Esempio n. 1
0
    public override void Spawn(GameObject projectile, GameObject muzzleFlash, GunnerControlScript freddy)
    {
        Debug.Log("Shotty firing");
        if (muzzleFlash != null)
        {
            Instantiate(muzzleFlash, tf.localPosition, tf.localRotation);
        }

        //algorithm to spawn pellets in a pattern
        float angle     = arcAngle / -2;
        float increment = arcAngle / 4;

        tf.localRotation = Quaternion.AngleAxis(angle, Vector3.forward);
        Vector3    pos = tf.position;
        Quaternion rot = tf.rotation;

        for (int i = 0; i < 5; i++)
        {
            GameObject bullet = (GameObject)Instantiate(projectile, tf.position, tf.rotation);
            if (bullet == null)
            {
                Debug.Log("wut");
            }
            bullet.GetComponent <ProjectileController>().Owner = freddy;
            angle           += increment;
            tf.localRotation = Quaternion.AngleAxis(angle, Vector3.forward);
        }
        tf.localRotation = Quaternion.identity; //reset
    }
Esempio n. 2
0
 public void Attach(GameObject ob)
 {
     rb.velocity           = Vector2.zero;
     rb.angularVelocity    = 0;
     this.gameObject.layer = 13;
     attached = ob.GetComponent <GunnerControlScript>();
     this.transform.parent = ob.transform;
     ob.GetComponent <GunnerControlScript>().AddToList(this);
 }
    public virtual void Spawn(GameObject projectile, GameObject muzzleFlash, GunnerControlScript freddy)
    {
        Debug.Log("Gun firing");
        if (muzzleFlash != null)
        {
            Instantiate(muzzleFlash, tf.localPosition, tf.localRotation);
        }
        GameObject bullet = (GameObject)Instantiate(projectile, tf.position, tf.rotation);

        if (bullet == null)
        {
            Debug.Log("wut");
        }
        bullet.GetComponent <ProjectileController>().Owner = freddy;
    }
Esempio n. 4
0
 void Start()
 {
     deathTime = Time.time + timeAlive;
     owner     = null;
 }
 public void Fire(GunnerControlScript freddy)
 {
     Spawner.Spawn(Projectile, MuzzleFlash, freddy);
 }