void Shoot()
    {
        // Reset the timer.
        timer = 0f;

        //rotate body

        DIY_Movement.SoftLookAt(parent.gameObject, player.position, 30f);



        // Play the gun shot audioclip.
        gunAudio.Play();

        // Enable the lights.
        gunLight.enabled = true;

        // Stop the particles from playing if they were, then start the particles.
        gunParticles.Stop();
        gunParticles.Play();

        // Enable the line renderer and set it's first position to be the end of the gun.
        gunLine.enabled = true;
        gunLine.SetPosition(0, transform.position);

        // Set the shootRay so that it starts at the end of the gun and points forward from the barrel.
        shootRay.origin    = transform.position;
        shootRay.direction = transform.forward;

        // Perform the raycast against gameobjects on the shootable layer and if it hits something...
        if (Physics.Raycast(shootRay, out shootHit, range))
        {
            // Try and find an EnemyHealth script on the gameobject hit.
            ThiefHealth playerHealth = shootHit.collider.GetComponent <ThiefHealth>();

            // If the EnemyHealth component exist...
            if (playerHealth != null)
            {
                // ... the enemy should take damage.
                playerHealth.TakeDamage(damagePerShot);
            }

            // Set the second position of the line renderer to the point the raycast hit.
            gunLine.SetPosition(1, shootHit.point);
        }
        // If the raycast didn't hit anything on the shootable layer...
        else
        {
            // ... set the second position of the line renderer to the fullest extent of the gun's range.
            gunLine.SetPosition(1, shootRay.origin + shootRay.direction * range);
            parent.GetComponent <MechMovement>().lostTarget = true;
        }
    }
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    void Update()
    {
        if (m_Thief == null)
        {
            return;
        }

        transform.position = Vector3.MoveTowards(transform.position, m_Thief.transform.position, m_Speed * Time.deltaTime);

        if (transform.position.Equals(m_Thief.transform.position))
        {
            m_Thief.TakeDamage(m_Damage);
            m_Thief = null;

            Destroy(gameObject, 0.1f);
        }
    }