Esempio n. 1
0
    // Update is called once per frame
    void FixedUpdate()
    {
        if (Input.GetMouseButton(0))
        {
            Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit;

            if (MouseData.tempItemBeingDragged == null && !EventSystem.current.IsPointerOverGameObject())
            {
                if (Physics.Raycast(ray, out hit, 100))
                {
                    bool  getEnemy = hit.collider.CompareTag("Enemy");
                    float distance = Vector3.Distance(transform.position, hit.point);

                    if (getEnemy)
                    {
                        if (distance <= attackRange)
                        {
                            navMeshAgent.SetDestination(transform.position);
                            LookatSlerp(hit);
                            anim.SetBool("isShooting", true);
                            //Debug.Log("attack");
                            shooting.Shoot(int.Parse(atkText.text));
                        }
                        else
                        {
                            navMeshAgent.SetDestination(Vector3.MoveTowards(this.transform.position, hit.point, distance - attackRange));
                            LookatSlerp(hit);
                            isMoveAndShoot = true;
                        }
                    }
                    else
                    {
                        // Debug.Log("is running TRUE");
                        anim.SetBool("isShooting", false);
                        anim.SetBool("isRunning", true);
                        navMeshAgent.SetDestination(hit.point);
                    }
                }
            }
        }
        else if (navMeshAgent.hasPath)
        {
            anim.SetBool("isShooting", false);
            anim.SetBool("isRunning", true);
        }
        else if (isMoveAndShoot)
        {
            anim.SetBool("isShooting", true);
            anim.SetBool("isRunning", false);
            shooting.Shoot(int.Parse(atkText.text));
            isMoveAndShoot = false;
        }
        else
        {
            anim.SetBool("isShooting", false);
            anim.SetBool("isRunning", false);
        }
    }
Esempio n. 2
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    private void FixedUpdate()
    {
        //===================PLAYER MOVEMENT===================

        Vector2 desiredVelocity = movement * moveSpeed;

        rb.velocity = Vector2.SmoothDamp(rb.velocity, desiredVelocity, ref velocity, moveSmooth);
        Position    = rb.position;

        //===================ROTATION WITH MOUSE===================

        //Vector2 facingDirection = mousePosition - rb.position
        //float angle = Mathf.Atan2(facingDirection.y, facingDirection.x) * Mathf.Rad2Deg - 90f;
        //rb.rotation = angle;

        var x = joystick2.Horizontal;
        var y = joystick2.Vertical;

        if (x != 0.0 || y != 0.0)
        {
            float angle = Mathf.Atan2(y, x) * Mathf.Rad2Deg - 90f;
            //transform.rotation = Quaternion.AngleAxis(90.0f - angle, Vector3.up);
            rb.rotation = angle;

            //float nextTimeToFire = 0.5f;
            //if (Time.time >= nextTimeToFire) {
            shooting.Shoot();
            //nextTimeToFire = Time.time + 1f / 1;
            //}
        }
    }
Esempio n. 3
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    void Update()
    {
        if (!MenuManager.onPause)
        {
            move = Input.GetAxisRaw("Horizontal");

            if (Input.GetButtonUp("Jump") && canJump)
            {
                jump    = true;
                canJump = false;
                Invoke("JumpOn", 0.1f);
            }
            else
            {
                jump = false;
            }
            if (Input.GetKeyUp(KeyCode.C))
            {
                crouch = !crouch;
                movement.head.enabled = crouch;
            }
            if (Input.GetButtonUp("Fire1") && !crouch)
            {
                shooting.Shoot();
            }
            if (Input.GetButtonUp("Fire1") && crouch)
            {
                movement.Kus();
                FindObjectOfType <SoundManager>().Play("PlayerKus");
                kus.makeKus();
            }
        }
    }
Esempio n. 4
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    // Update is called once per frame
    protected void Update()
    {
        if (IsPlayerInactive == false)
        {
            // Handle the horizontal and Vertical movements
            movement.HandleMovement();

            // Handle shooting
            if ((Input.GetKeyDown(KeyCode.LeftControl) || Input.GetKeyDown(KeyCode.LeftShift)) && shooting.CanShoot == true)
            {
                shooting.Shoot(movement.IsTurningLeft);
                GameEngine.SoundManager.Play(AirmanLevelSounds.SHOOTING);
            }

