Esempio n. 1
0
    IEnumerator ZZShotgun()
    {
        for (int i = 0; i >= 0; i++)
        {
            Vector3 vec = new Vector3(0, 0, 1);
            int     tj  = Random.Range(-8, 20);
            for (int j = -8; j < 28; j++)
            {
                GameObject bullet;

                if (i % 2 == 1)
                {
                    bullet = BulletUtil.LoadBullet("红边圆");
                }
                else
                {
                    bullet = BulletUtil.LoadBullet("蓝边圆");
                }



                bullet.transform.position = shooter.GetPos();

                bullet.transform.forward = Quaternion.AngleAxis(10 * j, Vector3.up) * vec;
                IBullet bulletInfo = bullet.GetComponent <IBullet>();
                bulletInfo.shooter = shooter;
                bulletInfo.speed   = 1.0f;
                bulletInfo.Fire();
            }

            Vector3 flowerVec = new Vector3(0, 0, 1);
            flowerVec = Quaternion.AngleAxis(Random.Range(0, 36) * 10, Vector3.up) * vec;
            for (int j = 0; j < 7; j++)
            {
                GameObject bullet;

                if (i % 2 == 1)
                {
                    bullet = BulletUtil.LoadBullet("红花");
                }
                else
                {
                    bullet = BulletUtil.LoadBullet("蓝花");
                }



                bullet.transform.position = shooter.GetPos() + new Vector3(0, 0.3f, 0);;

                bullet.transform.forward = Quaternion.AngleAxis(10 * j, Vector3.up) * flowerVec;
                IBullet bulletInfo = bullet.GetComponent <IBullet>();

                bulletInfo.shooter = shooter;

                bulletInfo.speed = 1.0f;
                bulletInfo.Fire();
            }
            yield return(new WaitForSeconds(3.5f));
        }
    }
Esempio n. 2
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    IEnumerator ZZShotgun()
    {
        Vector3[] bulletsPos = new Vector3[20];
        float     distance   = 0.4f;
        Vector3   vec        = new Vector3(0, 0, 1);

        for (int a = 0; a < 1; a++)
        {
            for (int i = 0; i < 20; i++)
            {
                bulletsPos[i] = shooter.GetPos() + Quaternion.AngleAxis(18 * i, Vector3.up) * vec * distance;
                distance     += 0.2f;
            }

            for (int i = 0; i < 20; i++)
            {
                for (int j = -8; j < 29; j++)
                {
                    GameObject bullet2 = BulletUtil.LoadBullet(shooter.GetBulletName());

                    bullet2.transform.position = bulletsPos[i];

                    bullet2.transform.forward = Quaternion.AngleAxis(10 * j, Vector3.up) * vec;
                    IBullet bulletInfo2 = bullet2.GetComponent <IBullet>();
                    bulletInfo2.shooter = shooter;
                    bulletInfo2.Fire();
                    bulletInfo2.speed = 3.0f;
                }
                yield return(new WaitForSeconds(0.1f));
            }
        }
    }
Esempio n. 3
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    private IEnumerator FireCoroutine(Transform target, GameObject bulletPrefab)
    {
        if (target != null && bulletPrefab != null)
        {
            if (anim != null && anim.runtimeAnimatorController != null)
            {
                foreach (AnimationClip clip in anim.runtimeAnimatorController.animationClips)
                {
                    if (clip.name == "Attack")
                    {
                        anim.SetTrigger("attack");
                        break;
                    }
                }
            }

            // Chờ hết thời gian chờ thì đánh tiếp
            yield return(new WaitForSeconds(fireDelay));

            if (target != null)
            {
                GameObject arrow  = Instantiate(bulletPrefab, firePoint.position, firePoint.rotation);
                IBullet    bullet = arrow.GetComponent <IBullet>();
                bullet.SetDamage(damage);
                bullet.Fire(target);

                if (sfx != null && AudioManager.instance != null)
                {
                    AudioManager.instance.PlayAttack(sfx);
                }
            }
        }
    }
Esempio n. 4
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    void ZZShotgun()
    {
        IBullet[] bullets = new IBullet[40];
        Vector3   vec     = new Vector3(0, 0, 1);

        for (int i = 0; i < 18; i++)
        {
            GameObject bullet = BulletUtil.LoadBullet(shooter.GetBulletName());

            bullet.transform.position = shooter.GetPos();

            bullet.transform.forward = Quaternion.AngleAxis(20 * i, Vector3.up) * vec;
            IBullet bulletInfo = bullet.GetComponent <IBullet>();
            bulletInfo.shooter = shooter;
            bulletInfo.Fire();
            bullets[i]       = bulletInfo;
            bulletInfo.speed = 5.0f;
        }

