Esempio n. 1
0
    public virtual int Simulate()
    {
        int     simulation = -1;
        Vector3 dir        = -transform.forward;
        Vector3 pos        = transform.position + (transform.forward * 0.125f);

        if (Physics.Raycast(pos, dir, out var hit, 0.175f))
        {
            parentAdjuster          = new GameObject().transform;
            parentAdjuster.position = hit.point;

            parentAdjuster.SetParent(hit.transform);
            transform.SetParent(parentAdjuster);
            float dis = Vector3.Distance(hit.point, pos) + 0.05f + size;
            if (Physics.SphereCast(pos, size, dir, out var hitDmg, dis, damageLayer))
            {
                DamageZone damaged = hitDmg.transform.GetComponent <DamageZone>();
                if (damaged != null)
                {
                    if (!damaged.DamageableAlreadyDead())
                    {
                        simulation = Mathf.Max(simulation, 0);
                        if (damaged.Damage(Damage, 1f))
                        {
                            simulation = 1;
                        }
                    }
                }
            }
        }
        return(simulation);
    }
Esempio n. 2
0
    void RaycastShot()
    {
        Transform camera = cameraMovement.transform; //Shoot from camera, not gun

        GunObject gun = gunHandler.gun;

        Vector3 shotDir   = getShotDir(bulletSpread);
        Vector3 worldDir  = camera.TransformDirection(shotDir);
        Vector3 impactPos = camera.position;

        impactPos += worldDir * gun.bulletRange;

        Ray shotRay = new Ray(camera.position, worldDir);

        if (Physics.Raycast(shotRay, out var hit, gun.bulletRange, collisionLayer))
        {
            DamageZone damaged = null;
            float      dis     = Vector3.Distance(camera.position, hit.point) + 0.05f;
            if (Physics.Raycast(shotRay, out var dmg, dis, damageLayer))
            {
                damaged = dmg.transform.GetComponent <DamageZone>();
            }

            impactPos = hit.point;
            CreateImpact(impactPos, hit.normal);
            if (damaged != null) //If we hit something we should damage
            {
                if (!damaged.DamageableAlreadyDead())
                {
                    bool killed = damaged.Damage(gun.bulletDamage, gun.headshotMult);
                    if (ui)
                    {
                        ui.ShowHitmarker(killed);    //Damages and shows hitmarker
                    }
                }
            }
        }

        Vector3[]       pos   = { gunHandler.bulletSpawn.transform.position, impactPos };
        ShotTrailHelper trail = helper.getAvailableTrail();

        trail.Initialize(pos);
    }