Shoot() public method

public Shoot ( Vector3 dir ) : void
dir Vector3
return void
Esempio n. 1
0
    private void Update()
    {
        if (EnemyManager.EnemyContainerInstance != null && Level > 0 && Time.time - LastShoot > ArrowTime[Level])
        {
            Transform shootLocation = (ShootLocations[UnityEngine.Random.Range(0, ShootLocations.Length)]);
            if (Mathf.Abs(EnemyManager.EnemyContainerInstance.transform.position.z - shootLocation.position.z) < ShootDistances[Level])
            {
                Projectile projectile = ProjectilePool.Instance.GetProjectile();
                Vector3    pos        = EnemyManager.EnemyContainerInstance.transform.position +
                                        Vector3.right * UnityEngine.Random.Range(-5f, 5f);
                projectile.Shoot(shootLocation.position, pos);
                LastShoot = Time.time;
            }
        }

        if (RequiredBuilt == null)
        {
            return;
        }
        //Handle not building if previous building has not built!
        if (RequiredBuilt.Level == 0)
        {
            if (!_raddishShop.DisableShop)
            {
                _raddishShop.DisableShop = true;
            }
        }
        else if (!_levelingUp && _raddishShop.DisableShop)
        {
            _raddishShop.DisableShop = false;
        }
    }
Esempio n. 2
0
    public void Shoot(float angle)
    {
        AudioManager.instance.Play("DisparoTorreta");
        Projectile projectile = ProjectilePool.Instance.GetObject();

        projectile.Shoot(projectileSpawner.position, angle, bulletSpeed);
    }
    /// <summary>
    /// Checks actor's inventory for projectile, then shoots it from actor's position
    /// </summary>
    /// <param name="actor">Actor</param>
    private void Shoot(Actor actor)
    {
        GameController.Log("Executing ShootCommand on " + actor.name, GameController.LogCommands);

        // Retrieve projectile from actor inventory
        projectile = GetProjectile(actor);

        if (projectile != null)
        {
            // Set bullet on player
            projectile.transform.position = actor.transform.position;

            // Get direction actor is facing (TODO: consider handling this for actors that don't rotate)
            BaseConstants.Direction direction = actor.GetComponent <MoveComponent>().currentDirection;
            GameController.Log("Projectile direction: " + direction.ToString(), GameController.LogCommands);

            // Send projectile in that direction
            Vector2 trajectory = DirectionHelper.DirectionToVector(direction);
            projectile.Shoot(trajectory, actor);
        }
        else
        {
            GameController.LogWarning("Primary Shoot Command: could not find projectile in actor " + actor.name + "'s inventory", GameController.LogCommands);
        }
    }
Esempio n. 4
0
 public void DrawGameObjects()//draw all Gameobjects into the gamedisplay
 {
     foreach (Invader invader in Invaders)
     {
         invader.Draw();
     }
     foreach (Wall wall in Walls)
     {
         wall.Draw();
     }
     foreach (Ufo ufo in Ufos)
     {
         ufo.Draw();
     }
     foreach (PlayerProjectile playerprojectile in PlayerProjectiles)
     {
         playerprojectile.Draw();
         playerprojectile.Shoot();
     }
     foreach (EnemyProjectile Projectile in EnemyProjectiles)
     {
         Projectile.Draw();
         Projectile.Shoot();
     }
     Player.Draw();
 }
    public override void Step(Shooter p_shooter)
    {
        Projectile proj       = SpawnProjectile(p_shooter);
        Vector2    target     = FetchTarget(p_shooter, proj);
        Vector2    direction  = (target - (Vector2)proj.transform.position).normalized;
        float      angle      = (float)p_shooter.GetPatternInfo(this, "angle");
        bool       reverse    = (bool)p_shooter.GetPatternInfo(this, "reverse");
        float      angleStart = (float)p_shooter.GetPatternInfo(this, "angleStart");

        direction = direction.Rotate(angle);
        proj.Shoot(p_shooter, target, direction);

        if (m_shots > 1)
        {
            float angleStep = m_angleRange / (m_shots / 2);
            angle += reverse ? -angleStep : angleStep;
        }

        if (angle >= angleStart + m_angleRange)
        {
            reverse = true;
        }
        if (angle <= angleStart)
        {
            reverse = false;
        }