            // Handle health...
            if (health.IsHurting)
            {
                if (Time.time - health.HurtingTimer >= health.HurtingDelay)
                {
                    movement.IsHurting = false;
                    health.IsHurting   = false;
                }
            }

            // Assign the appropriate texture to the player...
            AssignTexture();

            if (transform.position.z != 0)
            {
                Vector3 pos = transform.position;
                pos.z = 0;
                transform.position = pos;
            }
        }
    }
    private void Update()
    {
        if (photonView.isMine == false)
        {
            return;
        }

        m_UpdateTargetTimer      += Time.deltaTime;
        m_UpdateTargetPointTimer += Time.deltaTime;

        if (m_UpdateTargetTimer >= updateTargetTime)
        {
            SelectNewTarget();
            m_UpdateTargetTimer = 0;
        }

        if (m_UpdateTargetPointTimer >= updateTargetPointTime)
        {
            UpdateTargetPoint();
            m_UpdateTargetPointTimer = 0;
        }

        float lookTarget = centerAngle + angleRadius * Mathf.Sin(Time.time * rotateSpeed);

        Movement.SetLookTarget(lookTarget);

        if (Target != null && m_TargetPoint != Vector3.zero)
        {
            float ang = GetAngle(m_TargetPoint);
            if (ang < shootAngleThreshold)
            {
                Shooting.Shoot();
            }
        }
    }
    private void CheckShooting()
    {
        isMoving = true;
        Vector3 targetPosition = target.transform.position;
        Vector3 position       = this.gameObject.transform.position;

        //sqrmagnitude is faster
        if ((targetPosition - position).sqrMagnitude < 625.0)    //25*25
        {
            //check direction and height now
            if (((targetPosition.x < position.x) && (!isFacingRight)) ||
                ((targetPosition.x > position.x) && (isFacingRight)))
            {
                if (Mathf.Abs(targetPosition.x - position.x) < 3.0f)
                {
                    isMoving = false;
                }

                if (Mathf.Abs(targetPosition.y - position.y) < 5.0f)
                {
                    shooter.Shoot(isFacingRight, false);
                }
            }
        }
    }
Esempio n. 7
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    private void Update()
    {
        Shooting.Shoot();
        Movement.SetLookTarget(m_LookAngle);

        m_LookAngle += Time.deltaTime * rotateSpeed;
    }
Esempio n. 8
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        public IEnumerator Run(Move move, Shooting shooting)
        {
            while (true)
            {
                shooting.Shoot();

                var random = Random.value;

                if (random < 0.15)
                {
                    move.Down();
                }
                else if (random >= 0.15 && random < 0.3)
                {
                    move.Up();
                }
                else if (random >= 0.3 && random < 0.45)
                {
                    move.Right();
                }
                else if (random >= 0.45 && random < 0.6)
                {
                    move.Left();
                }

                yield return(new WaitForSeconds(1));
            }
        }
Esempio n. 9
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 void Update()
 {
     if (Input.GetKey(KeyCode.Mouse0))
     {
         shooting.Shoot(aiming.dir);
     }
 }
Esempio n. 10
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    private void Update()
    {
        if (Input.GetButtonDown("Jump"))
        {
            jump = true;
            animator.SetBool("Jumping", true);
        }

        if (Input.GetButtonDown("Crouch"))
        {
            crouching = true;
        }
        else if (Input.GetButtonUp("Crouch"))
        {
            crouching = false;
        }

        if (Input.GetButtonDown("Shoot") && isGrounded)
        {
            animator.SetBool("Shooting", true);
            shootingController.Shoot();
            Invoke("Wait", 0.5f);
        }

        if (Input.GetButtonDown("BurstShoot") && isGrounded)
        {
            animator.SetBool("Shooting", true);
            shootingController.BurstShoot();
            Invoke("Wait", 1f);
        }
    }
Esempio n. 11
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    private void Update()
    {
        if (Tank.IsLocal == false)
        {
            return;
        }

        if (Tank.IsAlive == false)
        {
            return;
        }

        if (GamemodeControl.Current == null)
        {
            Movement.SetTargetDirection(Vector3.zero);
            return;
        }

