Exemple #1
0
        void DoHitFX(Vector3 pos, Quaternion rot, Collider col)
        {
            // Create FX at impact point / rotation
            if (HitFXPrefab)
            {
                GameObject impact = Instantiate(HitFXPrefab, pos, rot) as GameObject;
                BulletHole hole   = impact.GetComponent <BulletHole>();
                if (hole)
                {
                    hole.TryAttachTo(col);
                }
            }

            // push object if rigidbody
            Rigidbody hitRigid = col.attachedRigidbody;

            if (hitRigid != null)
            {
                hitRigid.AddForceAtPosition(transform.forward * AddRigidForce, pos, ForceMode.VelocityChange);
            }

            // Damage if possible
            Damageable d = col.GetComponent <Damageable>();

            if (d)
            {
                d.DealDamage(Damage);
            }
        }
Exemple #2
0
        public virtual void ApplyParticleFX(Vector3 position, Quaternion rotation, Collider attachTo)
        {
            if (HitFXPrefab)
            {
                GameObject impact = Instantiate(HitFXPrefab, position, rotation) as GameObject;

                // Attach bullet hole to object if possible
                BulletHole hole = impact.GetComponent <BulletHole>();
                if (hole)
                {
                    hole.TryAttachTo(attachTo);
                }
            }
        }
Exemple #3
0
        public virtual void Shoot()
        {
            // Has enough time passed between shots
            float shotInterval = Time.timeScale < 1 ? 0.3f : FiringRate;

            if (Time.time - lastShotTime < shotInterval)
            {
                return;
            }

            // Need to Chamber round into weapon
            if (!BulletInChamber && MustChamberRounds)
            {
                VRUtils.Instance.PlaySpatialClipAt(EmptySound, transform.position, 1f, 0.5f);
                return;
            }

            // Need to release slide
            if (ws != null && ws.LockedBack)
            {
                VRUtils.Instance.PlaySpatialClipAt(EmptySound, transform.position, 1f, 0.5f);
                return;
            }

            // Create our own spatial clip
            VRUtils.Instance.PlaySpatialClipAt(GunShotSound, transform.position, 1f);

            // Haptics
            if (thisGrabber != null)
            {
                input.VibrateController(0.1f, 0.2f, 0.1f, thisGrabber.HandSide);
            }

            // Use projectile if Time has been slowed
            bool useProjectile = Time.timeScale < 1;

            if (useProjectile)
            {
                GameObject projectile      = Instantiate(ProjectilePrefab, MuzzlePointTransform.position, MuzzlePointTransform.rotation) as GameObject;
                Rigidbody  projectileRigid = projectile.GetComponent <Rigidbody>();
                projectileRigid.AddForce(MuzzlePointTransform.forward * ShotForce, ForceMode.VelocityChange);
                Projectile proj = projectile.GetComponent <Projectile>();
                // Convert back to raycast if Time reverts
                if (proj)
                {
                    proj.MarkAsRaycastBullet();
                }

                // Make sure we clean up this projectile
                Destroy(projectile, 20);
            }
            else
            {
                // Raycast to hit
                RaycastHit hit;
                if (Physics.Raycast(MuzzlePointTransform.position, MuzzlePointTransform.forward, out hit, MaxRange, ValidLayers, QueryTriggerInteraction.Ignore))
                {
                    // Particle FX on impact
                    Quaternion decalRotation = Quaternion.FromToRotation(Vector3.forward, hit.normal);
                    GameObject impact        = Instantiate(HitFXPrefab, hit.point, decalRotation) as GameObject;

                    BulletHole hole = impact.GetComponent <BulletHole>();
                    if (hole)
                    {
                        hole.TryAttachTo(hit.collider);
                    }

                    // push object if rigidbody
                    Rigidbody hitRigid = hit.collider.attachedRigidbody;
                    if (hitRigid != null)
                    {
                        float bulletForce = 1000;
                        hitRigid.AddForceAtPosition(bulletForce * MuzzlePointTransform.forward, hit.point);
                    }

                    // Damage if possible
                    IDamageable d = hit.collider.GetComponent <IDamageable>();
                    if (d != null)
                    {
                        d.DealDamage(Damage);
                    }
                }
            }

            // Apply recoil
            if (weaponRigid != null && RecoilForce != Vector3.zero)
            {
                weaponRigid.AddForceAtPosition(RecoilForce, MuzzlePointTransform.position, ForceMode.VelocityChange);
            }

            // We just fired this bullet
            BulletInChamber = false;

            // Try to load a new bullet into chamber
            if (AutoChamberRounds)
            {
                chamberRound();
            }
            else
            {
                EmptyBulletInChamber = true;
            }

            // Unable to chamber bullet, force slide back
            if (!BulletInChamber)
            {
                // Do we need to force back the receiver?
                slideForcedBack = ForceSlideBackOnLastShot;

                if (slideForcedBack && ws != null)
                {
                    ws.LockBack();
                }
            }

            // Store our last shot time to be used for rate of fire
            lastShotTime = Time.time;

            // Stop previous routine
            if (shotRoutine != null)
            {
                MuzzleFlashObject.SetActive(false);
                StopCoroutine(shotRoutine);
            }

            if (AutoChamberRounds)
            {
                shotRoutine = animateSlideAndEject();
                StartCoroutine(shotRoutine);
            }
            else
            {
                shotRoutine = doMuzzleFlash();
                StartCoroutine(shotRoutine);
            }
        }