Esempio n. 1
0
 // Use this for initialization
 void Start()
 {
     _groundChecker   = GetComponent <GroundChecker>();
     _movementChecker = GetComponent <MovementChecker>();
     _movementChecker.X_PositionChanged += XPositionChanged;
     _movementChecker.MovementStopped   += DetectedStopping;
     _delayManager    = GetComponent <DelayManager>();
     _explosiveObject = GetComponent <ExplosiveObject>();
 }
 private void StopCollider()
 {
     if (_groundMover != null)
     {
         _groundMover.X_PositionChanged -= GroundMoverOnPositionChanged;
     }
     _groundMover = null;
     _subscribedCollider = null;
 }
 private void DetectedCollider(GameObject gameObject)
 {
     var testExplosive = gameObject.GetComponentInParent<ExplosiveObject>();
     //print(test);
     if(testExplosive != null)
     {
         var getGroundMover = gameObject.GetComponentInParent<MovementChecker>();
         _subscribedCollider = testExplosive;
         _groundMover = getGroundMover;
         _groundMover.X_PositionChanged += GroundMoverOnPositionChanged;
     }
 }
    private void DetectedCollider(GameObject gameObject)
    {
        var testExplosive = gameObject.GetComponentInParent <ExplosiveObject>();

        //print(test);
        if (testExplosive != null)
        {
            var getGroundMover = gameObject.GetComponentInParent <MovementChecker>();
            _subscribedCollider             = testExplosive;
            _groundMover                    = getGroundMover;
            _groundMover.X_PositionChanged += GroundMoverOnPositionChanged;
        }
    }
 // Update is called once per frame
 void Update()
 {
     transform.Translate(new Vector3(1f, 0f, 0f) * speed * Time.deltaTime);
     elapsedLifetime += Time.deltaTime;
     if (elapsedLifetime > maxLifetime)
     {
         //  Deactivate projectile and return it to the pool
         if (projectileType == (int)Weapon.ProjectileTypes.Rocket)
         {
             ExplosiveObject boom = GetComponent <ExplosiveObject>();
             boom.Explode();
             FindObjectOfType <RocketPool>().ReturnToPool(this);
         }
         else
         {
             FindObjectOfType <ProjectilePool>().ReturnToPool(this);
         }
     }
 }
Esempio n. 6
0
    protected virtual void FindNearestObjects()//поиск ближайших объектов и подрыв их
    {
        _objectDown.Explosives.Remove(this);
        FoundObjects = _objectDown.GetNearestObject(transform.position, Raduis, RaduisExplosion);
        for (int i = 0; i < FoundObjects.Count; i++)
        {
            if (FoundBlock = FoundObjects[i] as BaseBlock)
            {
                FoundBlock.Destroy(Power);
            }
            else if (FoundExplosiveObject = FoundObjects[i] as ExplosiveObject)
            {
                FoundExplosiveObject.Detonation();
            }
        }

        if (Vector3.Distance(transform.position, _player.transform.position) < Raduis * 3)
        {
            _player.AddExplosionForce(10, transform.position, Raduis * 3, 0, ForceMode.Impulse);
        }

        Destroy(gameObject);
    }
    private void OnTriggerEnter(Collider other)
    {
        Health destructibleTarget = other.gameObject.GetComponent <Health>();

        if (destructibleTarget != null)
        {
            destructibleTarget.ModifyHealth(-damage);
        }

        //  Deactivate projectile and return it to the pool
        if (projectileType == (int)Weapon.ProjectileTypes.Rocket)
        {
            ExplosiveObject boom = GetComponent <ExplosiveObject>();
            Debug.Log("Calling explode");
            boom.Explode();
            Debug.Log("Calling returnToPool");
            FindObjectOfType <RocketPool>().ReturnToPool(this);
        }
        else
        {
            Debug.Log("Returning to bullet pool");
            FindObjectOfType <ProjectilePool>().ReturnToPool(this);
        }
    }
 protected void Start()
 {
     base.Start();
     explosive = GetComponent <ExplosiveObject>();
 }
Esempio n. 9
0
        private async void Fire()
        {
            if (!_canFire)
            {
                return;
            }