        UpdateCursorPosition();

        Movement.SetLookTarget(GetLookTarget());
        Movement.SetTargetDirection(GetTargetDirection());
        Movement.SetBoostHeld(Input.GetButton("Boost"));

        if (Input.GetButtonDown("Shoot"))
        {
            Shooting?.Shoot();
        }

        if (Input.GetButtonDown("Landmine"))
        {
            TankLandmine?.Use();
        }
    }
Esempio n. 12
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 private void attack()
 {
     if (Time.time - lastShoot >= 1)
     {
         lastShoot = Time.time;
         shooting.Shoot();
     }
 }
Esempio n. 13
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 //This method is used when the player interacts with a locked door. If the player has a key, it will remove 1 key, and activate the method for the doors script
 public void AmmoCheck()
 {
     if (ammo >= 1f)
     {
         hasAmmo.Shoot();
         ammo--;
     }
 }
Esempio n. 14
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    public void TypeLetter(char letter)
    {
        if (hasActiveWord)
        {
            if (activeWord.GetNextLetter() == letter)
            {
                clearedLetters++;
                activeWord.TypeLetter();
                shooter.Shoot(activeWord);
            }
        }
        else
        {
            foreach (Word word in words)
            {
                if (word.GetNextLetter() == letter)
                {
                    clearedLetters++;
                    activeWord    = word;
                    hasActiveWord = true;
                    word.TypeLetter();
                    shooter.Shoot(word);
                    break;
                }
            }
        }

        if (hasActiveWord && activeWord.WordTyped())
        {
            hasActiveWord = false;
            words.Remove(activeWord);
            if (activeWord.wordType == WordTypes.TIME_BOMB)
            {
                StartCoroutine(FreezeTimer());
            }
            clearedWords++;
            speedCounter++;
        }
        if (speedCounter >= increaseSpeedStep)
        {
            wordTimer.IncreaseSpeed();
            wordFallSpeed += .1f;
            speedCounter   = 0;
        }
    }
Esempio n. 15
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    public override void OnPointerUp(PointerEventData eventData)
    {
        base.OnPointerUp(eventData);

        if (gameObject.name == "AimingJoystick")
        {
            shooting.Shoot();
        }
    }
Esempio n. 16
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    /// <summary>
    /// Обработка ввода данных.
    /// </summary>
    private void Update()
    {
        runDirection.x = Input.GetAxisRaw("Horizontal");
        runDirection.z = Input.GetAxisRaw("Vertical");
        runDirection   = runDirection.normalized;

        isRunning = runDirection.magnitude == 0 ? false : true;

        // Координаты прицела + смещения из инспектора
        crosshairPosition = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0f);
        crosshairWorldPositionWithOffsets = mainCamera.ScreenToWorldPoint(new Vector3(crosshairPosition.x,
                                                                                      crosshairPosition.y,
                                                                                      zOffsetHeadArms));

        leftArmAimPosition = mainCamera.ScreenToWorldPoint(new Vector3(crosshairPosition.x + xOffsetLeftArm,
                                                                       crosshairPosition.y, zOffsetHeadArms));

        rightArmAimPosition = mainCamera.ScreenToWorldPoint(new Vector3(crosshairPosition.x + xOffsetRightArm,
                                                                        crosshairPosition.y, zOffsetHeadArms));

        // Прицеливание
        if (Input.GetMouseButtonDown(1))
        {
            isAiming = true;
        }

        if (Input.GetMouseButtonUp(1) && !Input.GetMouseButton(0))
        {
            isAiming = false;
        }

        // Стрельба
        if (Input.GetMouseButton(0))
        {
            isAiming = true;
            shooting.Shoot(crosshairWorldPositionWithOffsets);
        }

        if (Input.GetMouseButtonUp(0) && !Input.GetMouseButton(1))
        {
            isAiming = false;
        }