        if (count % 2 == 0)
        {
            for (int j = 0; j < 18; j++)
            {
                GameObject bullet = BulletUtil.LoadBullet("米粒");

                bullet.transform.position = shooter.GetPos();
                bullet.transform.forward  = Quaternion.AngleAxis(20 * j, Vector3.up) * vec1;
                IBullet bulletInfo = bullet.GetComponent <IBullet>();
                bulletInfo.shooter = shooter;
                bulletInfo.speed   = 5;
                bulletInfo.Fire();
            }
            vec1 = Quaternion.AngleAxis(10, Vector3.up) * vec1;
        }
    }
Esempio n. 5
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    IEnumerator ZZShotgun()
    {
        for (int i = 0; i < 4; i++)
        {
            Vector3 vec = new Vector3(0, 0, 1);

            Vector3 flowerVec = new Vector3(0, 0, 1);
            flowerVec = Quaternion.AngleAxis(Random.Range(0, 36) * 10, Vector3.up) * vec;
            for (int j = 0; j < 7; j++)
            {
                GameObject bullet;
                bullet = BulletUtil.LoadBullet(shooter.GetBulletName());



                bullet.transform.position = shooter.GetPos();

                bullet.transform.forward = Quaternion.AngleAxis(10 * j, Vector3.up) * flowerVec;
                IBullet bulletInfo = bullet.GetComponent <IBullet>();

                bulletInfo.shooter = shooter;

                bulletInfo.speed = 1.5f;
                bulletInfo.Fire();
            }
            yield return(new WaitForSeconds(2.0f));
        }
    }
Esempio n. 6
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    IEnumerator ZZShotgun()
    {
        Vector3 vec = GetVec();

        for (int i = -9; i < 36; i++)
        {
            GameObject bullet = BulletUtil.LoadBullet(shooter.GetBulletName());

            bullet.transform.position = shooter.GetPos();

            bullet.transform.forward = Quaternion.AngleAxis(20 * i, Vector3.up) * vec;
            IBullet bulletInfo = bullet.GetComponent <IBullet>();
            bulletInfo.shooter = shooter;
            bulletInfo.speed   = 5;
            bulletInfo.delay   = 0;

            bulletInfo.Fire();

            GameObject bullet2 = BulletUtil.LoadBullet(shooter.GetBulletName());

            bullet2.transform.position = shooter.GetPos();

            bullet2.transform.forward = Quaternion.AngleAxis(20 * i, Vector3.down) * vec;
            IBullet bulletInfo2 = bullet2.GetComponent <IBullet>();
            bulletInfo2.shooter = shooter;
            bulletInfo2.speed   = 5;
            bulletInfo2.delay   = 0;

            bulletInfo2.Fire();
            yield return(new WaitForSeconds(0.1f));
        }
    }
Esempio n. 7
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 public string Fire(IBullet Bullet)
 {
     if (Bullet.Caliber == Caliber)
     {
         return(Bullet.Fire());
     }
     return("improper caliber");
 }
Esempio n. 8
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    public void Fire()
    {
        animator.Play("fire");
        IBullet bullet = BulletManager.Instance.Spawn(BarrelEnd.position, transform.rotation, bulletPrefab);

        bullet.Fire();
        GunFireParticles.ForEach(p => p.Play());
    }
Esempio n. 9
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    void GhRing()
    {
        for (int j = 0; j < 18; j++)
        {
            GameObject bullet = BulletUtil.LoadBullet(shooter.GetBulletName());

            bullet.transform.position = shooter.GetPos();
            bullet.transform.forward  = Quaternion.AngleAxis(20 * j, Vector3.up) * vec;
            IBullet bulletInfo = bullet.GetComponent <IBullet>();
            bulletInfo.shooter = shooter;
            bulletInfo.speed   = 5;
            bulletInfo.Fire();
        }
        vec = Quaternion.AngleAxis(10, Vector3.up) * vec;
    }
Esempio n. 10
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 /// <summary>
 /// Make ranged attack
 /// </summary>
 /// <param name="target">Target.</param>
 private void Fire(Transform target)
 {
     if (target != null)
     {
         // Create arrow
         GameObject arrow  = Instantiate(arrowPrefab, firePoint.position, firePoint.rotation);
         IBullet    bullet = arrow.GetComponent <IBullet>();
         bullet.SetDamage(damage);
         bullet.Fire(target);
         if (anim != null)
         {
             anim.SetTrigger("attackRanged");
         }
     }
 }
Esempio n. 11
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    IEnumerator ZZShotgun()
    {
        Vector3 vec = new Vector3(0, 0, 1);

