/// <summary>
    /// Generate particle effect, spawn bullet, then destroy after allotted time.
    /// For loop is specific to FuzzBuster but leaving it in here for now because we allow for loop index
    /// passed in
    /// </summary>
    /// <param name="shotPos">Vector position of where the shot is coming from</param>
    /// <param name="shotNormal">If we were able to calculate it based off the "preshot" this is the normal of what we think the imact will be</param>
    /// <param name="whatToHit">Layermask describing what to hit</param>
    /// <param name="layer">Indicates what layer the bullet should be apart of</param>
    /// <param name="bulletCount">How many bullets we want to spawn</param>
    protected override void GenerateShot(Vector3 shotPos, Vector3 shotNormal, LayerMask whatToHit, string layer, int bulletCount = 1)
    {
        // Needed for special -45 degree angle shots
        var projRotation = CompensateQuaternion(FirePoint.rotation);
        // Optional offsets only used if we have a 3 round burst shot like that of the FuzzBuster ultimate
        var yOffset = 0.25f;
        var xOffset = 0.25f;

        for (var i = 0; i < bulletCount; ++i)
        {
            var firePosition = FirePoint.position;

            // This calculation is necessary so the bullets don't stack on top of eachother
            var yAxis = Player.DirectionalInput.y;
            if (PointingWeaponAtAngle(yAxis))
            {
                yOffset = 0.125f;
                // There is one single special case - when the player is facing right, and looking at 45 degrees.
                // Coorindates must then be +, - instead of all + or all -
                xOffset = 0.125f * (Player.FacingRight ? -1 : 1);
            }
            else if (yAxis > 0.8)
            {
                yOffset = 0f;
                xOffset = 0.25f;
            }
            else
            {
                yOffset = 0.25f;
                xOffset = 0f;
            }

            // Based off the offset place the bullet in a position so it doesn't overlap with another
            firePosition.y = FirePoint.position.y + (i > 0 ? (i % 2 == 0 ? yOffset : yOffset * -1) : 0);
            firePosition.x = FirePoint.position.x + (i > 0 ? (i % 2 == 0 ? xOffset : xOffset * -1) : 0);

            Transform bulletInstance = Instantiate(BulletPrefab, firePosition, projRotation) as Transform;
            //Parent the bullet to who shot it so we know what to hit (parents LayerMask whatToHit)
            AbstractProjectile projectile = bulletInstance.GetComponent <BulletProjectile>();
            if (Mathf.Sign(shotPos.x) < 0)
            {
                Vector3 theScale = projectile.transform.localScale;
                theScale.x *= -1;
                projectile.transform.localScale = theScale;
            }

            //Set layermask of parent (either player or baddie)
            projectile.FromPlayerNumber = Player.PlayerNumber;
            projectile.SetLayerMask(whatToHit);
            projectile.gameObject.layer = LayerMask.NameToLayer(layer);
            projectile.Damage           = Damage;
            projectile.MoveSpeed        = BulletSpeed;
            projectile.MaxLifetime      = MaxLifetime;
            projectile.Fire(shotPos, shotNormal);
        }
    }
Esempio n. 2
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    /// <summary>
    /// Helper method to create an individual bomb which is apart of the carpet bombing run.
    /// Sets all the needed values
    /// </summary>
    private void CreateBomb(Vector2 position)
    {
        Transform          bulletInstance = Instantiate(BulletPrefabs[(int)BulletType.ULT], position, Quaternion.identity) as Transform;
        AbstractProjectile projectile     = bulletInstance.GetComponent <BulletProjectile>();

        projectile.SetLayerMask(WhatToHit);
        projectile.gameObject.layer = LayerMask.NameToLayer(GameConstants.Layer_PlayerProjectile);
        projectile.Damage           = Damage;
        projectile.MoveSpeed        = BulletSpeed;
        projectile.MaxLifetime      = 10f;
        projectile.Fire(Vector2.down, Vector2.up);
    }
    protected void Fire()
    {
        Transform clone = Instantiate(BulletPrefab, ProjectileData.FirePoint.position, ProjectileData.FirePoint.rotation) as Transform;

        AudioManager.Instance.PlaySound("BasicShot");
        // Parent the bullet to who shot it so we know what to hit (parents LayerMask whatToHit)
        AbstractProjectile projectile = clone.GetComponent <BulletProjectile>();

        // Set layermask of parent (either player or baddie)
        projectile.SetLayerMask(ProjectileData.WhatToHit);
        projectile.Damage      = 5;
        projectile.MaxLifetime = 10;
        projectile.Fire((FacingRight ? Vector2.right : Vector2.left), Vector2.up);
        Invoke("ResetAttack", 0.5f);
    }
Esempio n. 4
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    /// <summary>
    /// Generate an explosive 360 degree circular shot outward without stopping baddie movement
    /// </summary>
    private void FireWhole()
    {
        foreach (var angle in _raycastAngles)
        {
            Transform clone = Instantiate(BulletPrefab, ProjectileData.FirePoint.position, ProjectileData.FirePoint.rotation) as Transform;
            // Parent the bullet to who shot it so we know what to hit (parents LayerMask whatToHit)
            AbstractProjectile projectile = clone.GetComponent <BulletProjectile>();

