Esempio n. 1
0
	void SetShake () {
		if( chkShakeCam )
		{
			curOS	= camShake;
		}
		else
		{
			curOS	= ojbShake;
		}
	}
Esempio n. 2
0
 void SetShake()
 {
     if (chkShakeCam)
     {
         curOS = camShake;
     }
     else
     {
         curOS = ojbShake;
     }
 }
Esempio n. 3
0
    public override void useAsItem(Tile tileUsingUs)
    {
        if (_cooldownTimer > 0)
        {
            return;
        }

        // First, make sure we're aimed properly (to avoid shooting ourselves by accident)
        aim();


        // Check to see if the muzzle is overlapping anything.
        int numBlockers = Physics2D.OverlapPointNonAlloc(muzzleFlashObj.transform.position, _maybeColliderResults);

        for (int i = 0; i < numBlockers && i < _maybeColliderResults.Length; i++)
        {
            if (!_maybeColliderResults[i].isTrigger && _maybeColliderResults[i] != mainCollider)
            {
                ObjShake maybeSpriteShake = _sprite.GetComponent <ObjShake>();
                if (maybeSpriteShake != null)
                {
                    maybeSpriteShake.shake();
                }

                return;
            }
        }

        muzzleFlashObj.SetActive(true);
        Invoke("deactivateFlash", 0.1f);
        tileUsingUs.addForce(-recoilForce * tileUsingUs.aimDirection.normalized);

        // Let's spawn the bullet. The bullet will probably need to be a child of the room.
        GameObject newBullet = Instantiate(bulletPrefab);

        newBullet.transform.parent   = tileUsingUs.transform.parent;
        newBullet.transform.position = muzzleFlashObj.transform.position;
        newBullet.transform.rotation = transform.rotation;

        newBullet.GetComponent <Tile>().init();
        newBullet.GetComponent <Tile>().addForce(tileUsingUs.aimDirection.normalized * shootForce);

        _cooldownTimer = cooldownTime;
    }