Exemple #1
0
    protected override void Shoot( )
    {
        RaycastHit hit;

        //Debug.DrawRay(playerCamera.transform.position, playerCamera.transform.forward*Range, Color.red, 5f);
        if (Physics.Raycast(playerCamera.transform.position, playerCamera.transform.forward, out hit, Range))
        {
            Debug.DrawLine(hit.point, hit.point, Color.black, 5f);
            if (hit.collider.gameObject.tag == "Enemy")
            {
                if (hit.collider.gameObject.GetComponent <Enemy>())
                {
                    Enemy target = hit.collider.gameObject.GetComponent <Enemy>();
                    target.TakeDamage(Damage);
                }
            }
            //if (hit.collider.gameObject.tag == "CQEnemy") {
            //    if (hit.collider.gameObject.GetComponent<CQEnemy>()) {
            //        CQEnemy target = hit.collider.gameObject.GetComponent<CQEnemy>();
            //        target.TakeDamage(Damage);
            //    }

            //}
            //if (hit.collider.gameObject.tag == "EnemyStatic")
            //{
            //    if (hit.collider.gameObject.GetComponent<EnemyStatic>())
            //    {
            //        EnemyStatic target = hit.collider.gameObject.GetComponent<EnemyStatic>();
            //        target.TakeDamage(Damage);
            //    }
            //}
            //if (hit.collider.gameObject.tag == "EnemyRanged")
            //{
            //    if (hit.collider.gameObject.GetComponent<EnemyRanged>())
            //    {
            //        EnemyRanged target = hit.collider.gameObject.GetComponent<EnemyRanged>();
            //        target.TakeDamage(Damage);
            //    }

            //}
            //if (hit.collider.gameObject.tag == "EnemyExploding")
            //{
            //    Debug.Log("EnemyExploding hit");
            //    if (hit.collider.gameObject.GetComponent<EnemyExploding>())
            //    {
            //        EnemyExploding target = hit.collider.gameObject.GetComponent<EnemyExploding>();
            //        target.TakeDamage(Damage);
            //    }

            //}
            if (hit.collider.gameObject.tag == "WeakSpot")
            {
                if (hit.collider.gameObject.GetComponent <WeakSpot>())
                {
                    WeakSpot target = hit.collider.gameObject.GetComponent <WeakSpot>();
                    target.SendDamage(Damage);
                }
            }
        }
    }
    protected override void Shoot()
    {
        RaycastHit hit;

        Ammo--;
        anim.Play("tilt");
        audio.Play();
        if (Physics.Raycast(cam.transform.position, cam.transform.forward, out hit, Range))
        {
            Debug.Log("Hit " + hit.transform.name);
            //anim.SetTrigger("tilt");

            if (hit.collider.gameObject.tag == "Enemy")
            {
                if (hit.collider.gameObject.GetComponent <Enemy>())
                {
                    Enemy target = hit.collider.gameObject.GetComponent <Enemy>();
                    target.TakeDamage(Damage);
                }
            }
            if (hit.collider.gameObject.tag == "WeakSpot")
            {
                if (hit.collider.gameObject.GetComponent <WeakSpot>())
                {
                    WeakSpot target = hit.collider.gameObject.GetComponent <WeakSpot>();
                    target.SendDamage(Damage);
                }
            }
            Debug.DrawRay(transform.position, transform.forward, Color.green, 5f);
            GameObject obj = Instantiate(impact, hit.point, Quaternion.LookRotation(hit.normal));
            //impact.transform.localscale = new Vector3(5f, 5f, 5f);
            Destroy(obj, .1f);
        }
    }
Exemple #3
0
    // Use this for initialization
    void Start()
    {
        currentState      = robotAction.idle;
        isFacingLeft      = true;
        isMissileCooldown = false;
        time = 0;

        weakSpot = GetComponentInChildren <WeakSpot>();

        anim = GetComponent <Animator>();
    }
    protected override void Shoot()
    {
        audio.Play();
        Ammo -= 1;
        Ray ray;

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

        if (Physics.Raycast(ray, out hit, Mathf.Infinity, (layerEnemy | layerGround), QueryTriggerInteraction.Ignore))
        {
            if (hit.collider.gameObject.tag == "untagged")
            {
                Shootlaser();
            }
            else
            {
                Shootlaser(hit.point);
                if (hit.collider.gameObject.tag == "Enemy")
                {
                    if (hit.collider.gameObject.GetComponent <Enemy>())
                    {
                        Enemy target = hit.collider.gameObject.GetComponent <Enemy>();
                        target.TakeDamage(CalculateDamage(hit.distance));
                    }
                }
                if (hit.collider.gameObject.tag == "WeakSpot")
                {
                    if (hit.collider.gameObject.GetComponent <WeakSpot>())
                    {
                        WeakSpot target = hit.collider.gameObject.GetComponent <WeakSpot>();
                        target.SendDamage(CalculateDamage(hit.distance));
                    }
                    if (hit.collider.gameObject.GetComponent <BossBlueprint>())
                    {
                        BossBlueprint target = hit.collider.gameObject.GetComponent <BossBlueprint>();
                        target.TakeDamage(CalculateDamage(hit.distance));
                    }
                }
            }
        }
    }
    private void OnCollisionEnter(Collision collision)
    {
        ParticleSystem ExplosionInstance;

        if (collision.gameObject.tag == "Enemy" || collision.gameObject.tag == "WeakSpot")
        {
            CollisionTransform = this.transform;
            if (collision.gameObject.GetComponent <Enemy>())
            {
                collision.gameObject.GetComponent <Enemy>().TakeDamage(Damage);
            }
            if (collision.gameObject.GetComponent <WeakSpot>())
            {
                WeakSpot target = collision.gameObject.GetComponent <WeakSpot>();
                target.SendDamage(Damage);
            }
            if (collision.gameObject.GetComponent <BossBlueprint>())
            {
                BossBlueprint target = collision.gameObject.GetComponent <BossBlueprint>();
                target.TakeDamage(Damage);
            }

            ExplosionInstance = Instantiate(explosion, CollisionTransform.position, Quaternion.identity) as ParticleSystem;
            AudioSource.PlayClipAtPoint(explosionSound, this.gameObject.transform.position);
            Destroy(this.gameObject);
            //Destroy(explosion.gameObject, 0.5f);
        }
        else if (collision.gameObject.tag == "Untagged")
        {
            CollisionTransform = this.transform;
            ExplosionInstance  = Instantiate(explosion, CollisionTransform.position, Quaternion.identity) as ParticleSystem;
            AudioSource.PlayClipAtPoint(explosionSound, this.gameObject.transform.position);
            Destroy(this.gameObject);
            //Destroy(explosion.gameObject, 0.5f);
        }
    }