void Shoot()
    {
        currentAmmoTracker.timer = 0f;
        EnableEffects();

        Transform bulletTransform = transform;

        if (bulletSpec.shootSpread != 0)
        {
            bulletTransform.Rotate(new Vector3(0, 1, 0) * Random.Range(0, bulletSpec.shootSpread) * bulletSpreadDirection);
            bulletSpreadDirection *= -1;             // Always ensure each successive bullet is rotated in the opposite direction
        }

        Rigidbody bullet = Instantiate(bulletPrefab, bulletTransform.position, bulletTransform.rotation * bulletPrefab.transform.rotation) as Rigidbody;

        if (!bulletSpec.isProjectile)
        {
            // Standard forward shooting bullet
            bullet.AddForce(bulletTransform.forward * bulletSpec.shootForce, ForceMode.Impulse);
            Destroy(bullet.gameObject, bulletSpec.bulletLifeTime);
        }
        else
        {
            // Lob type projectile
            bullet.velocity = playerRigidBody.velocity * 0.6f;
            bullet.AddForce(bulletTransform.forward * bulletSpec.shootForce + new Vector3(0f, 1f, 0f) * bulletSpec.liftForce, ForceMode.Impulse);
            bullet.AddTorque(new Vector3(1f, 0f, 0f) * bulletSpec.forwardTorque, ForceMode.Impulse);
        }

        currentAmmoTracker.ExpendAmmo();
        ammoUI.UpdateAmmo(currentAmmoTracker);
        Invoke("DisableEffects", effectsDisplayTime);

        BulletTracker.AmmoShot(bulletSpec);
    }
Esempio n. 2
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    protected virtual void OnCollisionEnter(Collision other)
    {
        ParticleSystem hitParticles = Instantiate(hitParticlesPrefab, other.contacts [0].point, hitParticlesPrefab.transform.rotation) as ParticleSystem;

        hitParticles.Play();
        Destroy(hitParticles.gameObject, 0.3f);


        EnemyHealth enemyHealth = other.collider.GetComponent <EnemyHealth> ();

        if (enemyHealth != null)
        {
            // Special cases
            if (enemyHealth.enemyName == "ZomBear" && bulletName == "Pulse Rifle")
            {
                enemyHealth.TakeDamage(damagePerShot / 3);                // ZomBear has resistance to pulse rifle
            }
            else if (enemyHealth.enemyName == "AttackBot" && (bulletName == "Assault Rifle" || bulletName == "Revolver"))
            {
                enemyHealth.TakeDamage(damagePerShot / 2);                // AttackBot has resistance to mechanical bullets
            }
            else
            {
                enemyHealth.TakeDamage(damagePerShot);
            }

            BulletTracker.AmmoHit(this);
        }


        Destroy(gameObject);
    }
    public void CollectWeapon(Rigidbody newBulletPrefab)
    {
        BulletTracker.CollectAmmo(newBulletPrefab.GetComponent <BulletSpec> ());

        // Find through currently obtained weapons to add the ammo
        for (int i = 0; i < ammoTrackerList.Count; i++)
        {
            AmmoTracker ammoTracker = ammoTrackerList[i];
            if (ammoTracker.AddAmmo(newBulletPrefab))         // We have this weapon already. Add ammo.
            {
                if (ammoTrackerListIndex == i)                // Only update UI if currently showing this gun
                {
                    ammoUI.UpdateAmmo(ammoTracker);
                    gunAudio.clip = bulletSpec.shootAudio;                     // Restore shooting sound (in case ammo was empty)
                }
                return;
            }
        }

        {
            // Cannot find -> this is a new weapon, add new AmmoTracker
            ammoTrackerList.Add(new AmmoTracker(newBulletPrefab));
            AmmoTracker ammoTracker = ammoTrackerList[ammoTrackerList.Count - 1];

            // Update currentAmmoTracker and UI if this is the 1st weapon collected
            if (ammoTrackerListIndex == ammoTrackerList.Count - 1)
            {
                EquipWeapon(ammoTracker);
            }
        }
    }
Esempio n. 4
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    public void TakeDamage(string enemyName, int value)
    {
        if (!isDead && !win)
        {
            currentHealth -= value;
            healthUI.TakeDamage(value);

            playerAudio.Play();

            if (currentHealth <= 0 && !isDead)
            {
                Death();
            }