        // Прыжок или поднятие
        if (Input.GetKeyDown(KeyCode.Space))
        {
            if (isGrounded && isStanding)
            {
                Jump();
            }
            else if (isGrounded && !isStanding && !isTryingToStand)
            {
                isTryingToStand = true;
                GetUp();
            }
        }
    }
Esempio n. 17
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        private void Shoot()
        {
            if (IsPlayerTooFarToShoot())
            {
                _state = PatrolEnemyWithGunStates.Patrolling;
                _aiDestinationSetter.enabled = true;
                _aiPath.enabled = true;
                _seeker.enabled = true;
                SetAiDestination(_currentTarget);
                return;
            }

            if (Time.time < _nextShotTime)
            {
                return;
            }

            const float failAxisProbability = 0.5f;
            const float errorMargin         = 1f;
            var         failXRandom         = Random.value;
            var         failYRandom         = Random.value;

            Vector2 shotTarget = _player.transform.position;

            if (failXRandom < failAxisProbability)
            {
                var xError = Random.Range(-errorMargin, errorMargin);
                shotTarget.x = shotTarget.x + xError;
                Debug.Log($"Failed x by {xError}");
            }
            if (failYRandom < failAxisProbability)
            {
                var yError = Random.Range(-errorMargin, errorMargin);
                shotTarget.y = shotTarget.y + yError;
                Debug.Log($"y x by {yError}");
            }

            var shot = SharedGunShotPool.Instance.GetNextShot();

            shot.SetActive(true);
            shot.GetComponent <SpriteRenderer>().color = _shotColor;
            Vector2 position = transform.position;

            Shooting.Shoot(position, (shotTarget - position), shot, _enemy.HitPoints);
            SharedGunShotPool.Instance.ReturnShot(shot);

            _gunTriangle.SetActive(true);
            Debug.Log($"Angle before = {transform.rotation.eulerAngles}");
            transform.right = _player.transform.position - transform.position;
            Debug.Log($"Angle after = {transform.rotation.eulerAngles}");
            StartCoroutine(DisableGunTriangle());

            const float minSecondsBetweenShots = .1f;
            const float maxSecondsBetweenShots = 1f;

            _nextShotTime = Time.time + Random.Range(minSecondsBetweenShots, maxSecondsBetweenShots);
        }
Esempio n. 18
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 private void Update()
 {
     //Si está en Shooting intenta disparar y reduce el cooldown del disparo
     if (state == EnemyState.Shooting)
     {
         shooting.Cooldown();
         shooting.Shoot();
     }
 }
Esempio n. 19
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    void OnTriggerEnter(Collider collider)
    {
        if (collider.CompareTag("Player") && coinManager.inSlowTimePower == false)
        {
            gameTimeManager.SlowTimeDown(0.2f);

            GetComponent <BoxCollider>().enabled = false;

            StartCoroutine(shooter.Shoot());
        }
    }
Esempio n. 20
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    private void ShootAtAll()
    {
        var attackables = FindObjectsOfType <Attackable>();

        foreach (var attackable in attackables)
        {
            shooting.Shoot(attackable);
        }

        shooting.lastAttack = Time.time;
    }
Esempio n. 21
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    void Update()
    {
        if (Input.GetButton("Fire1") && Time.time > nextFire)
        {
            nextFire = Time.time + fireRate;

            shooting.Shoot(shot, shotSpawn.position, shotSpawn.rotation);

            GetComponent <AudioSource>().volume = PlayerPrefs.GetFloat("SoundEffSliderVolumeLevel", GetComponent <AudioSource>().volume);;
            GetComponent <AudioSource>().Play();
        }
    }
Esempio n. 22
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    private void Update()
    {
        if (shooting.IsReadyToAttack())
        {
            SetLockedOnTarget();

            if (lockedOnTarget)
            {
                shooting.Shoot(lockedOnTarget);
                shooting.lastAttack = Time.time;
            }
        }
    }
Esempio n. 23
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    public void Aiming()
    {
        RaycastHit2D hitRight = Physics2D.Raycast(rifle.FirePoint.position, transform.right);

