void FixedUpdate() { if (reverse == -1) { star2a.SetActive(true); star2b.SetActive(true); } else { star2a.SetActive(false); star2b.SetActive(false); } skillcd -= Time.deltaTime; if (skillcd <= 0) { skillcharge++; skillcd = 30; } if (skillcharge <= 0) { skillcharge = 0; } if (skillcharge >= 3) { skillcharge = 3; } // testreverse();//test reverse flag if (Input.GetKeyDown(KeyCode.Joystick1Button0) && skillcharge > 0) { target.SendMessage("ReverseD"); skillcharge--; } if (Input.GetKeyDown(KeyCode.Joystick1Button1) && skillcharge > 0) { ReverseD(); skillcharge--; } rigid.position = new Vector3 ( Mathf.Clamp(rigid.position.x, boundary2stick.xMin, boundary2stick.xMax), Mathf.Clamp(rigid.position.y, boundary2stick.yMin, boundary2stick.yMax), Mathf.Clamp(rigid.position.z, boundary2stick.zMin, boundary2stick.zMax) ); Vector3 pos = rigid.position; float v_dir = Input.GetAxis("J-V-Direct"); float h_dir = (reverse) * Input.GetAxis("J-H-Direct"); Vector3 direction = Vector3.zero; direction.x = -h_dir; direction.y = v_dir; angle = Mathf.Atan2(direction.x, direction.y) * Mathf.Rad2Deg; Quaternion rotation = Quaternion.AngleAxis(angle, new Vector3(0f, 0f, -1f)); recoiltest(firepoint.transform.position - gameObject.transform.position); if (direction.magnitude >= 0.5) { transform.GetChild(activeTurret).rotation = rotation; LastDirection = rotation; } else { transform.GetChild(activeTurret).rotation = LastDirection; } float h_axis = (reverse) * Input.GetAxis("J-Horizontal"); if (h_axis != 0) { MoveAnim.Play("body Animation"); } testbuff(); // if (buff_frozen) // { gameObject.transform.GetChild(0).GetChild(0).GetComponent <MeshRenderer>().material = ice; buff = 0.6f; } else { gameObject.transform.GetChild(0).GetChild(0).GetComponent <MeshRenderer>().material = normal; buff = 1f; } rigid.velocity = new Vector3(buff * Accelrate * h_axis, rigid.velocity.y, 0f); // if (Input.GetAxis("Fire1") < 0 && remainAmmo >= 1) //fire { isFireing = true; } else { isFireing = false; } if (isFireing) { shotCounter -= Time.deltaTime; if (shotCounter <= 0) { shotCounter = timeBetweenShots; audioS.volume = 0.3f; if (isMulti) { special -= 1; bulletMove newBullet1 = Instantiate(bullet, firepoint.position, firepoint.rotation) as bulletMove; bulletMove newBullet2 = Instantiate(bullet, firepoint.position, firepoint.rotation) as bulletMove; newBullet1.gameObject.SetActive(true); newBullet1.transform.Translate(new Vector3(0.2f, 0f, 0f)); newBullet1.transform.Rotate(new Vector3(0f, 0f, -5f)); newBullet1.bulletSpeed = bulletSpeed; newBullet1.SendMessage("SetMulti", true); newBullet2.gameObject.SetActive(true); newBullet2.transform.Translate(new Vector3(-0.2f, 0f, 0f)); newBullet2.transform.Rotate(new Vector3(0f, 0f, 5f)); newBullet2.bulletSpeed = bulletSpeed; newBullet2.SendMessage("SetMulti", true); //CameraShaker.Instance.ShakeOnce(1.5f, 4f, 0f, 1.5f); if (updownrecoil == 0) { rigid.AddForce(1.5f * left, ForceMode.Impulse); } else if (updownrecoil == 1) { rigid.AddForce(1.5f * right, ForceMode.Impulse); } audioS.pitch = Random.Range(1f, 5f); anim.Play("Double gun Animation"); } else { if (isMissile) { special -= 1; MissileMove newMissile = Instantiate(missile, firepoint.position, firepoint.rotation) as MissileMove; newMissile.gameObject.SetActive(true); //CameraShaker.Instance.ShakeOnce(2f, 4f, 0f, 1.5f); anim.Play("Missile Launcher Animation"); } else { bulletMove newBullet = Instantiate(bullet, firepoint.position, firepoint.rotation) as bulletMove; newBullet.gameObject.SetActive(true); newBullet.bulletSpeed = bulletSpeed; if (isBig) { audioSB.pitch = Random.Range(0.2f, 0.3f); audioSB.volume = 0.5f; special -= 1; newBullet.transform.localScale = new Vector3(1f, 0.1f, 1f); Animator a = newBullet.GetComponent <Animator>(); // ParticleSystem p = newBullet.GetComponent<ParticleSystem>(); a.enabled = false; newBullet.SendMessage("SetBig", true); //CameraShaker.Instance.ShakeOnce(2.5f, 4f, 0f, 3f); if (updownrecoil == 0) { rigid.AddForce(2 * left, ForceMode.Impulse); } else if (updownrecoil == 1) { rigid.AddForce(2 * right, ForceMode.Impulse); } } else if (isFrozen)// { special -= 1; newBullet.SendMessage("SetFrozen", true); newBullet.transform.GetChild(0).gameObject.SetActive(true); newBullet.GetComponent <ParticleSystemRenderer>().material = ice; //CameraShaker.Instance.ShakeOnce(1.25f, 4f, 0f, 1.5f); if (updownrecoil == 0) { rigid.AddForce(left, ForceMode.Impulse); } else if (updownrecoil == 1) { rigid.AddForce(right, ForceMode.Impulse); } audioS.pitch = Random.Range(1f, 5f); } else { //CameraShaker.Instance.ShakeOnce(1.25f, 4f, 0f, 1.5f); if (updownrecoil == 0) { rigid.AddForce(left, ForceMode.Impulse); } else if (updownrecoil == 1) { rigid.AddForce(right, ForceMode.Impulse); } audioS.pitch = Random.Range(1f, 5f); } anim.Play("Gun Animation"); } } SetAmmo(-1); if (!isMissile) { if (isBig) { audioSB.Play(); } else { audioS.Play(); } } else { audioM.pitch = Random.Range(0.8f, 1.2f); audioM.Play(); } } } else { //shotCounter = 0; shotCounter -= Time.deltaTime; } AmmoCount.SendMessage("SetAmmo", Mathf.Floor(remainAmmo)); SkillChargeCount.SendMessage("SetCharge", skillcharge); float liftRatio = ((maxLife - 1) / maxLife) * remainLife / maxLife + 1f / maxLife; transform.GetChild(0).transform.localScale = new Vector3(1.5f * liftRatio, 0.3f, 0.5f); LifeCount.SendMessage("SetLife", remainLife); if (remainLife <= 0) { StartCoroutine(DelayTime(0.3f)); Time.timeScale = 0.2f; Application.targetFrameRate = 150; GameObject[] score = GameObject.FindGameObjectsWithTag("Score"); if (!SetScore) { score[0].SendMessage("leftPlus"); SetScore = !SetScore; } } if (isSpecial && special <= 0) { isBig = false; isMulti = false; isMissile = false; isFrozen = false;// gameObject.transform.GetChild(1).transform.localScale = new Vector3(0.3f, 0.3f, 0.3f); this.transform.GetChild(1).GetChild(1).GetChild(1).gameObject.SetActive(false); UseTurret1(); isSpecial = !isSpecial; } SpeCount.SendMessage("SetSpe", special); }
