// function collision position center based void collision_Hit(GameObject bullet, GameObject Destroyed_Object) { //need to add checking for enemyhealth//////////////// enemyHp hp = Destroyed_Object.GetComponent <enemyHp>(); if (bullet.transform.CompareTag("bullet")) { hp.minus(dmg); } else if (bullet.transform.CompareTag("bullet2")) { hp.minus(dmg2); } if (!hp.survive()) { bloomPool.startBullet(Destroyed_Object.transform); if (Destroyed_Object.transform.CompareTag("enemy2")) { Destroyed_Object.GetComponent <setFollower>().setFree(); } Remove_Test(Destroyed_Object); Destroyed_Object.SetActive(false); death += 1; playerHealth.score += 1; } bloomPool.startBullet(Destroyed_Object.transform); if (!bullet.transform.CompareTag("bullet2")) { Remove_Test(bullet); bullet.SetActive(false); } /* * /////////////////////////////////////// * bloomPool.startBullet(Destroyed_Object.transform); * * Remove_Test(Destroyed_Object); * if (!bullet.transform.CompareTag("bullet2")) * { * Remove_Test(bullet); * * bullet.SetActive(false); * } * Destroyed_Object.SetActive(false); * death += 1;*/ }
private void iftests() { if (chasing) { if (shooting == false && Vector3.Dot(target.position, transform.position) > 0 && Vector3.Angle(target.position - transform.position, transform.forward) < angle) { shooting = true; GameObject bullet = ebulletList.GetBullet(); /* * if (bul1) * { * bullet.GetComponent<Rigidtransform>().velocity = Vector3.zero; * bullet.GetComponent<Rigidtransform>().angularVelocity = Vector3.zero; * * } */ bullet.GetComponent <TrailRenderer>().Clear(); ebulletList.startBullet(cannonhole); StartCoroutine(off(bullet)); StartCoroutine("cannon"); } } }
private void turret_fire() { if (!shooting && Vector3.Angle(target.position - transform.position, transform.forward) < angle) { shooting = true; GameObject bullet = ebulletList.GetBullet(); bullet.GetComponent <TrailRenderer>().Clear(); ebulletList.startBullet(cannonhole); StartCoroutine(off(bullet)); StartCoroutine("cannon"); } }
IEnumerator fire() { pace = false; //target = aimZone.lockon(scope.transform); //bullet.SetActive(true); ammo = bulletList.GetBullet(); /* * if (bul1) { * bullet.GetComponent<TrailRenderer>().Clear(); * bullet.GetComponent<Rigidtransform>().velocity = Vector3.zero; * bullet.GetComponent<Rigidtransform>().angularVelocity = Vector3.zero; * * } */ bulletList.startBullet(foward.transform); StartCoroutine(off(ammo, bTime)); yield return(firerate); pace = true; ammo = null; }