public override void Shoot() { BulletGroup bullet = Instantiate(bulletGroup, transform.position, transform.rotation); bullet.GetComponent <BulletGroup>().direction = Vector3.up; bullet.SetShooter(gameObject); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { var job = new BulletGroup { DeltaTime = Time.deltaTime }; return(job.Schedule(this, inputDeps)); }
public BulletSpawner() : base() { SpawnTarget = new BulletGroup(new Utilities.RectangleF()); HowOften = -1; LifeTime = 0; bufferTime = 0; BulletsSpawned = 0; }
public BulletSpawner(SpawnBullet spawningDelegate, BulletGroup spawnTarget, float howOften) : base() { _spawningDelegate = spawningDelegate; SpawnTarget = spawnTarget; HowOften = howOften; LifeTime = 0; bufferTime = 0; BulletsSpawned = 0; }
public Player(Texture2D texture, Color color, Vector2 position, float radius, Keybindings bindings, RectangleF bulletDestroyBounds, float movementVelocityUnfocused, float movementVelocityFocused, float angularVelocity, float scale = DefaultScale, float rotation = DefaultRotation) : base(texture, position, radius, scale, rotation, false) { Bullets = new BulletGroup(bulletDestroyBounds); BulletSpawners = new List <BulletSpawner>(); _angularVelocity = angularVelocity; Bindings = bindings; _movementVelocityUnfocusedSize = movementVelocityUnfocused; _movementVelocityFocusedSize = movementVelocityFocused; Sprite.Color = color; }
public override void Shoot() { if (isPlayer) { playerPos = new Vector3(0, 0, 0); } BulletGroup bullet = Instantiate(bulletGroup, transform.position + playerPos, transform.rotation); if (isPlayer) { bullet.GetComponent <BulletGroup>().direction = new Vector3(-Mathf.Sin(transform.rotation.eulerAngles.z * Mathf.Deg2Rad), Mathf.Cos(transform.rotation.eulerAngles.z * Mathf.Deg2Rad), 0); } else { bullet.GetComponent <BulletGroup>().direction = playerPos; } bullet.SetShooter(gameObject); }
private void Shoot() { Vector3 bulletStartPos = new Vector3(transform.position.x + bulletPosX, transform.position.y + bulletPosY, 0); if (Input.GetKeyDown(KeyCode.J)) { shootSound.PlayOneShot(shootSound.clip, 0.50f); Instantiate(bullet, bulletStartPos, Quaternion.identity, BulletGroup.Get().transform); if (GameManager.Get().GetRange() >= 2) { for (int i = 1; i < GameManager.Get().GetRange(); i++) { Vector3 bulletRangePos = new Vector3(i * bulletSpacing, 0); Instantiate(bullet, (bulletStartPos + bulletRangePos), Quaternion.identity, BulletGroup.Get().transform); Instantiate(bullet, (bulletStartPos - bulletRangePos), Quaternion.identity, BulletGroup.Get().transform); } } } if (Input.GetKeyDown(KeyCode.Space) && GameManager.Get().BombOK()) { Instantiate(bomb, this.transform.position, Quaternion.identity); } }
// Use this for initialization void Start() { Rigidbody = GetComponent <Rigidbody>(); BulletGroup = GetComponent <BulletGroup>(); }
private void Start() { rb = GetComponent <Rigidbody>(); bg = GetComponent <BulletGroup>(); }