            BulletTracker.EnemyDamage(enemyName, value);
        }
    }
Esempio n. 5
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    void OnParticleCollision(GameObject other)
    {
        int numCollisionEvents = bulletParticleSystem.GetCollisionEvents(other, collisionEvents);

        if (numCollisionEvents > 0)
        {
            ParticleSystem hitParticles = Instantiate(hitParticlesPrefab, collisionEvents[0].intersection, hitParticlesPrefab.transform.rotation) as ParticleSystem;
            hitParticles.Play();
            Destroy(hitParticles.gameObject, 0.3f);
        }

        EnemyHealth enemyHealth = other.GetComponent <EnemyHealth> ();

        if (enemyHealth != null)
        {
            enemyHealth.TakeDamage(damagePerShot);
            BulletTracker.AmmoHit(this);
        }
    }
    public void Explode()
    {
        explosionAudio.Play();
        explosionParticles.Play();

        bool enemyHit = false;

        Collider[] hitColliders = Physics.OverlapSphere(transform.position, explosionRadius);
        int        i            = 0;

        while (i < hitColliders.Length)
        {
            EnemyHealth_Hellephant hellephantHealth = hitColliders[i].GetComponent <EnemyHealth_Hellephant> ();
            if (hellephantHealth != null && !hitColliders[i].isTrigger)
            {
                if (!hellephantHealth.IsSecondForm())
                {
                    hellephantHealth.TakeDamage(explosionDamage);
                    enemyHit = true;
                }
            }
            else
            {
                EnemyHealth enemyHealth = hitColliders[i].GetComponent <EnemyHealth> ();
                if (enemyHealth != null && !hitColliders[i].isTrigger)
                {
                    enemyHealth.TakeDamage(explosionDamage);
                    enemyHit = true;
                }
            }
            i++;
        }

        if (enemyHit)
        {
            BulletTracker.AmmoHit("Grenade Launcher");
        }

        Destroy(gameObject, 5f);
    }
Esempio n. 7
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    public void AddScore(int value, string enemyName, Transform enemyPosition)
    {
        if (!enemyName.Equals(""))        // Avoid adding a kill to blank during initialisation
        {
            BulletTracker.EnemyKill(enemyName);
        }

        score_         += value;
        scoreText_.text = "Score: " + score_;

        // PowerUp drop algo
        if (enemyName == "ZomBunny")
        {
            count_zombunny_kills_++;

            if (GameConfig.difficulty == GameConfig.Difficulty.Hardcore)
            {
                if (count_zombunny_kills_ % count_zombunny_drop_pulse == 0)
                {
                    DropPowerUp(powerup_PulseRifle_, enemyPosition);
                }
                else if (count_zombunny_kills_ % count_zombunny_drop_AR == 0)
                {
                    DropPowerUp(powerup_AssaultRifle_, enemyPosition);
                }
            }
            else
            {
                if (count_zombunny_kills_ % count_zombunny_drop_AR == 0)
                {
                    DropPowerUp(powerup_AssaultRifle_, enemyPosition);
                }
                else if (count_zombunny_kills_ % count_zombunny_drop_pulse == 0)
                {
                    DropPowerUp(powerup_PulseRifle_, enemyPosition);
                }
            }
        }
        else if (enemyName == "ZomBear")
        {
            count_zombear_kills_++;

            if (count_zombear_kills_ % count_zombear_drop_health == 0)
            {
                DropPowerUp(powerup_Health_, enemyPosition);
            }
            else if (count_zombear_kills_ % count_zombear_drop_grenade == 0)
            {
                DropPowerUp(powerup_GrenadeLauncher_, enemyPosition);
            }
        }
        else if (enemyName == "AttackBot")
        {
            count_attackBot_kills_++;
        }

        // Game state algo
        if (enemyName.Equals("ZomBunny") || enemyName.Equals(""))
        {
            if (GameConfig.gameMode == GameConfig.GameMode.Campaign)
            {
                UpdateGameState_Campaign();
            }
            else if (GameConfig.gameMode == GameConfig.GameMode.Survival)
            {
                UpdateGameState_Survival();
            }
        }
    }
Esempio n. 8
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 void Awake()
 {
     BulletTracker.Clear();
 }