3(_camera.pixelWidth / 2, _camera.pixelHeight / 2);
            // create ray from center of the camera screen
            Ray        ray = _camera.ScreenPointToRay(screenCenterPoint);
            RaycastHit hit;             // RaycastHit data structure stores information about the intersection of the ray
            // Needs Physics.Raycast() to mutate data on where the intersection happened and which object was intersected

            // the out in the argument is like C++ passing in by reference, as opposed to copying it into scope?
            if (Physics.Raycast(ray, out hit))
            {
                GameObject     hitObject = hit.transform.gameObject;                  // retrieve the object that ray hit
                ReactiveTarget target    = hitObject.GetComponent <ReactiveTarget>(); // This is because we created our own C# ReactiveTarget script
                // this method checks that the object has this Component/Script attached to it, else returns null
                // elif / switch issues come to mind when you have multiple script detection (probably has an elegant design pattern to solve this)
                // we could also do hitObject.GetComponent<KeyboardMovement> or GetComponent<MouseLook> which was done in Section 2
                if (target != null)
                {
                    Debug.Log("Target Hit: " + hit.point);
                    target.ReactToHit();                      // calling method on the target, which we need to define in <ReactiveTarget> script
                    Messenger.Broadcast(GameEvent.ENEMY_HIT); // broadcast
                }
                else
                {
                    StartCoroutine(ShowHitLocationUsingSphere(hit.point));
                }
            }             // else if Physics.Raycast returns false, it didn't hit any object (e.g. it hit the "sky")
        }
    }
Exemple #13
0
    // Update is called once per frame
    void Update()
    {
        // проверяем что GUI не используется
        if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject()) //реакция на нажатие кнопки мыши
        {
            //середина экрана это половина его ширины и высоты
            Vector3 point = new Vector3(_camera.pixelWidth / 2, _camera.pixelHeight / 2, 0);
            //создание в этой точке луча
            Ray        ray = _camera.ScreenPointToRay(point);
            RaycastHit hit;                    //инфа о пересечении лучаб о точке где возник луч и об объекте с кот.столкнулся
            //испущенный луч заполняет информацией переменную, на которую имеется ссылка
            if (Physics.Raycast(ray, out hit)) //возвращает true если луч столкнулся
            {
                //Debug.Log("Hit " + hit.point); //загружаем коордтнаты точки, в которую попал луч

                GameObject     hitObject = hit.transform.gameObject;
                ReactiveTarget target    = hitObject.GetComponent <ReactiveTarget>();
                if (target != null)
                {
                    //Debug.Log("Target hit");
                    target.ReactToHit();
                    soundSource.PlayOneShot(hitEnemySound);
                    //soundSource.clip = hitEnemySound; soundSource.Play(); //в этом случае звуки перекрывают друг друга
                }
                else
                {
                    StartCoroutine(SphereIndicator(hit.point));
                }
                soundSource.PlayOneShot(hitWallSound);
            }
        }
    }
Exemple #14
0
 /// <summary>
 /// Shoot bullet upon left mouse click, play specific FX depending on target hit
 /// Crawler will reach to hit if shot by the bullet
 /// Gun bullet is drawn if hit anything else except the crawler
 /// </summary>
 void Update()
 {
     if (!EventSystem.current.IsPointerOverGameObject())
     {
         if (canShoot && Input.GetMouseButtonDown(0))
         {
             Vector3    point = new Vector3(mainCamera.pixelWidth / 2, mainCamera.pixelHeight / 2, 0);
             Ray        ray   = mainCamera.ScreenPointToRay(point);
             RaycastHit hit;
             if (Physics.Raycast(ray, out hit))
             {
                 GameObject     hitObject = hit.transform.gameObject;
                 ReactiveTarget target    = hitObject.GetComponent <ReactiveTarget>();
                 if (target != null)
                 {
                     audioSource.PlayOneShot(shotCrawler);
                     target.ReactToHit();
                 }
                 else
                 {
                     audioSource.PlayOneShot(bulletThud);
                     StartCoroutine(GunBullet(hit.point));
                 }
             }
         }
     }
 }
Exemple #15
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            Vector3 point = new Vector3(_camera.pixelWidth / 2, _camera.pixelHeight / 2, 0);
            Ray     ray   = _camera.ScreenPointToRay(point);

            RaycastHit hitObject;

            if (Physics.Raycast(ray, out hitObject))
            {
                GameObject     hitGameObject = hitObject.transform.gameObject;
                ReactiveTarget targetScript  = hitGameObject.GetComponent <ReactiveTarget>();