        Sensor();
        if (timer > 0)
        {
            timer--;
        }

        if (timer < 1 && hitRight && hitRight.transform.tag == "Player")
        {
            rifle.Shoot();
            timer = timeToShoot;
        }
    }
Esempio n. 24
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    /// <summary>
    /// Dependiendo del estado en el que esté, acualiza su comportamiento
    /// </summary>
    private void Update()
    {
        switch (state)
        {
        case EnemyState.Fleeing:
            followDirection.MoveTowards((transform.position - player.transform.position).normalized);
            break;

        case EnemyState.Shooting:
            shooting.Cooldown();
            shooting.Shoot();
            break;
        }

        anim.SetFloat("Velocity", rb.velocity.magnitude);
    }
Esempio n. 25
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 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.gameObject.tag == ("Turret"))
     {
         _shooting = other.GetComponent <Shooting> ();
     }
     if (other.gameObject.tag == ("Enemy"))
     {
         _shooting.Shoot();
         Destroy(gameObject);
     }
     if (other.gameObject.name == ("CastLineTurret"))
     {
         _raycast = other.gameObject;
     }
 }
Esempio n. 26
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    void Update()
    {
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

        Debug.DrawRay(ray.origin, ray.direction * 100);

        RaycastHit hit;

        if (Physics.Raycast(ray, out hit))
        {
            _playerMovement.LookAt(hit.point);
        }
        if (Input.GetButtonDown("Fire1"))
        {
            _playerShoot.Shoot();
        }
    }
Esempio n. 27
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 private void Update()
 {
     if (Input.GetButtonDown("ChangeShooting"))
     {
         Weapon.ChangeActiveWeapon();
     }
     else
     if (Input.GetButtonDown("Fire1"))
     {
         if (Weapon.cartridge.ContainsKey(Weapon.activeWeapon) &&
             Weapon.cartridge[Weapon.activeWeapon] > 0)
         {
             shooting.Shoot(unit, Weapon.activeWeapon);
             Weapon.cartridge[Weapon.activeWeapon]--;
         }
     }
 }
Esempio n. 28
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    public bool Fire()
    {
        if (!IsThrown)
        {
            if (AmmoLoaded > 0)
            {
                Shooting shooting = GameObject.Find("Player").GetComponent <Shooting>();
                if (shooting.Shoot())
                {
                    AmmoLoaded--;
                }
                else
                {
                    return(false);
                }
                if (shooting.SilencedShots <= 0 && WeaponType == Type.Pistol)
                {
                    WeaponSprite = Resources.Load <Sprite>("Sprites/pistol2");
                }
                return(true);
            }

            //This part will run when AmmoLoaded <= 0 since the function did not return yet.
            GameObject.Find("Game Manager").GetComponent <AudioManager>().PlaySound(AudioManager.SoundEffect.FireEmpty);
            return(false);
        }
        else
        {
            if (AmmoStandby > 0 && GameObject.Find(DataDriven.thrownObjName) == null && GameObject.Find(DataDriven.explosionName) == null)
            {
                //Throw weapon if one isn't already thrown and visible.
                AmmoStandby--;
                switch (WeaponType)
                {
                case Type.Grenade:
                    Grenade.Spawn(GameObject.Find("Player"));
                    break;
                }
                return(true);
            }

            //This part will run when AmmoStandby <= 0 and a thrown weapon is not found since the function did not return yet.
            return(false);
        }
    }
Esempio n. 29
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    // Update is called once per frame
    private void Update()
    {
        horizontal = Input.GetAxisRaw("Horizontal");
        if (horizontal == 1 || horizontal == -1)
        {
            lastHorizontal = horizontal;
        }

        if (Input.GetButtonDown("Jump"))
        {
            ifJump = true;
        }
        if (Input.GetButtonDown("Dash"))
        {
            dashSpeed = dashMultiplier;
        }
        //Get button (not get button down) because this let player hold the button
        if (Input.GetButton("Attack"))
        {
            isAttacking = true;
            shooting.Shoot();
        }
    }
Esempio n. 30
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        private void FixedUpdate()
        {
            float h;
            float v;
            int   shoot;

            if (Application.platform == RuntimePlatform.Android)
            {
                h     = joystick.Horizontal;
                v     = joystick.Vertical;
                shoot = 0;
            }
            else
            {
                h     = CrossPlatformInputManager.GetAxis("Horizontal");
                v     = CrossPlatformInputManager.GetAxis("Vertical");
                shoot = (int)Math.Round(CrossPlatformInputManager.GetAxis("Shoot"));
            }
            _mCar.Move(h, v, v);
            if (shoot == 1)
            {
                _mShooting.Shoot();
            }
        }