Esempio n. 1
0
    public void Shoot()
    {
        //Instantiate(BulletPrefab)
        //GameObject clone = Instantiate(bulletPrefab, fpsCam.transform.position, fpsCam.transform.rotation);
        RaycastHit hit;

        if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range))
        {
            Debug.Log(hit.transform.name);

            Shootable shootable = hit.transform.GetComponent <Shootable>();

            if (shootable != null)
            {
                shootable.TakeDamage(damage);
            }
            if (hit.rigidbody != null)
            {
                hit.rigidbody.AddForce(-hit.normal * impactForce);
            }
        }
    }
Esempio n. 2
0
    //When calling this function, the barrel will explode and get destroyed
    void Explode()
    {
        GameObject cloneExplosion = Instantiate(explosionEffect, transform.position, transform.rotation);

        Collider[] collidersToDestroy = Physics.OverlapSphere(transform.position, radius);

        //This will reach all the objects that are near the barrel that could take damage from barrel's explosion
        foreach (Collider nearbyObject in collidersToDestroy)
        {
            Destructible dest      = nearbyObject.GetComponent <Destructible>();
            EnemyHealth  enemy     = nearbyObject.GetComponent <EnemyHealth>();
            Barrel       barrel    = nearbyObject.GetComponent <Barrel>();
            PlayerHealth player    = nearbyObject.GetComponent <PlayerHealth>();
            Shootable    shootable = nearbyObject.GetComponent <Shootable>();

            //The rest of all objects in the game will take damage when they are destroyable
            if (dest != null)
            {
                dest.TakeDamage(damage);
            }

            //The enemies will take damage
            if (enemy != null)
            {
                enemy.TakeDamage(damage);
            }

            //The other barrels will take damage
            if (barrel != null)
            {
                barrel.TakeDamage(damage);
            }

            //The player will take damage
            if (player != null)
            {
                player.TakeDamage(damage);
            }

            //The shootable objects will take damage, in this case they are boxes
            if (shootable != null)
            {
                shootable.TakeDamage(damage);
            }
        }

        Collider[] collidersToMove = Physics.OverlapSphere(transform.position, radius);

        //This will reach the objects nearby that could be moved, which means that when the barrel exploses close to them, they will move a little
        foreach (Collider nearbyObject in collidersToMove)
        {
            Rigidbody rb = nearbyObject.GetComponent <Rigidbody>();

            //The objects will response to the gravity force
            if (rb != null)
            {
                rb.AddExplosionForce(force, transform.position, radius);
            }
        }

        //This will destroy the object when everything has happened in the script below
        Destroy(gameObject);
        Destroy(cloneExplosion, 2);
    }