                // If the target in front of you is not null, then do action...
                if (targetScript != null)
                {
                    Debug.Log("Hit target");

                    // Custom scripted behavior that is created in ReactiveTarget class
                    targetScript.ReactToHit();
                }
                // If the target in front of you is null, then just create a sphere...
                else
                {
                    Vector3 pos = hitObject.point;
                    StartCoroutine(SphereIndicator(pos));
                }
            }
        }
    }
Exemple #16
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
        {
            Vector3 point = new Vector3(
                _camera.pixelWidth / 2, _camera.pixelHeight / 2, 0);

            Ray        ray = _camera.ScreenPointToRay(point);
            RaycastHit hit;
            if (Physics.Raycast(ray, out hit))
            {
                GameObject     hitObject = hit.transform.gameObject; //получем объект, в который попал луч
                ReactiveTarget target    = hitObject.GetComponent <ReactiveTarget>();
                if (target != null)                                  //проверяем наличие у этого объекта компонента ReactiveTarget
                {
                    // Debug.Log("Target Hit");
                    target.ReactToHit();                      //Вызов метода для мишени
                    Messenger.Broadcast(GameEvent.ENEMY_HIT); //рассылка сообщения
                }
                else
                {
                    //Вызов попрограммы для создания сферы в месте попадания
                    StartCoroutine(SphereIndicator(hit.point));
                }
            }
        }
    }
Exemple #17
0
    void Update()
    {
        // реагируем на нажатие кнопки мыши
        if (Input.GetMouseButtonDown(0))
        {
            // создаем луч из камеры идущий от центра экрана
            Vector3 point = new Vector3(_camera.pixelWidth / 2, _camera.pixelHeight / 2, 0);
            Ray     ray   = _camera.ScreenPointToRay(point);
            //создаем структуру с данными о пересеченном объекте
            RaycastHit hit;

            // пускаем луч по прямой
            if (Physics.Raycast(ray, out hit))
            {
                GameObject hitObject = hit.transform.gameObject;
                switch (hitObject.tag)
                {
                case "Enemy":
                    // если враг то наносим урон
                    ReactiveTarget target = hitObject.GetComponent <ReactiveTarget>();
                    target.ReactToHit();
                    break;

                default:
                    // иначе создаем след от выстрела
                    StartCoroutine(SphereIndikaor(hit.point));
                    break;
                }
            }
        }
    }
Exemple #18
0
 void Update()
 {
     if (Input.GetMouseButtonDown(0))
     {
         Vector3    point = new Vector3(_camera.pixelWidth / 2, _camera.pixelHeight / 2, 0);
         Ray        ray   = _camera.ScreenPointToRay(point);
         RaycastHit hit;
         if (Physics.Raycast(ray, out hit))
         {
             GameObject     hitObject = hit.transform.gameObject;
             ReactiveTarget target    = hitObject.GetComponent <ReactiveTarget>();
             if (target != null)
             {
                 interfacePlayer.AddScore();
                 //target.AddScore();
                 target.ReactToHit();
                 //Messenger.Broadcast(GameEvent.ENEMY_HIT);
             }
             else
             {
                 StartCoroutine(SphereIndicator(hit.point));
             }
         }
     }
 }
Exemple #19
0
    private void shoot()
    {
        //      Ray ray = _camera.ScreenPointToRay(point);
        timer             = 0f;
        ray.origin        = transform.position;
        ray.direction     = transform.forward;
        laserline.enabled = true;
        laserline.SetPosition(0, transform.position);
        Vector3    point = new Vector3(_camera.pixelWidth / 2, _camera.pixelHeight / 2);
        RaycastHit hit;

        if (Physics.Raycast(ray, out hit, obstacleRange))
        {
            GameObject     hitObject = hit.transform.gameObject;
            ReactiveTarget target    = hitObject.GetComponent <ReactiveTarget>();
            soundSource.PlayOneShot(laser);

            laserline.SetPosition(1, hit.point);
            if (target != null)
            {
                target.ReactToHit();
                killcount += 1;
            }
        }
    }
    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            Vector3    point = new Vector3(_camera.pixelWidth / 2, _camera.pixelHeight / 2, 0);
            Ray        ray   = _camera.ScreenPointToRay(point);
            RaycastHit hit;
            if (Physics.Raycast(ray, out hit))
            {
                GameObject     hitObject = hit.transform.gameObject;
                ReactiveTarget target    = hitObject.GetComponent <ReactiveTarget>();
                if (target != null)
                {
                    target.ReactToHit();
                    soundSource.PlayOneShot(hitEnemySound);