void FixedUpdate() { rigid.position = new Vector3 ( Mathf.Clamp(rigid.position.x, boundary2stick.xMin, boundary2stick.xMax), Mathf.Clamp(rigid.position.y, boundary2stick.yMin, boundary2stick.yMax), Mathf.Clamp(rigid.position.z, boundary2stick.zMin, boundary2stick.zMax) ); Vector3 pos = rigid.position; float v_dir = Input.GetAxis("J-V-Direct"); float h_dir = Input.GetAxis("J-H-Direct"); Vector3 direction = Vector3.zero; direction.x = -h_dir; direction.y = v_dir; angle = Mathf.Atan2(direction.x, direction.y) * Mathf.Rad2Deg; Quaternion rotation = Quaternion.AngleAxis(angle, new Vector3(0f, 0f, -1f)); recoiltest(firepoint.transform.position - gameObject.transform.position); //L2, check if sink if (pos.y < boundary2stick.yMin + 0.2) { remainLife = 0; if (!hasFall) { waterSound.Play(); waterSplatter = GameObject.Find("FX_WaterSplatter"); GameObject newSplatters = Instantiate(waterSplatter, transform.position, new Quaternion()) as GameObject; ParticleSystem SplattersParticle = newSplatters.GetComponent <ParticleSystem>(); var main = SplattersParticle.main; main.startSize = 0.5f; main.startSpeed = 5f; Destroy(newSplatters, 1.5f); hasFall = !hasFall; } } // //recoil = direction.y < 0f ? new Vector3(0f, 0f, 0f) : recoilIntensity * -direction.normalized; if (direction.magnitude >= 0.5) { transform.GetChild(activeTurret).rotation = rotation; LastDirection = rotation; } else { transform.GetChild(activeTurret).rotation = LastDirection; } float h_axis = Input.GetAxis("J-Horizontal"); if (h_axis != 0) { MoveAnim.Play("body Animation"); } testbuff(); // if (buff_frozen) // { gameObject.transform.GetChild(0).GetChild(0).GetComponent <MeshRenderer>().material = ice; buff = 0.6f; } else { gameObject.transform.GetChild(0).GetChild(0).GetComponent <MeshRenderer>().material = normal; buff = 1f; } //L2, velocity modified here rigid.velocity = new Vector3(buff * Accelrate * h_axis + floeVelocity, rigid.velocity.y, 0f); // if (Input.GetAxis("Fire1") < 0 && remainAmmo >= 1) //fire { isFireing = true; } else { isFireing = false; } if (isFireing) { shotCounter -= Time.deltaTime; if (shotCounter <= 0) { shotCounter = timeBetweenShots; audioS.volume = 0.3f; if (isMulti) { special -= 1; bulletMove newBullet1 = Instantiate(bullet, firepoint.position, firepoint.rotation) as bulletMove; bulletMove newBullet2 = Instantiate(bullet, firepoint.position, firepoint.rotation) as bulletMove; newBullet1.gameObject.SetActive(true); newBullet1.transform.Translate(new Vector3(0.2f, 0f, 0f)); newBullet1.transform.Rotate(new Vector3(0f, 0f, -5f)); newBullet1.bulletSpeed = bulletSpeed; newBullet1.SendMessage("SetMulti", true); newBullet2.gameObject.SetActive(true); newBullet2.transform.Translate(new Vector3(-0.2f, 0f, 0f)); newBullet2.transform.Rotate(new Vector3(0f, 0f, 5f)); newBullet2.bulletSpeed = bulletSpeed; newBullet2.SendMessage("SetMulti", true); //CameraShaker.Instance.ShakeOnce(1.5f, 4f, 0f, 1.5f); if (updownrecoil == 0) { rigid.AddForce(1.5f * up, ForceMode.Impulse); } else if (updownrecoil == 1) { rigid.AddForce(1.5f * down, ForceMode.Impulse); } audioS.pitch = Random.Range(1f, 5f); anim.Play("Double gun Animation"); } else { if (isMissile) { special -= 1; MissileMove newMissile = Instantiate(missile, firepoint.position, firepoint.rotation) as MissileMove; newMissile.gameObject.SetActive(true); //CameraShaker.Instance.ShakeOnce(2f, 4f, 0f, 1.5f); anim.Play("Missile Launcher Animation"); } else { bulletMove newBullet = Instantiate(bullet, firepoint.position, firepoint.rotation) as bulletMove; newBullet.gameObject.SetActive(true); newBullet.bulletSpeed = bulletSpeed; if (isBig) { audioSB.pitch = Random.Range(0.2f, 0.3f); audioSB.volume = 0.5f; special -= 1; newBullet.transform.localScale = new Vector3(1f, 0.08f, 1f); Animator a = newBullet.GetComponent <Animator>(); // ParticleSystem p = newBullet.GetComponent<ParticleSystem>(); a.enabled = false; newBullet.SendMessage("SetBig", true); //CameraShaker.Instance.ShakeOnce(2.5f, 4f, 0f, 3f); if (updownrecoil == 0) { rigid.AddForce(2 * up, ForceMode.Impulse); } else if (updownrecoil == 1) { rigid.AddForce(2 * down, ForceMode.Impulse); } } else if (isFrozen)// { special -= 1; newBullet.SendMessage("SetFrozen", true); newBullet.transform.GetChild(0).gameObject.SetActive(true); newBullet.GetComponent <ParticleSystemRenderer>().material = ice; //CameraShaker.Instance.ShakeOnce(1.25f, 4f, 0f, 1.5f); if (updownrecoil == 0) { rigid.AddForce(up, ForceMode.Impulse); } else if (updownrecoil == 1) { rigid.AddForce(down, ForceMode.Impulse); } audioS.pitch = Random.Range(1f, 5f); } else { //CameraShaker.Instance.ShakeOnce(1.25f, 4f, 0f, 1.5f); if (updownrecoil == 0) { rigid.AddForce(up, ForceMode.Impulse); } else if (updownrecoil == 1) { rigid.AddForce(down, ForceMode.Impulse); } audioS.pitch = Random.Range(1f, 5f); } anim.Play("Gun Animation"); } } SetAmmo(-1); if (!isMissile) { if (isBig) { audioSB.Play(); } else { audioS.Play(); } } else { audioM.pitch = Random.Range(0.8f, 1.2f); audioM.Play(); } //L2, add modify floe speed effect floe.SendMessage("UpdateVelocity", -Mathf.Sin(angle / Mathf.Rad2Deg) * maxFloeImpact); // } } else { //shotCounter = 0; shotCounter -= Time.deltaTime; } AmmoCount.SendMessage("SetAmmo", Mathf.Floor(remainAmmo)); float liftRatio = ((maxLife - 1) / maxLife) * remainLife / maxLife + 1f / maxLife; transform.GetChild(0).transform.localScale = new Vector3(1.5f * liftRatio, 0.3f, 0.5f); LifeCount.SendMessage("SetLife", remainLife); if (remainLife <= 0) { //L2, stop update velocity from floe floe.SendMessage("PlayerDie"); // StartCoroutine(DelayTime(0.3f)); Time.timeScale = 0.2f; Application.targetFrameRate = 150; GameObject[] score = GameObject.FindGameObjectsWithTag("Score"); if (!SetScore) { score[0].SendMessage("leftPlus"); SetScore = !SetScore; } } if (isSpecial && special <= 0) { isBig = false; isMulti = false; isMissile = false; isFrozen = false;// gameObject.transform.GetChild(1).transform.localScale = new Vector3(0.3f, 0.3f, 0.3f); this.transform.GetChild(1).GetChild(1).GetChild(1).gameObject.SetActive(false); UseTurret1(); isSpecial = !isSpecial; } SpeCount.SendMessage("SetSpe", special); }
void FixedUpdate() { rigid.position = new Vector3 ( Mathf.Clamp(rigid.position.x, boundary1stick.xMin, boundary1stick.xMax), Mathf.Clamp(rigid.position.y, boundary1stick.yMin, boundary1stick.yMax), Mathf.Clamp(rigid.position.z, boundary1stick.zMin, boundary1stick.zMax) ); // Vector3 pos = rigid.position; // Vector3 direction = Vector3.zero; // direction.x = 1; // direction.y = 1; Quaternion rotation = Quaternion.AngleAxis(Aimtest(), new Vector3(0f, 0f, -1f)); recoiltest(firepoint.transform.position - gameObject.transform.position); // if (direction.magnitude >= 0.5) //{ transform.GetChild(activeTurret).rotation = rotation; LastDirection = rotation; //} // else // { // transform.GetChild(activeTurret).rotation = LastDirection; // } MovementSet(); if (Movespeed != 0) { MoveAnim.Play("body Animation"); } testbuff(); if (buff_frozen)// { gameObject.transform.GetChild(0).GetChild(0).GetComponent <MeshRenderer>().material = ice; buff = 0.5f; } else { gameObject.transform.GetChild(0).GetChild(0).GetComponent <MeshRenderer>().material = normal; buff = 1f; } rigid.velocity = new Vector3(buff * Accelrate * Movespeed, rigid.velocity.y, 0f); if (remainAmmo >= 1) //fire { isFireing = true; } else { isFireing = false; } if (isFireing) { shotCounter -= Time.deltaTime; if (shotCounter <= 0) { shotCounter = timeBetweenShots; audioS.volume = 0.3f; if (isMulti) { special -= 1; bulletMove newBullet1 = Instantiate(bullet, firepoint.position, firepoint.rotation) as bulletMove; bulletMove newBullet2 = Instantiate(bullet, firepoint.position, firepoint.rotation) as bulletMove; newBullet1.gameObject.SetActive(true); newBullet1.transform.Translate(new Vector3(0.2f, 0f, 0f)); newBullet1.transform.Rotate(new Vector3(0f, 0f, -5f)); newBullet1.bulletSpeed = bulletSpeed; newBullet1.SendMessage("SetMulti", true); newBullet2.gameObject.SetActive(true); newBullet2.transform.Translate(new Vector3(-0.2f, 0f, 0f)); newBullet2.transform.Rotate(new Vector3(0f, 0f, 5f)); newBullet2.bulletSpeed = bulletSpeed; newBullet2.SendMessage("SetMulti", true); //CameraShaker.Instance.ShakeOnce(1.5f, 4f, 0f, 1.5f); //rigid.AddForce(1.5f * recoil, ForceMode.Impulse); if (updownrecoil == 0) { rigid.AddForce(1.5f * left, ForceMode.Impulse); } else if (updownrecoil == 1) { rigid.AddForce(1.5f * right, ForceMode.Impulse); } audioS.pitch = Random.Range(1f, 5f); anim.Play("Double gun Animation"); } else { if (isMissile) { special -= 1; MissileMove newMissile = Instantiate(missile, firepoint.position, firepoint.rotation) as MissileMove; newMissile.gameObject.SetActive(true); //CameraShaker.Instance.ShakeOnce(2f, 4f, 0f, 1.5f); anim.Play("Missile Launcher Animation"); } else { bulletMove newBullet = Instantiate(bullet, firepoint.position, firepoint.rotation) as bulletMove; newBullet.gameObject.SetActive(true); newBullet.bulletSpeed = bulletSpeed; if (isBig) { audioSB.pitch = Random.Range(0.2f, 0.3f); audioSB.volume = 0.5f; special -= 1; newBullet.transform.localScale = new Vector3(1f, 1f, 1f); Animator a = newBullet.GetComponent <Animator>(); // ParticleSystem p = newBullet.GetComponent<ParticleSystem>(); a.enabled = false; newBullet.SendMessage("SetBig", true); //CameraShaker.Instance.ShakeOnce(2.5f, 4f, 0f, 3f); if (updownrecoil == 0) { rigid.AddForce(2 * left, ForceMode.Impulse); } else if (updownrecoil == 1) { rigid.AddForce(2 * right, ForceMode.Impulse); } } else if (isFrozen)// { special -= 1; newBullet.SendMessage("SetFrozen", true); newBullet.transform.GetChild(0).gameObject.SetActive(true); newBullet.GetComponent <ParticleSystemRenderer>().material = ice; //CameraShaker.Instance.ShakeOnce(1.25f, 4f, 0f, 1.5f); if (updownrecoil == 0) { rigid.AddForce(left, ForceMode.Impulse); } else if (updownrecoil == 1) { rigid.AddForce(right, ForceMode.Impulse); } audioS.pitch = Random.Range(1f, 5f); } else { //CameraShaker.Instance.ShakeOnce(1.25f, 4f, 0f, 1.5f); if (updownrecoil == 0) { rigid.AddForce(left, ForceMode.Impulse); } else if (updownrecoil == 1) { rigid.AddForce(right, ForceMode.Impulse); } audioS.pitch = Random.Range(1f, 5f); } anim.Play("Gun Animation"); } } SetAmmo(-1); if (!isMissile) { if (isBig) { audioSB.Play(); } else { audioS.Play(); } } else { audioM.pitch = Random.Range(0.8f, 1.2f); audioM.Play(); } } } else { //shotCounter = 0; shotCounter -= Time.deltaTime; } AmmoCount.SendMessage("SetAmmo", Mathf.Floor(remainAmmo)); float liftRatio = ((maxLife - 1) / maxLife) * remainLife / maxLife + 1f / maxLife; transform.GetChild(0).transform.localScale = new Vector3(1.5f * liftRatio, 0.3f, 0.5f); LifeCount.SendMessage("SetLife", remainLife); if (remainLife <= 0) { StartCoroutine(DelayTime(0.3f)); Time.timeScale = 0.2f; Application.targetFrameRate = 150; GameObject[] score = GameObject.FindGameObjectsWithTag("Score"); if (!SetScore) { score[0].SendMessage("rightPlus"); SetScore = !SetScore; } } if (isSpecial && special <= 0) { isBig = false; isMulti = false; isMissile = false; isFrozen = false;// gameObject.transform.GetChild(1).transform.localScale = new Vector3(0.3f, 0.3f, 0.3f); this.transform.GetChild(1).GetChild(1).GetChild(1).gameObject.SetActive(false); UseTurret1(); isSpecial = !isSpecial; } SpeCount.SendMessage("SetSpe", special); }
void FixedUpdate() { wind = DayNightController.wind; if (wind > 0) { bSpeed = bulletSpeedHot; } if (wind < 0) { bSpeed = bulletSpeedCold; } if (wind == 0) { bSpeed = bulletSpeed; } Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); rigid.position = new Vector3 ( Mathf.Clamp(rigid.position.x, boundary1mouse.xMin, boundary1mouse.xMax), Mathf.Clamp(rigid.position.y, boundary1mouse.yMin, boundary1mouse.yMax), Mathf.Clamp(rigid.position.z, boundary1mouse.zMin, boundary1mouse.zMax) ); Vector3 pos = rigid.position; Vector3 direction = mousePos - pos; angle = Mathf.Atan2(direction.x, direction.y) * Mathf.Rad2Deg; Quaternion rotation = Quaternion.AngleAxis(angle, new Vector3(0f, 0f, -1f)); transform.GetChild(activeTurret).rotation = rotation; //if(isGrounded == true) h_axis = Input.GetAxis("Horizontal"); // else h_axis = 0; h_axis = Input.GetAxis("Horizontal"); recoil = direction.y < 0f ? new Vector3(0f, 0f, 0f) : recoilIntensity * -direction.normalized; testbuff(); if (buff_frozen)// { gameObject.transform.GetChild(0).GetChild(0).GetComponent <MeshRenderer>().material = ice; buff = 0.6f; } else { gameObject.transform.GetChild(0).GetChild(0).GetComponent <MeshRenderer>().material = normal; buff = 1f; } rigid.velocity = new Vector3(buff * Accelrate * h_axis, rigid.velocity.y, 0f); //rigid.AddForce(Vector3.right * wind * 100); if (h_axis != 0) { MoveAnim.Play("body Animation"); } if ((Input.GetMouseButton(0) || Input.GetKey(KeyCode.Space)) && remainAmmo >= 1) //fire { isFireing = true; } else { isFireing = false; } if (isFireing) { shotCounter -= Time.deltaTime; if (shotCounter <= 0) { shotCounter = timeBetweenShots; audioS.volume = 0.3f; if (isMulti) { special -= 1; bulletMove newBullet1 = Instantiate(bullet, firepoint.position, firepoint.rotation) as