public void Shoot(Vector3 GunPoint, Quaternion PointerRotation)
    {
        if (CanShoot && AS.CheckCanShootPrimary())
        {
            SPS.playShoot();
            AS.ConsumePrimaryAmmo();
            GameObject TmpBullet = OPProjectile.FetchObject();             //= Instantiate (projectile, GunPoint, PointerRotation) as GameObject;
            TmpBullet.transform.rotation = PointerRotation;
            TmpBullet.transform.position = GunPoint;

            GameObject TmpTrail = OPTrail.FetchObject();             //Instantiate (Trail, GunPoint, PointerRotation) as GameObject;
            TmpTrail.SetActive(true);
            TmpBullet.SetActive(true);
            TmpTrail.GetComponent <TrailFollowScript>().SetThingToFollow(TmpBullet.transform);
            Material TColor = TmpTrail.GetComponent <TrailRenderer>().material;
            TColor.SetColor("_Color", ES.GetColor(PCS.GetPlayerNum()));
            TmpBullet.layer = 17 + PCS.GetPlayerNum();
            TmpBullet.GetComponentInChildren <HitScript>().SetOwner(PCS.GetPlayerNum());
            Color CtoChange = ES.GetColor(PCS.GetPlayerNum());
            CtoChange.r += .2f;
            CtoChange.g += .2f;
            CtoChange.b += .2f;
            TmpBullet.GetComponentInChildren <SpriteRenderer>().color = CtoChange;
            TmpBullet.GetComponentInChildren <HitScript>().SetOwner(PCS.GetPlayerNum());
            TmpBullet.GetComponentInChildren <HitScript>().SetBulletNumber(BulletNumber);
            TmpBullet.GetComponentInChildren <ExplosionScript>().SetBulletNumber(BulletNumber);
            BulletNumber++;
            TmpBullet.GetComponentInChildren <ExplosionScript>().SetOwner(PCS.GetPlayerNum());
            CanShoot  = false;
            ShotTimer = 0;
        }
    }
Esempio n. 2
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    public void Shoot(Vector3 GunPoint, Quaternion PointerRotation)
    {
        if (CanShoot && AS.CheckCanShootPrimary())
        {
            SPS.PlayBoomerang();
            AS.ConsumePrimaryAmmo(false);
            GameObject TmpBullet = OPProjectile.FetchObject();
            TmpBullet.transform.position = GunPoint;
            TmpBullet.transform.rotation = PointerRotation;
            TmpBullet.SetActive(true);
            Material TColor = TmpBullet.GetComponentInChildren <TrailRenderer>().material;

            TmpBullet.layer = 17 + PCS.GetPlayerNum();
            TmpBullet.GetComponentInChildren <HitScript>().SetOwner(PCS.GetPlayerNum());
            TmpBullet.GetComponentInChildren <HitScript>().SetBulletNumber(BulletNumber);
            BulletNumber++;
            Color CtoChange = ES.GetColor(PCS.GetPlayerNum());

            Component[] sprites = TmpBullet.GetComponentsInChildren <SpriteRenderer>();
            foreach (SpriteRenderer s in sprites)
            {
                s.color      = CtoChange;
                CtoChange.r += .2f;
                CtoChange.g += .2f;
                CtoChange.b += .2f;
            }
            TColor.SetColor("_Color", CtoChange);
            CanShoot  = false;
            ShotTimer = 0;
        }
    }
Esempio n. 3
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 public void Shoot(Vector3 GunPoint, Quaternion PointerRotation)
 {
     if (CanShoot && AS.CheckCanShootPrimary())
     {
         FireBullet(GunPoint, PointerRotation);
         SPS.playShoot();
         AS.ConsumePrimaryAmmo();
         CanShoot  = false;
         ShotTimer = 0;
         StartCoroutine(MultiCast(GunPoint, PointerRotation));
     }
 }
Esempio n. 4
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    public void Shoot(Vector3 GunPoint, Quaternion PointerRotation)
    {
        if (CanShoot && AS.CheckCanShootPrimary())
        {
            Color CtoChange = ES.GetColor(PCS.GetPlayerNum());
            CtoChange.r += .025f;
            CtoChange.g += .025f;
            CtoChange.b += .025f;

            AS.ConsumePrimaryAmmo();
            GameObject TmpBullet = OPProjectile.FetchObject();

            TmpBullet.GetComponent <LazerProjectileScript>().ShootLine(chargeLevel, CtoChange, transform.position, transform.up, PCS.GetPlayerNum(), BulletNumber);