        p_shooter.SetPatternInfo(this, "angle", angle);
        p_shooter.SetPatternInfo(this, "reverse", reverse);
    }
Esempio n. 6
0
    public override bool Attack(DirectionVector direction)
    {
        if (_shootTimer == null)
        {
            _shootTimer = new ExpirationTimer(_skillSet.ShootDeltaTime);
            _shootTimer.OnExpiredTimer += AttackAction;
        }
        if (_shootTimer.ExpirationTime != _skillSet.ShootDeltaTime)
        {
            _shootTimer.ExpirationTime = _skillSet.ShootDeltaTime;
        }

        if (_isCanAttack)
        {
            Projectile projectile      = ObjectsAPI.SpawnObject(_projectile.gameObject).GetComponent <Projectile>();
            float      rotation        = direction.Value.VectorAngle();
            float      projectileSpeed = _skillSet.ProjectileSpeed;

            projectile.Shoot(transform.position, rotation, 1, direction.Value * projectileSpeed,
                             _damageSkill.DamageValue, _classInformation.CurrentFraction);
            _isCanAttack = false;
            _shootTimer.Start();
            return(true);
        }
        return(false);
    }
Esempio n. 7
0
    public virtual void Shoot()
    {
        float forceCharge = this.forceCharge - this.forceCharge % forceChargeGrounding;

        projectile.Shoot(shootForce * forceCharge * transform.forward, shootTorque * torqueCharge);
        projectile = null;
    }
Esempio n. 8
0
    void LaunchBullet()
    {
        if (currProjectile == null)
        {
            return;
        }
        ++shootedProjectiles;

        currProjectile.transform.SetParent(null);
        //if (isPlayerWeapon) {
        //	Vector3 mousePos = GameManager.Instance.mouse.mousePosWorld - shootPos[currShootPos].position;
        //	float mouseRot = (Mathf.Atan2(mousePos.y, mousePos.x) * Mathf.Rad2Deg + 270) % 360;

        //	if (Mathf.Abs(mouseRot - transform.rotation.eulerAngles.z) <= 60)
        //		currProjectile.transform.rotation = Quaternion.Euler(0, 0, mouseRot);
        //}
        //else if (isAutoTargetPlayer) {
        //	if (GameManager.Instance.player != null)
        //		currProjectile.transform.rotation = Quaternion.LookRotation(Vector3.forward, GameManager.Instance.player.transform.position - transform.position);
        //}
        currProjectile.transform.rotation = transform.rotation;
        currProjectile.Shoot(parentPb.velocity);

        AudioManager.Instance.Play(shootClip);

        if (++currShootPos >= shootPos.Length)
        {
            currShootPos = 0;
        }

        currProjectile = null;
    }
Esempio n. 9
0
    public void ShootProjectile(Vector2 angle)
    {
        float      eulerAngleToShootAt     = Vector2.SignedAngle(Vector2.up, angle.normalized);
        GameObject newProjectileGameObject = Instantiate(projectilePrefab, trans.position, Quaternion.Euler(0, 0, eulerAngleToShootAt));
        Projectile newProjectile           = newProjectileGameObject.GetComponent <Projectile>();

        newProjectile.Shoot(angle);
    }
Esempio n. 10
0
//	public void Attack()
//	{
//		int dmg = damageScale;
//		//calculate attack data : damage, location, number of damage points ("projectiles") etc...
//		//send relevant data : damage, damage points (locations relative to cursor) etc... as param to crossHairScript's
//		// sendAttack() method.
//
//		//use variables to calculate the actual damaged passed to the world and where the damage
//		//hits in world space
//		//use collision component of the cursor to manupulate the extent of damage for damage spread/choke
//		//example of this would be a shotgun or an explosive ot even a melee weapon with swing.
//		//this.transform.localPosition = new Vector3(5,2,2);
//
//		//crosshairScript.sendAttack (dmg[], dmgLocations[]);
//		crosshairScript.sendAttack(dmg);
//	}


