public void rotateFocus() { if (focusType == TurretFocus.closest) { focusType = TurretFocus.first; } else if (focusType == TurretFocus.first) { focusType = TurretFocus.last; } else if (focusType == TurretFocus.last) { focusType = TurretFocus.strongest; } else if (focusType == TurretFocus.strongest) { focusType = TurretFocus.weakest; } else if (focusType == TurretFocus.weakest) { focusType = TurretFocus.closest; } Debug.Log("Turret set to target " + focusType); }
public void setFocus(TurretFocus foc) { focusType = foc; }
public void SetupTurret(AudioSource source, ParticleSystem ps) { focusType = TurretFocus.first; setupTransforms(); //set main and head transforms for proper rotation switch (turretType) { case TurretType.rifleTurret: cost = 10; attackRadius = 0; attackRange = 30; fireRate = 0.15f; //damage = 100; this.gameObject.AddComponent <Rifle>(); Rifle r = this.gameObject.GetComponent <Rifle>(); r.gunAudio = source; r.gunParticles = ps; r.usesAmmo = false; r.state = WeaponState.Idle; r.DisableEffects(); if (headTransform != null) { r.aimTransform = headTransform; } else { r.aimTransform = this.transform; } equipment = r; break; case TurretType.rocketTurret: cost = 10; attackRadius = 50; attackRange = 200; fireRate = 0.75f; //damage = 400; this.gameObject.AddComponent <RocketLauncher>(); RocketLauncher rl = this.gameObject.GetComponent <RocketLauncher>(); rl.gunAudio = source; rl.gunParticles = ps; rl.usesAmmo = false; rl.state = WeaponState.Idle; if (headTransform != null) { rl.aimTransform = headTransform; } else { rl.aimTransform = this.transform; } equipment = rl; break; case TurretType.cannonTurret: cost = 10; attackRadius = 0; attackRange = 250; fireRate = 0.5f; //damage = 200; this.gameObject.AddComponent <Sniper>(); Sniper s = this.gameObject.GetComponent <Sniper>(); s.gunAudio = source; s.gunParticles = ps; s.usesAmmo = false; s.state = WeaponState.Idle; if (headTransform != null) { s.aimTransform = headTransform; } else { s.aimTransform = this.transform; } equipment = s; break; case TurretType.aoeTurret: cost = 10; attackRadius = 10; attackRange = 0; fireRate = 0.5f; //damage = 500; this.gameObject.AddComponent <Pulse>(); Pulse p = this.gameObject.GetComponent <Pulse>(); p.gunAudio = source; p.gunParticles = ps; p.usesAmmo = false; p.state = WeaponState.Idle; if (headTransform != null) { p.aimTransform = headTransform; } else { p.aimTransform = this.transform; } equipment = p; break; } }