Esempio n. 1
0
    //The void below will create random rotations an x number of times depending on the value form the fragments variable
    //In addition the void will apply damage and force to object that have a baddieController component and/or a rigidbody
    void BulletDirection()
    {
        for (int i = 0; i < fragments; i++)
        {
            Quaternion fireRotation = Quaternion.LookRotation(gunEnd.transform.forward);

            Quaternion randomRotation = Random.rotation;

            RaycastHit hit;

            fireRotation = Quaternion.RotateTowards(fireRotation, randomRotation, Random.Range(0.0f, spreadAngle));

            if (Physics.Raycast(gunEnd.transform.position, fireRotation * Vector3.forward, out hit))
            {
                baddieController enemy = hit.transform.GetComponent <baddieController>();
                Rigidbody        RB    = hit.transform.GetComponent <Rigidbody>();

                Debug.DrawLine(gunEnd.transform.position, hit.point, Color.red, 1f);


                if (enemy != null)
                {
                    enemy.Health(Damage);
                }

                if (RB != null)
                {
                    RB.AddForce(-hit.normal * force);
                }
            }
        }
    }
Esempio n. 2
0
    // Update is called once per frame
    void Update()
    {
        //This will center the raycast to the fire from the middle of the screen
        Ray        ray = cam.ScreenPointToRay(new Vector2(cam.scaledPixelWidth / 2, cam.scaledPixelHeight / 2));
        RaycastHit hit;

        //The line of code below will restet the rifle to it original position
        transform.localPosition = Vector3.Lerp(transform.localPosition, Vector3.zero, recoilDamping * Time.deltaTime);

        //The code below will allow the rifle to fire multiple times, play the guns audio and add recoil
        if (Input.GetMouseButton(0) && Time.time >= nextFire && AmmoPacks != 0 && PlayerControlls.isDead == false)
        {
            nextFire = Time.time + 1f / fireRate;
            flash.Play();
            Ammo--;

            shoot.Play();


            transform.position -= transform.parent.forward * recoil;

            //The code below here will manage how much ammo and ammo packs you have
            if (Ammo <= 0 && AmmoPacks != 0)
            {
                Ammo = 30;
                reload.Play();
                AmmoPacks--;
            }

            if (AmmoPacks == 0)
            {
                Ammo      = 0;
                AmmoPacks = 0;
            }

            if (Ammo == 0)
            {
                Ammo = 0;
            }

            //When the raycast hits an object it will look for a baddieController componet in the object and apply damage if it finds one
            if (Physics.Raycast(ray, out hit))
            {
                baddieController enemy = hit.transform.GetComponent <baddieController>();

                if (enemy != null)
                {
                    enemy.Health(Damage);
                }
            }
        }
    }