        for (int j = -8; j < 1; j++)
        {
            GameObject bullet = BulletUtil.LoadBullet(shooter.GetBulletName());

            bullet.transform.position = shooter.GetPos();

            bullet.transform.forward = Quaternion.AngleAxis(45 * j, Vector3.up) * vec;
            IBullet bulletInfo = bullet.GetComponent <IBullet>();
            bulletInfo.shooter = shooter;
            bulletInfo.Fire();
        }
        yield return(new WaitForSeconds(0.5f));
    }
Esempio n. 12
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    public void DropPoint()
    {
        //随机掉落点数
        int count = UnityEngine.Random.Range(-2, 5);

        if (count <= 0)
        {
            return;
        }


        GameObject bullet     = BulletUtil.LoadBullet(UnityEngine.Random.Range(0, 2) == 0?"ppt":"hpt");
        IBullet    bulletInfo = bullet.GetComponent <IBullet>();

        bulletInfo.shooter        = this;
        bullet.transform.position = transform.position;
        bulletInfo.Fire();
    }
Esempio n. 13
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    //射击方法,需要重写
    public override void Fire()
    {
        Vector3 vec = GetVec();


        for (int i = -1 * count; i < count; i++)
        {
            GameObject bullet = BulletUtil.LoadBullet(shooter.GetBulletName());

            bullet.transform.position = shooter.GetPos();

            bullet.transform.forward = Quaternion.AngleAxis(20 * i, Vector3.up) * vec;
            IBullet bulletInfo = bullet.GetComponent <IBullet>();
            bulletInfo.shooter = shooter;
            bulletInfo.speed   = 10;
            bulletInfo.delay   = 3;
            bulletInfo.Fire();
        }
    }
Esempio n. 14
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    //射击方法,需要重写
    public override void Fire()
    {
        Vector3 vec = new Vector3(0, 0, 1);

        for (int i = -1; i < 2; i++)
        {
            GameObject bullet = BulletUtil.LoadBullet(shooter.GetBulletName());

            bullet.transform.position = shooter.GetPos() + new Vector3(i * 0.5f, 0, 0);

            // bullet.transform.forward = Quaternion.AngleAxis(30 * i, Vector3.up) * vec;

            IBullet bulletInfo = bullet.GetComponent <IBullet>();
            bulletInfo.shooter = shooter;



            bulletInfo.Fire();
        }
    }
Esempio n. 15
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    IEnumerator ZZShotgun()
    {
        IBullet[] bullets = new IBullet[20];
        Vector3   vec     = new Vector3(0, 0, 1);

        for (int a = 0; a < 1; a++)
        {
            for (int i = 0; i < 12; i++)
            {
                GameObject bullet = BulletUtil.LoadBullet(shooter.GetBulletName());

                bullet.transform.position = shooter.GetPos();

                bullet.transform.forward = Quaternion.AngleAxis(30 * i, Vector3.up) * vec;
                IBullet bulletInfo = bullet.GetComponent <IBullet>();
                bulletInfo.shooter = shooter;
                bulletInfo.Fire();
                bullets[i]       = bulletInfo;
                bulletInfo.speed = 3.0f;
                yield return(new WaitForSeconds(0.1f));
            }
            yield return(new WaitForSeconds(1.0f));

            for (int i = 0; i < 12; i++)
            {
                bullets[i].Recycle();
                for (int j = -8; j < 29; j++)
                {
                    GameObject bullet2 = BulletUtil.LoadBullet(shooter.GetBulletName());

                    bullet2.transform.position = bullets[i].transform.position;

                    bullet2.transform.forward = Quaternion.AngleAxis(10 * j, Vector3.up) * vec;
                    IBullet bulletInfo2 = bullet2.GetComponent <IBullet>();
                    bulletInfo2.shooter = shooter;
                    bulletInfo2.Fire();
                    bulletInfo2.speed = 3.0f;
                }
            }
        }
    }
Esempio n. 16
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    IEnumerator ZZShotgun()
    {
        Vector3 vec = new Vector3(0, 0, -1);

        for (int i = 0; i < 3; i++)
        {
            for (int j = 0; j < 3; j++)
            {
                GameObject bullet = BulletUtil.LoadBullet(shooter.GetBulletName());

                bullet.transform.position = shooter.GetPos();

