Esempio n. 1
0
    void Update()
    {
        if (!LevelController.Instance.GameRunnig || dead)
        {
            return;
        }

        if (Target != null)
        {
            // TODO: Rotate it Properly
            Vector3 dir   = Target.position - transform.position;
            float   angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg + 270;
            transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);

            // Movement

            if (!shooting)
            {
                if (Vector3.Distance(Target.position, transform.position) >= BulletRangeMin)
                {
                    transform.position = Vector3.MoveTowards(transform.position, Target.position, Speed * Time.deltaTime);
                }
                else
                {
                    shooting = true;
                }
            }
            else
            {
                if (Vector3.Distance(Target.position, transform.position) >= BulletRangeMax)
                {
                    shooting = false;
                }

                if (nextBullet <= Time.time)
                {
                    myGun.Shoot();
                    m_Animator.SetTrigger("Shoot");
                    nextBullet = Time.time + CooldownTime;
                }
            }
        }
        else
        {
            ChooseTarget();
        }
    }
Esempio n. 2
0
 public void TryToShoot(NPCStateData stateData, float delayBeforeFirstShot)
 {
     if (stateData.initializing == true)
     {
         timeSinceShootingStart = 0;
     }
     if (timeSinceShootingStart < delayBeforeFirstShot)
     {
         timeSinceShootingStart += Time.deltaTime;
         return;
     }
     if (rateOfFireCoutner > 1 / equippedGun.fireRate)
     {
         equippedGun.Shoot();
         rateOfFireCoutner = 0;
     }
 }
Esempio n. 3
0
    // Update is called once per frame
    void Update()
    {
        rateOfFireCoutner += Time.deltaTime;

        if (hasShot == false || fullAuto == true)                           //check for full/semi auto settings,
        {
            if (isShooting && rateOfFireCoutner > 1 / equippedGun.fireRate) //shoot if   1. player is pulling trigger   2. PLayer has ammo    3. Enough time has passed since the last shot
            {
                if (supplyManager.UseSupplies(suppliesPerShot))
                {
                    equippedGun.Shoot();
                    rateOfFireCoutner = 0;
                    hasShot           = true;
                }
                else
                {
                    equippedGun.PlayNoAmmoSound();
                    rateOfFireCoutner = 0;
                    hasShot           = true;
                }
            }
        }
    }