            // Set layermask of parent (either player or baddie)
            projectile.SetLayerMask(ProjectileData.WhatToHit);
            projectile.Damage      = 5;
            projectile.MoveSpeed   = 12;
            projectile.MaxLifetime = 10;
            projectile.Fire(angle, Vector2.up);
        }
        _actionData.FiringAttack = false;
    }
Esempio n. 5
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    private void Fire()
    {
        try {
            Transform clone = Instantiate(BulletPrefab, ProjectileData.FirePoint.position, ProjectileData.FirePoint.rotation) as Transform;
            // Parent the bullet to who shot it so we know what to hit (parents LayerMask whatToHit)
            AbstractProjectile projectile = clone.GetComponent <BulletProjectile>();

            // Set layermask of parent (either player or baddie)
            projectile.SetLayerMask(ProjectileData.WhatToHit);
            projectile.Damage      = BulletDamage; //5;
            projectile.MoveSpeed   = BulletSpeed;  //10;
            projectile.MaxLifetime = 10;
            projectile.Fire(Target.position - transform.position, Vector2.up);
        }catch (System.Exception e) {
            print("Caught exception for delayed firing because the player died literally inbetween 0.1 and 0.15 seconds. Catch and move on");
        }
    }
Esempio n. 6
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    private IEnumerator Fire(float delay, Vector3 pos, int damage)
    {
        yield return(new WaitForSeconds(delay));

        var       combinedPos = new Vector3(ProjectileData.FirePoint.position.x, pos.y, transform.position.z);
        Transform clone       = Instantiate(BulletPrefab, combinedPos, transform.rotation) as Transform;

        AudioManager.Instance.PlaySound("BasicShot");
        // Parent the bullet to who shot it so we know what to hit (parents LayerMask whatToHit)
        AbstractProjectile projectile = clone.GetComponent <BulletProjectile>();

        // Set layermask of parent (either player or baddie)
        projectile.SetLayerMask(ProjectileData.WhatToHit);
        projectile.Damage      = damage;
        projectile.MaxLifetime = 10;
        projectile.Fire((FacingRight ? Vector2.right : Vector2.left), Vector2.up);
        Invoke("ResetAttack", 0.5f);
    }
Esempio n. 7
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    private void DropBomb()
    {
        CheckForOverPlayerShortCircuit();

        InitiateAttack();

        Transform clone = Instantiate(BulletPrefab, ProjectileData.FirePoint.position, ProjectileData.FirePoint.rotation) as Transform;
        // Parent the bomb to who shot it so we know what to hit (parents LayerMask whatToHit)
        AbstractProjectile projectile = clone.GetComponent <BulletProjectile>();

        // Set layermask of parent (either player or baddie)
        projectile.SetLayerMask(ProjectileData.WhatToHit);
        projectile.Damage      = 10;
        projectile.MoveSpeed   = 10;
        projectile.MaxLifetime = 10;
        projectile.Fire(Vector2.down, (FacingRight ? Vector2.right : Vector2.left));

        Invoke("ResetBombDrop", 0.5f);
        Invoke("ResetAttack", 0.5f);
    }
Esempio n. 8
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    private void Fire()
    {
        try {
            foreach (var fp in _currentFirePoints)
            {
                Transform clone = Instantiate(BulletPrefab, fp.position, Quaternion.identity) as Transform;
                AudioManager.Instance.PlaySound("BasicShot");
                // Parent the bullet to who shot it so we know what to hit (parents LayerMask whatToHit)
                AbstractProjectile projectile = clone.GetComponent <BulletProjectile>();

                // Set layermask of parent (either player or baddie)
                projectile.SetLayerMask(ProjectileData.WhatToHit);
                projectile.Damage      = 5;
                projectile.MoveSpeed   = 12;
                projectile.MaxLifetime = 5;
                projectile.Fire(Target.position - transform.position, Vector2.up);
            }
        } catch (System.Exception e) {
            print("Caught Exception trying to Fire from Baddie " + gameObject.name + " Exception : " + e.Message);
        }
    }
Esempio n. 9
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    /// <summary>
    /// Based off the attack type (counter or clockwise) generate a spiral attack
    /// starting at 0degrees and moving 45 degrees to 360.
    /// This attack stops baddie movement
    /// </summary>
    private void Fire()
    {
        try {
            Transform clone = Instantiate(BulletPrefab, ProjectileData.FirePoint.position, ProjectileData.FirePoint.rotation) as Transform;
            // Parent the bullet to who shot it so we know what to hit (parents LayerMask whatToHit)
            AbstractProjectile projectile = clone.GetComponent <BulletProjectile>();

            // Set layermask of parent (either player or baddie)
            projectile.SetLayerMask(ProjectileData.WhatToHit);
            projectile.Damage      = 5;
            projectile.MoveSpeed   = 12;
            projectile.MaxLifetime = 10;
            projectile.Fire(_raycastAngles[_actionData.AngleIndex], Vector2.up);
            // _attackMode is either 1 or -1, so this allows for dynamic forward and backwards traversal of the array
            _actionData.AngleIndex = _actionData.AngleIndex + _actionData.AttackMode;
            if (_actionData.AngleIndex % 16 == 0 || _actionData.AngleIndex < 0)
            {
                _actionData.AngleIndex   = 0;
                _actionData.FiringAttack = false;
            }
        }catch (System.Exception e) {
            print("Caught Exception trying to Fire from Baddie " + gameObject.name + " Exception : " + e.Message);
        }
    }