Esempio n. 1
0
 void Update()
 {
     transform.rotation = Quaternion.identity;
     cd.CoolDownCounter();
     if (nextFrameTest)
     {
         postFireMeshCol.SetActive(false);
         nextFrameTest = false;
     }
     if (Input.GetKey(KeyCode.G) && cd.CoolDownCheck())
     {
         preFirePartSys.Play();
     }
     if (Input.GetKeyUp(KeyCode.G) && cd.CoolDownCheck())
     {
         preFirePartSys.Stop();
         postFirePartSys.Play();
         postFireMeshCol.SetActive(true);
         nextFrameTest = true;
         cd.RestartCD();
     }
 }
Esempio n. 2
0
 void Update()
 {
     cd.CoolDownCounter();
     // this short if statement is to disable the box collider after
     // 1 frame of being active
     if (nextFrameTest)
     {
         postFireBoxCollider.enabled = false;
         nextFrameTest = false;
     }
     if (Input.GetKey(KeyCode.F) && cd.CoolDownCheck())
     {
         if (Physics.Raycast(hunterTf.position, hunterTf.transform.forward, out preFireRay,
                             100, ~LayerMask.GetMask("hunter", "targets"), QueryTriggerInteraction.Ignore))
         {
             // enable endModel & partSys
             preFireEndModelRenderer.enabled = true;
             // Debug.DrawLine(hunterTf.position, preFireRay.point, Color.yellow, 0.1f, false);
             preFirePartSys.Play();
             // gotta define the struct of partsys.shape because its a bitch :(
             // AKA adjusting the scale of the partSys so it is as long as the ray
             var     sc           = preFirePartSys.shape;
             Vector3 partSysScale = sc.scale;
             partSysScale.z = preFireRay.distance;
             sc.scale       = partSysScale;
             // adjusting the position of the partSys so the center is halfway b/w the
             // player and the end of the ray
             Transform tfm = preFirePartSys.transform;
             tfm.position = (hunterTf.forward * sc.scale.z) / 2 + hunterTf.position;
             // move the endModel
             preFireEndModel.transform.position = preFireRay.point - transform.forward * 0.5f;
         }
     }
     if (Input.GetKeyUp(KeyCode.F) && cd.CoolDownCheck())
     {
         if (Physics.Raycast(hunterTf.position, hunterTf.transform.forward, out preFireRay,
                             100, ~LayerMask.GetMask("hunter", "targets"), QueryTriggerInteraction.Ignore))
         {
             // disable then reenable the character controller to bypass the transform
             // restrictions of the cc
             huntercc.enabled  = false;
             hunterTf.position = preFireRay.point - transform.forward * 0.5f;
             huntercc.enabled  = true;
             // set center of postFireBoxCollider at center of raycast?
             Vector3 pfbcVec = -1 * (hunterTf.forward) * preFireRay.distance / 2f;
             pfbcVec.y = huntercc.center.y;
             pfbcVec  += hunterTf.position;
             postFireBoxCollider.transform.position = pfbcVec;
             // set the z value of the bc.scale to the length of the vector,
             // set the y value of the bc.scale to huntercc.height
             // gotta use the extra vector3 to get past struct limitations.
             pfbcVec   = postFireBoxCollider.size;
             pfbcVec.y = huntercc.height;
             pfbcVec.z = preFireRay.distance;
             postFireBoxCollider.size = pfbcVec;
             // enable the postFireBoxCollider before disabling it next frame to
             // allow collision calculations to happen for 1 frame.
             nextFrameTest = true;
             postFireBoxCollider.enabled = true;
             // play postFirePartSys
             postFirePartSys.Play();
             // start cooldown
             cd.cooldown = cdHolder;
         }
         // regardless of what u hit the end model and partSys need to be turned off
         preFirePartSys.Stop();
         preFireEndModelRenderer.enabled = false;
     }
 }