                bullet.transform.forward = vec;
                IBullet bulletInfo = bullet.GetComponent <IBullet>();
                bulletInfo.shooter = shooter;
                bulletInfo.Fire();
                yield return(new WaitForSeconds(0.3f));
            }
            yield return(new WaitForSeconds(1f));
        }
    }
Esempio n. 17
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 /// <summary>
 /// Make ranged attack
 /// </summary>
 /// <param name="target">Target.</param>
 public void Fire(Transform target)
 {
     if (target != null)
     {
         // Create arrow
         GameObject arrow  = Instantiate(arrowPrefab, firePoint.position, firePoint.rotation);
         IBullet    bullet = arrow.GetComponent <IBullet> ();
         bullet.SetDamage(damage);
         bullet.Fire(target);
         if (target.position.x < transform.position.x)
         {
             anim.SetBool("shootleft", true);
             anim.SetBool("shootright", false);
             anim.SetBool("idle", false);
         }
         else
         {
             anim.SetBool("shootright", true);
             anim.SetBool("shootleft", false);
             anim.SetBool("idle", false);
         }
     }
 }
Esempio n. 18
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    private IEnumerator FireCoroutine(Transform target, GameObject bulletPrefab)
    {
        if (target != null && bulletPrefab != null)
        {
            // If unit has animator
            if (anim != null && anim.runtimeAnimatorController != null)
            {
                // Search for clip
                foreach (AnimationClip clip in anim.runtimeAnimatorController.animationClips)
                {
                    if (clip.name == "Attack")
                    {
                        // Play animation
                        anim.SetTrigger("attack");
                        break;
                    }
                }
            }
            // Delay to synchronize with animation
            yield return(new WaitForSeconds(fireDelay));

            if (target != null)
            {
                // Create arrow
                GameObject arrow  = Instantiate(bulletPrefab, firePoint.position, firePoint.rotation);
                IBullet    bullet = arrow.GetComponent <IBullet>();
                bullet.SetDamage(damage);
                bullet.Fire(target);
                // Play sound effect
                if (sfx != null && AudioManager.instance != null)
                {
                    AudioManager.instance.PlayAttack(sfx);
                }
            }
        }
    }
Esempio n. 19
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 public void Reload(IBullet bulletChange)
 {
     bulletChange.Fire();
 }
Esempio n. 20
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    IEnumerator ZZShotgun()
    {
        Vector3    vec       = new Vector3(0, 0, -1);
        Quaternion leftrota  = Quaternion.AngleAxis(-10, Vector3.up);
        Quaternion rightrota = Quaternion.AngleAxis(10, Vector3.up);

        for (int i = 0; i < 3; i++)
        {
            for (int j = 9; j < 14; j++)
            {
                switch (j)
                {
                case 9:
                    GameObject bullet = BulletUtil.LoadBullet(shooter.GetBulletName());

                    bullet.transform.position = shooter.GetPos();

                    bullet.transform.forward = vec;
                    IBullet bulletInfo = bullet.GetComponent <IBullet>();
                    bulletInfo.shooter = shooter;
                    bulletInfo.Fire();
                    break;

                case 10:
                    GameObject bullet2 = BulletUtil.LoadBullet(shooter.GetBulletName());

                    bullet2.transform.position = shooter.GetPos();

                    bullet2.transform.forward = leftrota * vec;
                    IBullet bulletInfo2 = bullet2.GetComponent <IBullet>();
                    bulletInfo2.shooter = shooter;
                    bulletInfo2.Fire();
                    break;

                case 11:
                    GameObject bullet3 = BulletUtil.LoadBullet(shooter.GetBulletName());

                    bullet3.transform.position = shooter.GetPos();

                    bullet3.transform.forward = rightrota * vec;
                    IBullet bulletInfo3 = bullet3.GetComponent <IBullet>();
                    bulletInfo3.shooter = shooter;
                    bulletInfo3.Fire();
                    break;

                case 12:
                    GameObject bullet4 = BulletUtil.LoadBullet(shooter.GetBulletName());

                    bullet4.transform.position = shooter.GetPos();

                    bullet4.transform.forward = rightrota * rightrota * vec;
                    IBullet bulletInfo4 = bullet4.GetComponent <IBullet>();
                    bulletInfo4.shooter = shooter;
                    bulletInfo4.Fire();
                    break;

                case 13:
                    GameObject bullet5 = BulletUtil.LoadBullet(shooter.GetBulletName());

                    bullet5.transform.position = shooter.GetPos();

                    bullet5.transform.forward = leftrota * leftrota * vec;
                    IBullet bulletInfo5 = bullet5.GetComponent <IBullet>();
                    bulletInfo5.shooter = shooter;
                    bulletInfo5.Fire();
                    break;
                }
            }
            yield return(new WaitForSeconds(0.5f));
        }
    }