    /**
     * Description: Calculates relevant data to be passed on to a newly created gameObject's projectile script to handle
     *              collision and pathing logic.
     */
    public void Attack(Vector2 direction)
    {
        //calc attack damage to be delivered via the projectile prefab/script
        Projectile projectile = (Projectile)Instantiate(this.projectile, this.transform.position,
                                                        this.transform.rotation);

        projectile.Init(fixedDmg, range);
        projectile.Shoot(direction, speed);
    }
Esempio n. 11
0
 private void ShootProjectile()
 {
     if (!EnemyProjectile.Active)
     {
         EnemyProjectile.Shoot(Position, GoingRight);
         ChangeAnimationState(Animation_State.throwing);
         LockAnimation(Animations[ActiveAnimation]);
     }
 }
Esempio n. 12
0
    private void CreateProjectile()
    {
        //Add verification if we add ammo
        audioSource.PlayOneShot(shootSound);
        Projectile newProjectile = Instantiate(bulletPrefab, transform.position, transform.rotation, projectileFolder.transform);

        newProjectile.GetComponent <DamageDealer>().Damage = weapon.damage;
        newProjectile.Shoot(gameObject);
    }
Esempio n. 13
0
 protected override void Fire(Vector2 Pos)
 {
     for (int i = 0; i < Shots; i++)
     {
         Projectile P = Instantiate(Projectile);
         ProjectileData D = ProjectileData.Clone();
         D.Impulse += Random.Range(-Mathf.Min(D.Impulse / 2, ForceSpread), ForceSpread);
         P.Shoot(Holder, (Pos + Random.insideUnitCircle * Spread) - (Vector2)transform.position, D);
     }
 }
        private void SpawnProjectile()
        {
            GameObject spawnedProjectile = GameObject.Instantiate(projectilePrefab
                                                                  , projectileSpawnPoint.transform.position
                                                                  , projectileSpawnPoint.transform.rotation);
            Projectile projectile = spawnedProjectile.AddComponent <Projectile>();

            projectile.Init(projectileSpawnPoint.transform.forward);
            projectile.Shoot();
        }
Esempio n. 15
0
    private void Shoot()
    {
        if (AmmoHandler.ammo > 0 && P_PlayerInteractionEnabled == true)
        {
            p_Projectile = Instantiate(p_ProjectilePrefab, p_ProjectileOrigin.position, Quaternion.identity);
            p_Projectile.Shoot(m_Direction, p_ShootForce, "Enemy");

            AmmoHandler.DecrementAmmo(1);
        }
    }
Esempio n. 16
0
 private void Shoot()
 {
     if (ammo != null)
     {
         ammo.ActivateProjectile();
         ammo.Shoot(direction, force);
         ammo = null;
     }
     vector.StopVectorAnimation();
 }
Esempio n. 17
0
    public override void Fire()
    {
        Projectile p = Instantiate(projectilePrefab, transform.position, Quaternion.Euler(0, 0, transform.eulerAngles.z - 90f)) as Projectile;

        float w = drawStringK * (Mathf.Sqrt(Mathf.Pow(base.DrawPercent() * drawStringLengthX, 2f) + Mathf.Pow(drawStringLengthY, 2f)) - drawStringLengthY);

        p.Shoot(w, -transform.right);

        base.Fire();
    }
Esempio n. 18
0
    void Shoot()
    {
        GameObject bullet = Instantiate(projectile, rigidbody2.position + Vector2.up * 0.5f, Quaternion.identity);

        Projectile cog = bullet.GetComponent <Projectile>();

        cog.Shoot(direction, shootSpeed);
        PlaySound(shoot);
        anim.SetTrigger("Launch");
    }
Esempio n. 19
0
    // Update is called once per frame
    void Update()
    {
        _deltaTimeJump   += Time.deltaTime;
        _deltaTimeAttack += Time.deltaTime;

        _moviment = new Vector2(Input.GetAxisRaw("Horizontal") * speedForce, 0.0f);
        _jump     = Input.GetButtonDown("Jump") ? new Vector2(_body.velocity.x, 1 * jumpForce) : new Vector2(_body.velocity.x, 0 * jumpForce);

        if (_moviment.sqrMagnitude > 0.1f)
        {
            isRightFaced    = (Input.GetAxis("Horizontal") > 0.0f);
            _renderer.flipX = !(Input.GetAxis("Horizontal") > 0.0f);
        }

        if (Input.GetButtonDown("Jump") && IsGrounded)
        {
            _body.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse);
            IsDoubleJumpReady = true;
        }

        if (Input.GetButtonDown("Jump") && !IsGrounded && _deltaTimeJump > targetTimeJump && IsDoubleJumpReady)
        {
            if (_body.velocity.y < 0f)
            {
                _body.AddForce(new Vector2(0.0f, -_body.velocity.y) - _body.velocity, ForceMode2D.Impulse);
            }

