Esempio n. 1
0
    private void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            // Fire a bullet towards the mouse
            Vector3 mousePos        = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            Vector2 bulletDirection = new Vector2(mousePos[0], mousePos[1]) - body.position;
            bulletDirection.Normalize();

            BulletPlayer newBullet = Instantiate(bulletPlayer, body.position, Quaternion.identity);
            newBullet.Direction = bulletDirection;
        }
    }
Esempio n. 2
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    IEnumerator SpawnObject2()
    {
        canShoot               = false;
        playerShoot            = true;
        tmp                    = spawnPool.Spawn(bullet, PlayerControl.instance.bulletPos.localPosition, Quaternion.identity);
        pBullet                = tmp.GetComponent <BulletPlayer>();
        tmp.transform.position = PlayerControl.instance.bulletPos.position;
        pBullet.hp             = bulletHp;
        pBullet.basicHP        = bulletHp;
        pBullet.speed          = shotSpeed;
        pBullet.angle          = angle;
        yield return(new WaitForSeconds(shotDelay));

        playerShoot = false;
    }
Esempio n. 3
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 IEnumerator SpawnObject3()
 {
     canShoot = false;
     skill    = false;
     for (int i = 0; i < bulletCnt; i++)
     {
         tmp     = spawnPool.Spawn(bullet, transform.position, Quaternion.identity);
         pBullet = tmp.GetComponent <BulletPlayer>();
         tmp.transform.position = transform.position;
         pBullet.speed          = shotSpeed;
         pBullet.angle          = angle;
         pBullet.basicHP        = bulletDmg;
         pBullet.GetComponent <SpawnCtrl>().SetTimeDespawn(bulletStandTime);
         yield return(new WaitForSeconds(shotDelay));
     }
     gameObject.SetActive(false);
 }
Esempio n. 4
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    public void Start()
    {
        instance = this;
        bulletManager.CreateObjects(bulletCount);

        Instantiate(DatabaseContainer.instance.characterDatabase.
                    data[charCount].objectSet,
                    Vector3.zero, Quaternion.identity);

        playerManager.Initialize();
        playerManager.target.Initialize();

        bossScript.Initialize();

        effectManager.CreateObjects(100);

        feverButton.interactable = false;
    }