            if (Ammo > 0)
            {
                _canFire = false;
                _myAnimator.SetBool("IsFire", true);
                await Task.Delay(333);// простой, что бы подождать  момент выстрела

                if (!gameObject.activeInHierarchy)
                {
                    return;
                }
                _inventory.GetItem(15, 1);//"Покупка патрона"
                _myAud.clip = FireClip;
                _myAud.Play();
                GameObject effect = Instantiate(_FireEffect, _FireEffect.transform.position, _FireEffect.transform.rotation);// создание эффекта выстрела
                effect.SetActive(true);
                effect.transform.SetParent(transform);
                Destroy(effect, 0.12f);

                Ray ray = _cam.ScreenPointToRay(Input.mousePosition);
                if (Physics.Raycast(ray, out RaycastHit hit))
                {
                    if (_lastExplosion = hit.transform.GetComponent <ExplosiveObject>())
                    {
                        Delay((int)(Vector3.Distance(hit.point, transform.position) * 2.5f), true);
                    }
                    else if (hit.transform.GetComponent <RetentionObject>())
                    {
                        _lastRb = hit.transform.GetComponent <Rigidbody>();
                        Delay((int)(Vector3.Distance(hit.point, transform.position) * 2.5f), false);
                    }

                    await Task.Delay((int)(Vector3.Distance(hit.point, transform.position) * 2.5f));

                    if (!gameObject.activeInHierarchy)
                    {
                        return;
                    }
                    GameObject decalEffect = null;
                    if (_lastBlock = hit.transform.GetComponent <BaseBlock>())
                    {
                        if (_lastBlock.Type == 0)
                        {
                            decalEffect = Instantiate(_ConcreteDecalEffect, hit.point, hit.transform.rotation); // создание эффекта попадания
                        }
                        else if (_lastBlock.Type == 1)                                                          // wood
                        {
                            decalEffect = Instantiate(_WoodDecalEffect, hit.point, hit.transform.rotation);     // создание эффекта попадания
                        }
                        else if (_lastBlock.Type == 2)                                                          // glass
                        {
                            decalEffect = Instantiate(_SoftBodydecalEffect, hit.point, hit.transform.rotation); // создание эффекта попадания
                        }
                        else
                        {
                            decalEffect = Instantiate(_DirtDecalEffect, hit.point, hit.transform.rotation);// создание эффекта попадания
                        }
                    }
                    if (hit.transform.GetComponent <FirstPersonController>())
                    {
                        decalEffect = Instantiate(_SoftBodydecalEffect, hit.point, hit.transform.rotation);// создание эффекта попадания
                    }
                    else if (decalEffect == null)
                    {
                        decalEffect = Instantiate(_DirtDecalEffect, hit.point, hit.transform.rotation);// создание эффекта попадания
                    }
                    decalEffect.SetActive(true);
                    decalEffect.transform.SetParent(hit.transform);
                    decalEffect.transform.forward = hit.normal;
                    decalEffect.GetComponent <ParticleSystem>().Play();
                    Destroy(decalEffect, decalEffect.GetComponent <ParticleSystem>().main.duration);
                }
                _myAnimator.SetBool("IsFire", false);

                Ammo--;
                await Task.Delay(200);

                _canFire = true;
            }
            else
            {
                _myAud.clip = EmptyClick;
                _myAud.Play();
                _myAnimator.SetBool("IsFire", false);
            }
        }
Esempio n. 10
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 // Use this for initialization
 void Start()
 {
     _groundChecker = GetComponent<GroundChecker>();
     _movementChecker = GetComponent<MovementChecker>();
     _movementChecker.X_PositionChanged += XPositionChanged;
     _movementChecker.MovementStopped += DetectedStopping;
     _delayManager = GetComponent<DelayManager>();
     _explosiveObject = GetComponent<ExplosiveObject>();
 }
Esempio n. 11
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 public ObjectEvent(ExplosiveObject obj)
 {
     mObject = obj;
 }
Esempio n. 12
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 void Start()
 {
     ExplosiveObjectComponent = GetComponent <ExplosiveObject>();
 }