                    /*soundSource.clip = hitEnemySound;
                     * soundSource.Play();*/
                }
                else
                {
                    StartCoroutine(SphereIndicator(hit.point));
                    soundSource.PlayOneShot(hitWallSound);
                }
            }
        }
    }
Exemple #21
0
    // Update is called once per frame
    void Update()
    {
        //Check the 'missle#Fired' tag from the fireMissle method.
        // If the missle has been fired, transform its position
        // forward * the rocketSpeed, and sync it with deltaTime.

        if (missle2Fired)
        {
            missleSalvo[2].transform.position += missleSalvo[2].transform.forward * rocketSpeed * Time.deltaTime;
            Debug.Log("Missle 3 changing direction");
        }
        if (missle1Fired)
        {
            missleSalvo[1].transform.position += missleSalvo[1].transform.forward * rocketSpeed * Time.deltaTime;
            Debug.Log("Missle 2 changing direction");
        }
        if (missle0Fired)
        {
            missleSalvo[0].transform.position += missleSalvo[0].transform.forward * rocketSpeed * Time.deltaTime;
            Debug.Log("Missle 1 changing direction");
        }


        if (Input.GetButtonDown("Fire1Player2"))
        {
            Debug.Log("Shoot Button Pressed");
            fireMissle();
            Debug.Log("FireMissle executed");

            //GameObject missle = Instantiate (_misslePrefab, this.transform.position, this.transform.rotation) as GameObject;
            //missle.GetComponent<Rigidbody> ().velocity = transform.forward;
            //missle.transform.Translate (Vector3.forward * Time.deltaTime);
            //Debug.Log ("P2 -- Point pos: " + point.ToString());
            //Debug.Log ("P2 -- Angles: " + rotatePoint.ToString ());
            //Debug.Log ("Missle Coords: " + missle.transform.position.ToString () + " | Angles: " + missle.transform.rotation.ToString ());


            //Ray casting code i dont quite understand - should figure it out
            Vector3 point = _player.transform.position;

            Ray        ray = new Ray(point, transform.forward);
            RaycastHit hit;

            if (Physics.Raycast(ray, out hit))
            {
                GameObject     hitObject = hit.transform.gameObject;
                ReactiveTarget target    = hitObject.GetComponent <ReactiveTarget> ();
                // is this our enemy?
                if (target != null)
                {
                    target.ReactToHit();
                }
                else
                {
                    //visually indicate where hit
                    StartCoroutine(SphereIndicator(hit.point));
                }
            }
        }
    }
    // Update is called once per frame
    void Update()
    {
        // Respond to mouse click.
        if (Input.GetMouseButtonDown(0))
        {
            // Middle of screen is half its width and height.
            Vector3 point = new Vector3(_camera.pixelWidth / 2, _camera.pixelHeight / 2, 0);

            // Create a ray from camera to screen point.
            Ray        ray = _camera.ScreenPointToRay(point);
            RaycastHit hit;
            if (Physics.Raycast(ray, out hit))
            {
                // The GameObject that was hit.
                GameObject hitObject = hit.transform.gameObject;

                // ReactiveTarget script component on the object.
                ReactiveTarget target = hitObject.GetComponent <ReactiveTarget>();

                if (target != null)
                {
                    // GameObject with ReactiveTarget component was hit. Call a method of the
                    // target instead of just emitting a debug message.
                    target.ReactToHit();
                }
                else
                {
                    // Something else was hit.
                    // Launch non-blocking coroutine to show a sphere where ray hit something.
                    StartCoroutine(SphereIndicator(hit.point));
                }
            }
        }
    }
Exemple #23
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
        {
            Vector3 shootPoint = new Vector3(_camera.pixelWidth / 2, _camera.pixelHeight / 2, 0);
//			Vector3 shootPoint = new Vector3(Input.GetAxis("Mouse X"),Input.GetAxis("Mouse Y"),0);
            Ray        ray = _camera.ScreenPointToRay(shootPoint);       //from the Screen Coordinate to the global Coordinate
            RaycastHit hit;
            if (Physics.Raycast(ray, out hit))
            {
//				Debug.Log ("Hit " + hit.point);