            //if (chargeLevel > 2){
            //		diff = new Vector2( hit2.point.x - hit.point.x, hit2.point.y - hit.point.y);
            //			hit3 = Physics2D.Raycast (hit2.point, Vector3.Reflect(diff.normalized, hit2.normal), Mathf.Infinity, Layer);
            //				TmpBullet.GetComponent<LazerProjectileScript>().ShootLine(chargeLevel, CtoChange, transform.position, hit.point, hit2.point, hit3.point);
//				}else{
//					TmpBullet.GetComponent<LazerProjectileScript>().ShootLine(chargeLevel, CtoChange, transform.position, hit.point, hit2.point);
//				}


            //TmpBullet.SetActive(true);
            //TmpBullet.layer = 17 + PCS.GetPlayerNum();
            //TmpBullet.GetComponent<HitScript>().BulletDamage = chargeLevel;
            //TmpBullet.GetComponent<HitScript>().SetBulletNumber(BulletNumber);
            BulletNumber++;
            //TmpBullet.GetComponent<HitScript>().SetOwner(PCS.GetPlayerNum());

            TmpBullet.GetComponentInChildren <LineRenderer>().SetColors(CtoChange, CtoChange);

            SPS.PlayLazerShoot();
            CanShoot     = false;
            ShotTimer    = 0;
            chargeLevel  = 1;
            chargeAmount = 0;

            particlesSystem.startColor = ES.GetColor(PCS.GetPlayerNum());

            particlesOBJ.transform.localScale = new Vector2(1f, 1f);
            particlesSystem.emissionRate      = 25f;
            particlesOBJ.SetActive(false);
            firstPress = true;
        }
    }
Esempio n. 5
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 void releaseCharge()
 {
     if (CanShoot && AS.CheckCanShootPrimary())
     {
         // change to sword sound
         SPS.playShoot();
         AS.ConsumePrimaryAmmo();
         GameObject TmpBullet = Instantiate(projectile, GunPointPerm, RotationPerm) as GameObject;
         TmpBullet.transform.parent = transform;
         Material TColor = TmpBullet.GetComponentInChildren <TrailRenderer>().material;
         TColor.SetColor("_Color", ES.GetColor(PCS.GetPlayerNum()));
         TmpBullet.layer = 17 + PCS.GetPlayerNum();
         TmpBullet.GetComponentInChildren <HitScript>().SetOwner(PCS.GetPlayerNum());
         Color CtoChange = ES.GetColor(PCS.GetPlayerNum());
         CtoChange.r += .2f;
         CtoChange.g += .2f;
         CtoChange.b += .2f;
         TmpBullet.GetComponentInChildren <SpriteRenderer>().color = CtoChange;
         CanShoot     = false;
         ShotTimer    = 0;
         ChargeAmount = 0;
     }
 }
Esempio n. 6
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    public void Shoot(Vector3 GunPoint, Quaternion PointerRotation)
    {
        if (CanShoot && numOfMines > 2)
        {
            for (int x = 0; x < numOfMines; x++)
            {
                mines[x].GetComponent <SachelExplosionScript>().Detonate();
            }
            numOfMines = 0;
        }
        else if (CanShoot && AS.CheckCanShootPrimary())
        {
            SPS.playGrenadeToss();
            AS.ConsumePrimaryAmmo();
            GameObject TmpBullet = OPProjectile.FetchObject();             //= Instantiate (projectile, GunPoint, PointerRotation) as GameObject;
            TmpBullet.transform.rotation = PointerRotation;
            TmpBullet.transform.position = GunPoint;

            TmpBullet.SetActive(true);

            TmpBullet.layer = 17 + PCS.GetPlayerNum();
            TmpBullet.GetComponentInChildren <HitScript>().SetOwner(PCS.GetPlayerNum());
            Color CtoChange = ES.GetColor(PCS.GetPlayerNum());
            CtoChange.r += .2f;
            CtoChange.g += .2f;
            CtoChange.b += .2f;
            TmpBullet.GetComponentInChildren <SpriteRenderer>().color = CtoChange;
            TmpBullet.GetComponentInChildren <HitScript>().SetOwner(PCS.GetPlayerNum());
            TmpBullet.GetComponentInChildren <SachelExplosionScript>().SetOwner(PCS.GetPlayerNum());
            TmpBullet.GetComponentInChildren <SachelExplosionScript>().SetBulletNumber(BulletNumber);
            BulletNumber++;
            CanShoot          = false;
            mines[numOfMines] = TmpBullet;
            numOfMines++;
            ShotTimer = 0;
        }
    }