            _deltaTimeJump = 0;

            _body.AddForce(_jump - _body.velocity, ForceMode2D.Impulse);
            IsDoubleJumpReady = false;
        }


        if (Input.GetButtonDown("Fire1") && _deltaTimeAttack > targetTimeAttack)
        {
            isAttacking = true;
            float      faceFactor            = (isRightFaced ? 1.0f : -1.0f);
            Vector3    projectileOffsetValue = new Vector3(projectileOffset.x * faceFactor, 0, 0);
            Vector3    projectilePosition    = this.transform.position + projectileOffsetValue;
            Projectile projectile            = ObjectPooling.GetProjectile();
            projectile.transform.position = projectilePosition;
            projectile.Shoot(isRightFaced);
            _deltaTimeAttack = 0;
        }
        else
        {
            isAttacking = false;
        }

        _animator.SetFloat(speedParam, Mathf.Abs(_body.velocity.x));
        _animator.SetFloat(YParam, _body.velocity.y);
        _animator.SetBool(groundedParam, IsGrounded);
        _animator.SetBool(isFiring, isAttacking);
    }
Esempio n. 20
0
    public void Shoot(InputAction.CallbackContext _context)
    {
        if (!_context.performed)
        {
            return;
        }
        Projectile _proj = projectilePool.GetComponent();

        _proj.transform.position = shotSocket.transform.position;
        _proj.Shoot(shotSocket.transform.forward * shootForce);
    }
Esempio n. 21
0
    public void Shoot()
    {
        Projectile projectile = ProjectileManager.RequestProjectile();

        projectile.gameObject.SetActive(true);
        projectile.transform.rotation = Tank.transform.rotation;
        projectile.Shoot(this);
        CurrentAmmo--;
        curCooldown = stats.ShotCooldown;
        OnShotFired?.Invoke();
    }
Esempio n. 22
0
    void CheckShoot()
    {
        if (!ShootingAvailable())
        {
            return;
        }

        Projectile projectile = Instantiate(projectilePrefab);

        projectile.transform.SetParent(this.transform);
        projectile.Shoot(this, Vector2.up); //turn this around
    }
Esempio n. 23
0
    private IEnumerator Attack(Player player)
    {
        myEnemyController.IsAttacking = true;
        myAnimtor.SetBool(myEnemyController.attackingBool, true);
        Projectile currentProjectile = Instantiate(projectile, barrel.position, Quaternion.identity).GetComponent <Projectile>();

        currentProjectile.Shoot(player.transform.position);
        yield return(new WaitForSeconds(1 / attackSpeed));

        myEnemyController.IsAttacking = false;
        myAnimtor.SetBool(myEnemyController.attackingBool, false);
    }
Esempio n. 24
0
    public void Shoot()
    {
        GameObject obj  = Instantiate(skillObj[0], p.spawn.position, Quaternion.identity);
        Projectile proj = obj.GetComponent <Projectile>();

        proj.pN = p.playerNumber;
        proj.Shoot(transform.rotation, 825);
        proj.attack = 10;
        FMODUnity.RuntimeManager.PlayOneShot(FMODPaths.THROW_SFX, GetComponent <Transform>().position);

        p.anim.SetTrigger("Attacks");
    }
Esempio n. 25
0
    public override void Use(object o)
    {
        Actor shooter = null;

        try{
            shooter = (Actor)o;
        }
        catch (Exception e) {
            Debug.LogError("The shooter is null");
            return;
        }

        if (shooter == null)
        {
            return;
        }

        if (loadedMagazine)
        {
            if (chamberedProjectile)
            {
                chamberedProjectile.Shoot(transform.up, shooter);
            }
            else
            {
                Chamber(loadedMagazine.Cycle(this));
                if (chamberedProjectile)
                {
                    chamberedProjectile.Shoot(transform.up, shooter);
                    FireEffects();
                }
            }
        }
        else
        {
            Debug.Log("There is no loaded Magazine");
        }
    }
Esempio n. 26
0
    public void HandleShoot()
    {
        if (currentInterval >= fireRate)
        {
            float      angle           = SpreadAngle / 180f;
            Vector3    spreadDirection = Vector3.Slerp(Muzzle.forward, Random.insideUnitSphere, angle);
            Projectile projectile      = Instantiate(ProjectilePrefab, Muzzle.position, Quaternion.LookRotation(spreadDirection));
            projectile.Shoot(bulletSpeed, impulse);