                //Coroutines are a Unity-specific way of handling tasks that execute incrementally over time,
                //as opposed to how most functions make the program wait until they finish
                GameObject     hitObject      = hit.transform.gameObject;
                ReactiveTarget reactiveTarget = hitObject.GetComponent <ReactiveTarget> ();
                if (reactiveTarget != null)
                {
//					Debug.Log ("hit target");
                    reactiveTarget.ReactToHit();
                    Messenger.Broadcast(GameEvent.ENEMY_HIT);
                    soundSource.PlayOneShot(hitEnermySound);
                    //soundSource.clip = hitEnermySound;
                    //soundSource.Play();
                }
                else
                {
                    StartCoroutine(SphereIndicator(hit.point));
                    soundSource.PlayOneShot(hitWallSound);
                }
            }
        }
    }
Exemple #24
0
 void Update()
 {
     // enables or disables mouse lock and visibility also pauses game if mouse is visible
     if (Input.GetKeyDown(KeyCode.Alpha1))
     {
         if (Cursor.visible == true)
         {
             Cursor.lockState = CursorLockMode.Locked;
             Cursor.visible   = false;
             Time.timeScale   = 1f;
             settingsPopUp.Close();
         }
         else
         {
             Cursor.lockState = CursorLockMode.None;
             Cursor.visible   = true;
             Time.timeScale   = 0f;
             settingsPopUp.Open();
         }
     }
     // enables shooing only if game isnt paused
     if (Time.timeScale != 0)
     {
         if ((Input.GetKeyDown(KeyCode.RightControl)) && (!EventSystem.current.IsPointerOverGameObject()))
         {
             // this creates a vector with the coridnates of the rays origin
             Vector3 point = new Vector3(_camera.pixelWidth / 2, _camera.pixelHeight / 2, 0);
             muzzleFlash.Play();
             gunShot.Play();
             // creates ray object with origin cordinates
             Ray ray = _camera.ScreenPointToRay(point);
             // pases the ray and a new object with type RaycastHit
             if (Physics.Raycast(ray, out RaycastHit hit))
             {
                 // this retrieves the object the ray hit
                 GameObject     hitObject  = hit.transform.gameObject;
                 ReactiveTarget target     = hitObject.GetComponent <ReactiveTarget>();
                 GameObject     enemy      = hit.transform.gameObject;
                 WanderingAI    lifeStatus = enemy.GetComponent <WanderingAI>();
                 // this checks if the target is a person though the get component method and if it is
                 // it returns a hit and if not it creates a sphere in the debug console.
                 // get component returns null if the component isnt there.
                 if ((target != null) && (lifeStatus.getAlive()))
                 {
                     target.ReactToHit();
                     Messenger.Broadcast(GameEvent.ENEMY_HIT);
                 }
                 else
                 {
                     // starts the coroutine kicking control to it
                     StartCoroutine(SphereIndicator(hit.point));
                 }
             }
         }
     }
 }
Exemple #25
0
 void Update()
 {
     if (Input.GetMouseButtonDown(0))
     {
         Vector3    point = new Vector3(_camera.pixelWidth / 2, _camera.pixelHeight / 2, 0);
         Ray        ray   = _camera.ScreenPointToRay(point);
         RaycastHit hit;
         if (Physics.Raycast(ray, out hit))
         {
             GameObject     hitObject = hit.transform.gameObject;
             ReactiveTarget target    = hitObject.GetComponent <ReactiveTarget>();
             if (target != null)
             {
                 if (hitObject.tag == "VulnerableToPistol" && !isRifleEquiped)
                 {
                     target.ReactToHit();
                 }
                 else if (hitObject.tag == "VulnerableToRifle" && isRifleEquiped)
                 {
                     target.ReactToHit();
                 }
             }
             else
             {
                 StartCoroutine(SphereIndicator(hit.point));
             }
         }
     }
     if (Input.GetKeyDown(KeyCode.Q))
     {
         isRifleEquiped = !isRifleEquiped;
         sniperRifle.SetActive(isRifleEquiped);
         pistol.SetActive(!isRifleEquiped);
     }
     if (Input.GetMouseButton(1) && isRifleEquiped)
     {
         _camera.fieldOfView = 30;
     }
     else
     {
         _camera.fieldOfView = 60;
     }
 }
Exemple #26
0
    void OnTriggerEnter(Collider other)
    {
        ReactiveTarget target = other.GetComponent <ReactiveTarget>();

        if (target != null)
        {
            target.ReactToHit();
        }
        Destroy(this.gameObject);
    }
Exemple #27
0
    void OnTriggerEnter(Collider other)
    {
        ReactiveTarget Enemy = other.GetComponent <ReactiveTarget>();

        if (Enemy != null)
        {
            Enemy.ReactToHit(damage);
        }

        Destroy(this.gameObject);
    }
Exemple #28
0
    void Update()
    {
        if (_alive)
        {
            Ammo l = FindObjectOfType <Ammo> ();
            if (l != null)
            {
                lammo = l.getLammo();
            }

