public void SpawnBulletTrailVFX(Vector3 start, Vector3 end)
    {
        var bulletTrail = PoolSystem.GetInstance <LineRenderer>(_bulletTrailVFX);

        bulletTrail.SetPosition(0, start);
        bulletTrail.SetPosition(1, end);

        bulletTrail.gameObject.SetActive(true);
    }
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    public void PlaySFXSource(AudioClip clip, Vector3 hitPosition, Vector3 normal)
    {
        if (clip)
        {
            var source = PoolSystem.GetInstance <AudioSource>(_sfxSource);

            float pitch = Random.Range(0.8f, 1.2f);

            source.gameObject.transform.position = hitPosition;
            source.gameObject.transform.forward  = normal;

            source.gameObject.SetActive(true);
            source.pitch = pitch;
            source.PlayOneShot(clip);
        }
    }
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    public override void Fire()
    {
        if (CanFire() && _anim.CanReloadOrFire())
        {
            var projectil = PoolSystem.GetInstance <ProjectilComponent>(_projectilPrefab);

            Vector3 startPosition = GetMuzzleEndPosition(_cameraController.GetMainCamera(), _cameraController.GetWeaponCamera());

            projectil.Launcher(ExplositionVFX, startPosition, _muzzleEnd.rotation, _playerForward.forward, _throwForce, _damage);

            ClipAmmo--;

            base.Fire();
        }

        //Start call update method
        enabled = true;
    }
    /// <summary>
    ///
    /// </summary>
    /// <param name="prefab">Wheather passed how null, will put default death VFX</param>
    /// <param name="hitPosition">Position to place the vfx</param>
    /// <param name="normal">Normal that forward will point</param>
    public void SpawnDeathVFX(ParticleSystem prefab, Vector3 hitPosition, Vector3 normal)
    {
        var particle = PoolSystem.GetInstance <ParticleSystem>(prefab);

        SpawnVFX(particle, hitPosition, normal);
    }
    public void SpawnExplositionVFX(Vector3 position, Vector3 rotation)
    {
        var particle = PoolSystem.GetInstance <ParticleSystem>(_explositionVFX);

        SpawnVFX(particle, position, rotation);
    }
    public void SpawnImpactHitVFX(Vector3 hitPosition, Vector3 normal)
    {
        var particle = PoolSystem.GetInstance <ParticleSystem>(_hitPrefabVFX);

        SpawnVFX(particle, hitPosition, normal);
    }