Esempio n. 1
0
    private void ShootLaser()
    {
        Collider[] colls       = Physics.OverlapSphere(transform.position, laserLength, LayerMask.GetMask("Alley"));
        float      closestDist = float.MaxValue;

        target = null;
        foreach (var item in colls)
        {
            Mob itemMob = item.GetComponent <Mob>();
            if (itemMob)
            {
                Vector3 subVec  = item.transform.position - transform.position;
                float   sqrDist = subVec.sqrMagnitude;
                if (sqrDist <= closestDist)
                {
                    closestDist = sqrDist;
                    target      = itemMob;
                }
            }
        }

        if (target)
        {
            AnimEventBehavior laserStartBehavior = ScriptableObject.CreateInstance <AnimEventBehavior>();
            laserStartBehavior.Init(BehaviorPriority.Skill, new AnimEventBData("laser", mainSoundPlayer, "LaserCharge", 1.0f), laserChargeTime);
            fsm.DirectAddBehavior(laserStartBehavior);

            LaserBehavior laserStayBehavior = ScriptableObject.CreateInstance <LaserBehavior>();
            laserStayBehavior.Init(BehaviorPriority.Skill, new LaserBData(target, mainSoundPlayer, "Laser", 0.25f), laserDuration);
            fsm.DirectAddBehavior(laserStayBehavior);
            IdleBehavior idleBehavior = ScriptableObject.CreateInstance <IdleBehavior>();
            idleBehavior.Init(BehaviorPriority.Basic, null, 2.5f);
            fsm.DirectAddBehavior(idleBehavior);
        }
    }
Esempio n. 2
0
    public void SpawnLaser(Vector3 p, Vector3 dir)
    {
        //Debug.Assert(CanSpawn());
        laserOverheat++;
        GameObject    e     = GameObject.Instantiate(laser);    // as GameObject;
        LaserBehavior Laser = e.GetComponent <LaserBehavior>(); // Shows how to get the script from GameObject

        if (null != Laser)
        {
            e.transform.position = p;
            e.transform.up       = dir;
        }
        mSpawnLaserAt = Time.realtimeSinceStartup;
    }