            Ammo s = FindObjectOfType <Ammo> ();
            if (s != null)
            {
                sammo = s.getSammo();
            }

            if ((Playerweapon.activeInHierarchy && Playerweapon.name.Contains("Handgun") && sammo > 0) || (Playerweapon.activeInHierarchy && Playerweapon.name.Contains("AK-47") && lammo > 0))
            {
                if (Input.GetMouseButtonDown(0))
                {
                    if (Playerweapon.name.Contains("Handgun"))
                    {
                        handgun.Play();
                    }
                    else if (Playerweapon.name.Contains("AK-47"))
                    {
                        ak47.Play();
                    }

                    Vector3    point = new Vector3(_camera.pixelWidth / 2, _camera.pixelHeight / 2, 0);
                    Ray        ray   = _camera.ScreenPointToRay(point);
                    RaycastHit hit;
                    if (Physics.Raycast(ray, out hit))
                    {
                        GameObject     hitObject = hit.transform.gameObject;
                        ReactiveTarget target    = hitObject.GetComponent <ReactiveTarget> ();
                        Boss           b         = hitObject.GetComponent <Boss> ();
                        if (target != null)
                        {
                            target.ReactToHit();
                        }
                        else if (b != null)
                        {
                            b.ReactToHit();
                        }
                        else
                        {
                            StartCoroutine(BulletHole(hit.point, hit));
                        }
                    }
                }
            }
        }
    }
    void Update()
    {
        if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
        {
            source.Play();
            Vector3    point = new Vector3(_camera.pixelWidth / 2, _camera.pixelHeight / 2, 0);
            Ray        ray   = _camera.ScreenPointToRay(point);
            RaycastHit hit;
            if (Physics.Raycast(ray, out hit))
            {
                GameObject hitObject = hit.transform.gameObject;
                if (hitObject.GetComponent <Rigidbody> () != null)
                {
                    (hitObject.GetComponent <Rigidbody> ()).AddForce(transform.forward * 5);
                }

                ReactiveTarget target = hitObject.GetComponent <ReactiveTarget>();
                if (target != null)
                {
                    //print ("hit enemy");
                    target.ReactToHit();
                }

                else
                {
                    if (gun == 0)
                    {
                        StartCoroutine(SphereIndicator(hit.point));
                    }
                    else
                    {
                        StartCoroutine(SphereIndicator2(hit.point));
                    }
                }
            }
        }

        if (Input.GetMouseButtonDown(1))
        {
            if (gun == 0)
            {
                gun = 1;
                gunobject1.SetActive(false);
                gunobject2.SetActive(true);
            }
            else if (gun == 1)
            {
                gunobject1.SetActive(true);
                gunobject2.SetActive(false);
                gun = 0;
            }
        }
    }
Exemple #30
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        //if (Input.touchCount == 1)
        {
            //  Touch touch = Input.GetTouch(0);


            // if (touch.phase == TouchPhase.Began)
            //{
            Vector3    point = new Vector3(_cam.pixelWidth / 2, _cam.pixelHeight / 2, 0);
            Ray        ray   = _cam.ScreenPointToRay(point);
            RaycastHit hit;
            _bullet = Instantiate(bulletPrefab) as GameObject;
            _bullet.transform.position = transform.TransformPoint(Vector3.forward * 1.5f);
            _bullet.transform.forward  = transform.forward;
            _bullet.transform.parent   = transform.parent;
            if (Physics.Raycast(ray, out hit, Mathf.Infinity, lm))
            {
                Debug.Log("Enemy hit: " + hit.collider.gameObject.name);
                GameObject     hitObject = hit.transform.gameObject;
                ReactiveTarget target    = hitObject.GetComponent <ReactiveTarget>();
                //bulletFn.GetPoints(hit.point);

                if (target != null)
                {
                    if (true)
                    {
                        target.ReactToHit(damage);
                    }
                    else if (hitObject.name == "8")
                    {
                        target.ReactToHit(critical);
                    }
                }
                //StartCoroutine(HitIndicate(hit.point));
            }
        }
    }