            currentInterval = 0;
        }

        currentInterval += Time.deltaTime;
    }
Esempio n. 27
0
    public virtual Projectile Shoot(Vector3 position, Vector3 forward, Vector3 upward)
    {
        Projectile projectile = null;

        if (projectilePrefab != null)
        {
            initProjectilesIfNeeded();
            projectile = projectiles.Dequeue();
            projectile.Shoot(position, forward, upward);
            projectiles.Enqueue(projectile);
        }

        return(projectile);
    }
Esempio n. 28
0
    protected virtual void Shoot()
    {
        if (Time.time > shootTimer)
        {
            shootTimer = Time.time + fireDelay;

            Projectile pro = Instantiate(projectilePrefab, muzzlePosition.position, muzzlePosition.rotation * CalculateSpread());
            pro.Shoot(bulletSpeed, bulletDamage);

            this.transform.localPosition += kickBack;

            IncreaseInaccuracy(inaccuracyPerShot);
            ApplyInaccuracy();
        }
    }
Esempio n. 29
0
    private IEnumerator Shoot()
    {
        isShooting = true;
        Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit;

        if (Physics.Raycast(ray, out hit))
        {
            Projectile currentProjectile = Instantiate(projectile, transform.position, Quaternion.identity).GetComponent <Projectile>();
            currentProjectile.Shoot(hit.point);
        }
        yield return(new WaitForSeconds(1.0f / speed));

        isShooting = false;
    }
        public void ThrowArrow()
        {
            if (!arrowInstance)
            {
                return;
            }

            EventTrigger attackEvent = new CustomEvent(agent.aimerPivot.position, EventSubject.Attack, GameConfig.projectilePriority);

            // TODO : fix the direction calculation, the base position should be the head of the character, or the end of the arrow, not the agent
            Vector3 shootDirection = agent.arrowParent.position - agent.aimerPivot.position;

            arrowInstance.Shoot(attackEvent, shootDirection.normalized * agent.shootForce);

            arrowInstance.transform.SetParent(null);
            arrowInstance = null;
        }
    private void spawnProjectile()
    {
        if (attackSound)
        {
            AudioSource.PlayClipAtPoint(attackSound, transform.position);
        }

        dir = new Vector3(targetPos.x - transform.position.x, 0, 0);
        distL = (transform.position - targetPos - left).magnitude;
        distR = (transform.position - targetPos - right).magnitude;
        toLeft = (attackRange + distL) <= distR;
        bool facing = distL <= distR;
        short faceDir;
        if (facing)
            faceDir = -1;
        else
            faceDir = 1;

        shot = Instantiate(shotObj, transform.position + faceDir * xhalf, transform.rotation) as Projectile;
        shot.Shoot(dir.normalized);
    }
Esempio n. 32
0
    // Update is called once per frame
    void Update()
    {
        foreach (GameObject enem in enemies)
          {
               tempDist = (transform.position - enem.transform.position).magnitude;
               if (tempDist < distance)
               {
                    distance = tempDist;
                    dir = (transform.position - enem.transform.position).normalized;
               }
          }
          if (enemies.Count < 1)
          {
               somethingToAttack = false;
          }
          else
          {
               somethingToAttack = true;
          }

          if(somethingToAttack)
          {
               if(shot_CD >= 2)
               {
                    shot = Instantiate(shotObj, transform.position, transform.rotation) as Projectile;
                    shot.Shoot(-dir);
                    shot_CD = 0;
               }
          }

          shot_CD += Time.deltaTime;
    }
 private void boltAttack()
 {
      //animation
      //bolt
      bolt = Instantiate(boltObj, transform.position, transform.rotation) as Projectile;
      bolt.setStun(bolt_Stun);
      //Debug.Log(direction);
      findPos();
      bolt.Shoot(0, direction / 1.5f);
      bolt_CD = 0;
 }
Esempio n. 34
0
 public void ballAttack()
 {
      ball = Instantiate(ballObj, transform.position, transform.rotation) as Projectile;
      ball.Shoot(0, direction * 0.7f);
      fireBall_CD = 0;
      iceBall_CD = 0;
 }