Esempio n. 1
0
    public override void OnButtonUp()
    {
        if (inAttack && !isfired)
        {
            sfx.PlayOneShot(bowFire);
            loadedArrow.GetComponent <Projectile>().Fire(arrowDir);
            switch (arrowDir)
            {
            case Controller2D.Direction.North:

                loadedArrow.bodyType = RigidbodyType2D.Dynamic;
                loadedArrow.AddForce(Vector2.up * 7, ForceMode2D.Impulse);
                loadedArrow.transform.SetParent(null);



                break;


            case Controller2D.Direction.South:

                loadedArrow.bodyType = RigidbodyType2D.Dynamic;
                loadedArrow.AddForce(Vector2.down * 7, ForceMode2D.Impulse);
                loadedArrow.transform.SetParent(null);
                break;

            case Controller2D.Direction.East:
                loadedArrow.bodyType = RigidbodyType2D.Dynamic;
                loadedArrow.AddForce(Vector2.right * 7, ForceMode2D.Impulse);
                loadedArrow.transform.SetParent(null);

                break;

            case Controller2D.Direction.West:
                loadedArrow.bodyType = RigidbodyType2D.Dynamic;
                loadedArrow.AddForce(Vector2.left * 7, ForceMode2D.Impulse);
                loadedArrow.transform.SetParent(null);

                break;
            }
            NorthBow.SetActive(false);
            SouthBow.SetActive(false);
            EastBow.SetActive(false);
            WestBow.SetActive(false);



            controller.lockDirection = false;

            isfired = true;

            StartCoroutine(FireCooldown());
        }
    }
Esempio n. 2
0
    public override void Dispose()
    {
        Debug.Log("DISPOSE BOW");



        if (loadedArrow)
        {
            Destroy(loadedArrow.gameObject);
        }

        //switch (arrowDir)
        //{

        //    case Controller2D.Direction.North:

        //        loadedArrow.bodyType = RigidbodyType2D.Dynamic;
        //        loadedArrow.AddForce(Vector2.up * 5, ForceMode2D.Impulse);
        //        loadedArrow.transform.SetParent(null);
        //        break;


        //    case Controller2D.Direction.South:

        //        loadedArrow.bodyType = RigidbodyType2D.Dynamic;
        //        loadedArrow.AddForce(Vector2.down * 5, ForceMode2D.Impulse);
        //        loadedArrow.transform.SetParent(null);
        //        break;

        //    case Controller2D.Direction.East:
        //        loadedArrow.bodyType = RigidbodyType2D.Dynamic;
        //        loadedArrow.AddForce(Vector2.right * 5, ForceMode2D.Impulse);
        //        loadedArrow.transform.SetParent(null);

        //        break;

        //    case Controller2D.Direction.West:
        //        loadedArrow.bodyType = RigidbodyType2D.Dynamic;
        //        loadedArrow.AddForce(Vector2.left * 5, ForceMode2D.Impulse);
        //        loadedArrow.transform.SetParent(null);

        //        break;
        //}
        controller.lockDirection = false;
        NorthBow.SetActive(false);
        SouthBow.SetActive(false);
        EastBow.SetActive(false);
        WestBow.SetActive(false);


        StartCoroutine(FireCooldown());
    }
Esempio n. 3
0
    private void Awake()
    {
        controller = transform.root.GetComponent <Controller2D>();


        NorthBow.SetActive(false);
        SouthBow.SetActive(false);
        EastBow.SetActive(false);
        WestBow.SetActive(false);

        sfx = GetComponent <AudioSource>();


        maxAmmo     = 10;
        currentAmmo = 10;
    }
Esempio n. 4
0
    public override void OnButtonDown()
    {
        if (!inAttack && currentAmmo > 0)
        {
            currentAmmo--;
            inAttack = true;
            sfx.PlayOneShot(bowString);
            controller.lockDirection = true;

            arrowDir = controller.faceDir;

            switch (controller.faceDir)
            {
            case Controller2D.Direction.North:

                NorthBow.SetActive(true);
                SouthBow.SetActive(false);
                EastBow.SetActive(false);
                WestBow.SetActive(false);

                GameObject g = Instantiate(Arrow, NorthBow.transform.position, Quaternion.Euler(0, 0, 0));

                loadedArrow = g.GetComponent <Rigidbody2D>();

                g.transform.SetParent(NorthBow.transform);
                break;

            case Controller2D.Direction.South:


                NorthBow.SetActive(false);
                SouthBow.SetActive(true);
                EastBow.SetActive(false);
                WestBow.SetActive(false);


                g = Instantiate(Arrow, SouthBow.transform.position, Quaternion.Euler(0, 0, 180));

                loadedArrow = g.GetComponent <Rigidbody2D>();

                g.transform.SetParent(SouthBow.transform);


                break;


            case Controller2D.Direction.West:

                NorthBow.SetActive(false);
                SouthBow.SetActive(false);
                EastBow.SetActive(false);
                WestBow.SetActive(true);


                g = Instantiate(Arrow, WestBow.transform.position, Quaternion.Euler(0, 0, 90));

                loadedArrow = g.GetComponent <Rigidbody2D>();

                g.transform.SetParent(WestBow.transform);



                break;


            case Controller2D.Direction.East:
                NorthBow.SetActive(false);
                SouthBow.SetActive(false);
                EastBow.SetActive(true);
                WestBow.SetActive(false);



                g = Instantiate(Arrow, EastBow.transform.position, Quaternion.Euler(0, 0, -90));

                loadedArrow = g.GetComponent <Rigidbody2D>();

                g.transform.SetParent(EastBow.transform);



                break;
            }
            OnAttack();
        }
    }