bulletMove; bulletMove newBullet2 = Instantiate(bullet, firepoint.position, firepoint.rotation) as bulletMove; newBullet1.gameObject.SetActive(true); newBullet1.transform.Translate(new Vector3(0.2f, 0f, 0f)); newBullet1.transform.Rotate(new Vector3(0f, 0f, -5f)); newBullet1.bulletSpeed = bSpeed; newBullet1.SendMessage("SetMulti", true); newBullet2.gameObject.SetActive(true); newBullet2.transform.Translate(new Vector3(-0.2f, 0f, 0f)); newBullet2.transform.Rotate(new Vector3(0f, 0f, 5f)); newBullet2.bulletSpeed = bSpeed; newBullet2.SendMessage("SetMulti", true); //CameraShaker.Instance.ShakeOnce(1.5f, 4f, 0f, 1.5f); rigid.AddForce(1.5f * recoil, ForceMode.Impulse); audioS.pitch = Random.Range(1f, 5f); anim.Play("Double gun Animation"); } else { if (isMissile) { special -= 1; MissileMove newMissile = Instantiate(missile, firepoint.position, firepoint.rotation) as MissileMove; newMissile.gameObject.SetActive(true); //CameraShaker.Instance.ShakeOnce(2f, 4f, 0f, 1.5f); anim.Play("Missile Launcher Animation"); } else { bulletMove newBullet = Instantiate(bullet, firepoint.position, firepoint.rotation) as bulletMove; newBullet.gameObject.SetActive(true); newBullet.bulletSpeed = bSpeed; if (isBig) { audioSB.pitch = Random.Range(0.2f, 0.3f); audioSB.volume = 1.0f; special -= 1; newBullet.transform.localScale = new Vector3(1f, 0.1f, 1f); Animator a = newBullet.GetComponent <Animator>(); // ParticleSystem p = newBullet.GetComponent<ParticleSystem>(); a.enabled = false; newBullet.SendMessage("SetBig", true); //CameraShaker.Instance.ShakeOnce(2.5f, 4f, 0f, 3f); rigid.AddForce(2.0f * recoil, ForceMode.Impulse); } else if (isFrozen)// { special -= 1; newBullet.SendMessage("SetFrozen", true); newBullet.transform.GetChild(0).gameObject.SetActive(true); newBullet.GetComponent <ParticleSystemRenderer>().material = ice; //CameraShaker.Instance.ShakeOnce(1.25f, 4f, 0f, 1.5f); audioS.pitch = Random.Range(1f, 5f); } else { //CameraShaker.Instance.ShakeOnce(1.25f, 4f, 0f, 1.5f); audioS.pitch = Random.Range(1f, 5f); rigid.AddForce(recoil, ForceMode.Impulse); } anim.Play("Gun Animation"); } } SetAmmo(-1); if (!isMissile) { if (isBig) { audioSB.Play(); } else { audioS.Play(); } } else { audioM.pitch = Random.Range(0.8f, 1.2f); audioM.Play(); } } } else { //shotCounter = 0; shotCounter -= Time.deltaTime; } AmmoCount.SendMessage("SetAmmo", Mathf.Floor(remainAmmo)); float liftRatio = ((maxLife - 1) / maxLife) * remainLife / maxLife + 1f / maxLife; transform.GetChild(0).transform.localScale = new Vector3(1.5f * liftRatio, 0.3f, 0.5f); LifeCount.SendMessage("SetLife", remainLife); if (remainLife <= 0) { StartCoroutine(DelayTime(0.3f)); Time.timeScale = 0.2f; GameObject[] score = GameObject.FindGameObjectsWithTag("Score"); if (!SetScore) { score[0].SendMessage("rightPlus"); SetScore = !SetScore; } } if (isSpecial && special <= 0) { isBig = false; isMulti = false; isMissile = false; isFrozen = false;// gameObject.transform.GetChild(1).transform.localScale = new Vector3(0.3f, 0.3f, 0.3f); this.transform.GetChild(1).GetChild(1).GetChild(1).gameObject.SetActive(false); UseTurret1(); isSpecial = !isSpecial; } SpeCount.SendMessage("SetSpe", special); }