public void TakeDamage()
    {
        Debug.Log("AAA");
        //   Instantiate(EfectoHit, transform.position, Quaternion.identity);
        cam.TryShake(0.1f, 0.1f);
        Lives--;
        DropWeapon(false);
        //DEATH

        GameObject @object = Instantiate(dummy, transform.position, Quaternion.Euler(0, 0, tilt * multiplier));

        @object.GetComponent <Rigidbody2D>().velocity = rb.velocity;
        @object.GetComponent <Rigidbody2D>().AddForce(rb.velocity);
        if (Lives == 0)
        {
        }
        Destroy(gameObject);

        if (Lives > 0)
        {
            @object.GetComponent <autodestroy>().doIt = true;
            //still
        }
        else
        {
            @object.GetComponent <autodestroy>().doIt = false;
            //Lose
        }
    }
Esempio n. 2
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    public void Update()
    {
        if (withRaycast)
        {
            RaycastHit2D hitInfo = Physics2D.Raycast(transform.position, transform.right, -multiplier * Range);
            if (hitInfo)
            {
                Movement enemy = hitInfo.transform.GetComponent <Movement>();
                if (enemy != null && !enemy.CompareTag(objectTag))
                {
                    cam.TryShake(0.1f, 0.1f);
                    enemy.TakeDamage(true, Push);
                }
            }
        }

        if (Vector2.Distance(FirePoint, transform.position) > Range)
        {
            Destroy(gameObject);
        }
    }
Esempio n. 3
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    IEnumerator Shoot()
    {
        if (Ammo > 0)
        {
            //(new Vector2(knockback, 0.1f));
            Vector3 ndeah = FirePoint.position;
            ndeah.z -= 50;

            Ammo--;
            if (FloatingText != null)
            {
                FloatingText.GetComponent <TextMesh>().text = Ammo.ToString();
            }
            if (!IsGranade)
            {
                if (cam != null)
                {
                    cam.TryShake(0.1f, 0.1f);
                }
                bullet Script = bulletPrefab.GetComponent <bullet>();
                Script.ImpactEffect = ImpactEffect; Script.objectTag = objectTag; Script.speed = speed; Script.multiplier = multiplier;
                Script.Push         = Push; Script.cam = cam; Script.Range = Range; Script.ProjectileSpread = ProjectileSpread * 10;
                Script.withRaycast  = wantRaycast;

                float      random = Random.Range(-ProjectileSpread, ProjectileSpread);
                Quaternion quat   = new Quaternion(0, 0, random, 0);
                Instantiate(bulletPrefab, FirePoint.position, quat);

                Vector2 vel = control.GetComponent <Rigidbody2D>().velocity;
                vel.x -= knockback * multiplier;
                vel.y -= 0.1f * multiplier;
                control.GetComponent <Rigidbody2D>().velocity = vel;

                if (ImpactEffect != null)
                {
                    Instantiate(ImpactEffect, ndeah, Quaternion.identity);
                }
            }
            else
            {
                if (first)
                {
                    first = false;
                    yield return(new WaitForSeconds(GranadeTime));

                    if (ImpactEffect != null)
                    {
                        Instantiate(ImpactEffect, ndeah, Quaternion.identity);
                    }
                    Collider2D[] enemys = Physics2D.OverlapCircleAll(FirePoint.position, Range, WhatissolidGranade);
                    for (int i = 0; i < enemys.Length; i++)
                    {
                        enemys[i].GetComponent <Movement>().TakeDamage(true, Push);
                    }
                    Destroy(gameObject);
                }
                else
                {
                    pj.DropWeapon(false);
                    Gravity.velocity = new Vector2(ForceRight * multiplier, ForceUp);
                    gameObject.GetComponent <Collider2D>().sharedMaterial = mat;
                }
            }
        }
        else
        {
            //Sin municion
            if (EmptyEffect != null)
            {
                Vector3 ndeah = FirePoint.position;
                //ndeah.z -= 50;
                Instantiate(EmptyEffect, ndeah, Quaternion.identity);
            }
            //EmptyEffect()
        }
    }