Esempio n. 1
0
        void OnTriggerEnter(Collider col)
        {
            //cache corresponding gameobject that was hit
            GameObject obj = col.gameObject;

            //try to get a player component out of the collided gameobject
            Player player = obj.GetComponent <Player>();

            //            PlayerBot bot = obj.GetComponent<PlayerBot>();
            //we actually hit a player
            //do further checks
            if (player != null && col.tag == "Bot")
            {
                //ignore ourselves & disable friendly fire (same team index)
//                if (player.gameObject == owner)
//                    return;
//                else if (obj.tag == owner.tag)
//                    return;
                //                else if (player.GetView().GetTeam() == owner.GetComponent<Player>().GetView().GetTeam()) return;
                //                else if (null != bot && bot == owner.GetComponent<PlayerBot>()) return;

                //create clips and particles on hit
                if (hitFX && stateWepon == 0)
                {
                    PoolManager.Spawn(hitFX, transform.position, Quaternion.identity);
                }
                else if (hitFX && stateWepon == 1)
                {
                    PoolManager.Spawn(TextBonfire, transform.position, Quaternion.identity);
                    PoolManager.Spawn(Bonfire, transform.position, Quaternion.identity);

                    GameObject damagebonfire = PoolManager.Spawn(Bonfire, transform.position, Quaternion.identity);
                    damagebonfire.GetComponent <BonFire>().damage = TakedamageBullet();
                }
                else if (hitFX && stateWepon == 2)
                {
                    PoolManager.Spawn(TextFlost, transform.position, Quaternion.identity);
                    PoolManager.Spawn(Flost, transform.position, Quaternion.identity);
                }

                if (TextLandmind)
                {
                    PoolManager.Spawn(TextLandmind, transform.position, Quaternion.identity);
                }

                if (zoneTakedamage)
                {
                    PoolManager.Spawn(zoneTakedamage, transform.position, Quaternion.identity);
                    GameObject Spawndamage = PoolManager.Spawn(zoneTakedamage, transform.position, Quaternion.identity);

                    if (stateWepon == 1)
                    {
                        Spawndamage.GetComponent <ZoneTakedamage>().damage = (int)(TakedamageBullet() + (TakedamageBullet() * 0.5));
                    }
                    else
                    {
                        Spawndamage.GetComponent <ZoneTakedamage>().damage = TakedamageBullet();
                    }
                }

                if (hitClip)
                {
                    AudioManager.Play3D(hitClip, transform.position);
                }

                //on the player that was hit, set the killing player to the owner of this bullet
                //maybe this owner really killed the player, but that check is done in the Player script
                player.killedBy = owner;

                gameObject.SetActive(false);
            }

            //despawn gameobject

            //the previous code is not synced to clients at all, because all that clients need is the
            //initial position and direction of the bullet to calculate the exact same behavior on their end.
            //at this point, continue with the critical game aspects only on the server
            if (!PhotonNetwork.isMasterClient)
            {
                return;
            }
            //apply bullet damage to the collided player
        }
Esempio n. 2
0
        ///check what was hit on collisions. Only do non-critical client work here,
        //not even accessing player variables or anything like that. The server side is separate below
        void OnTriggerEnter(Collider col)
        {
            //cache corresponding gameobject that was hit
            GameObject obj = col.gameObject;
            //try to get a player component out of the collided gameobject
            Player player = obj.GetComponent <Player>();

            //we actually hit a player
            //do further checks
            if (player != null)
            {
                //ignore ourselves & disable friendly fire (same team index)
                if (IsFriendlyFire(owner.GetComponent <Player>(), player))
                {
                    return;
                }

                //create clips and particles on hit
                if (hitFX)
                {
                    PoolManager.Spawn(hitFX, transform.position, Quaternion.identity);
                }
                if (hitClip)
                {
                    AudioManager.Play3D(hitClip, transform.position);
                }
            }
            else if (bounce > 0)
            {
                //a player was not hit but something else, and we still have some bounces left
                //create a ray that points in the direction this bullet is currently flying to
                Ray        ray = new Ray(lastBouncePos - transform.forward * 0.5f, transform.forward);
                RaycastHit hit;

                //perform spherecast in the flying direction, on the default layer
                if (Physics.SphereCast(ray, sphereCol.radius, out hit, Mathf.Infinity, 1 << 0))
                {
                    //ignore multiple collisions i.e. inside colliders
                    if (Vector3.Distance(transform.position, lastBouncePos) < 0.05f)
                    {
                        return;
                    }

                    //cache latest collision point
                    lastBouncePos = hit.point;
                    //substract bouncing count by one
                    bounce--;

                    //something was hit in the direction this projectile is flying to
                    //get new reflected (bounced off) direction of the colliding object
                    Vector3 dir = Vector3.Reflect(ray.direction, hit.normal);
                    //rotate bullet to face the new direction
                    transform.rotation = Quaternion.LookRotation(dir);
                    //reassign velocity with the new direction in mind
                    OnSpawn();

                    //play clip at the collided position
                    if (hitClip)
                    {
                        AudioManager.Play3D(hitClip, transform.position);
                    }
                    //exit execution until next collision
                    return;
                }
            }

            //despawn gameobject
            PoolManager.Despawn(gameObject);

            //the previous code is not synced to clients at all, because all that clients need is the
            //initial position and direction of the bullet to calculate the exact same behavior on their end.
            //at this point, continue with the critical game aspects only on the server
            if (!PhotonNetwork.IsMasterClient)
            {
                return;
            }

            //create list for affected players by this bullet and add the collided player immediately,
            //we have done validation & friendly fire checks above already
            List <Player> targets = new List <Player>();

            if (player != null)
            {
                targets.Add(player);
            }

            //in case this bullet can hit more than 1 target, perform the additional physics area check
            if (maxTargets > 1)
            {
                //find all colliders in the specified range around this bullet, on the Player layer
                Collider[] others      = Physics.OverlapSphere(transform.position, explosionRange, 1 << 8);
                Player     ownerPlayer = owner.GetComponent <Player>();

                //loop over all player collisions found
                for (int i = 0; i < others.Length; i++)
                {
                    //get Player component from that collision
                    Player other = others[i].GetComponent <Player>();
                    if (other == null || targets.Contains(other))
                    {
                        continue;
                    }

                    //again, ignore own bullets and also friendly fire, now done exclusively on server side
                    if (IsFriendlyFire(ownerPlayer, other))
                    {
                        continue;
                    }

                    //add this Player component to the list
                    //cancel in case we do reach the maximum count now
                    targets.Add(other);
                    if (targets.Count == maxTargets)
                    {
                        break;
                    }
                }
            }

            //apply bullet damage to the collided players
            for (int i = 0; i < targets.Count; i++)
            {
                targets[i].TakeDamage(this);
            }
        }
Esempio n. 3
0
        IEnumerator OnProjectileShootRoutine()
        {
            while (true)
            {
                UIJoystick Uijoy = FindObjectOfType <UIJoystick>();
                //shoot bullet on left mouse click
                if (projectile == false && landmine == false)
                {
                    Uijoy.UIBullet();

                    if (Input.GetButton("Fire1"))
                    {
                        Shoot();
                    }
                }
                else if (projectile == true && landmine == false)
                {
                    Uijoy.UIProjectile();

                    if (Input.GetButton("Fire1"))
                    {
                        m_BulletSpeed += Time.deltaTime * 5f;
                        DrawLineProjectile();
                    }
                    else if (Input.GetButtonUp("Fire1"))
                    {
                        ShootProjectile();

                        projectile = false;

                        m_BulletSpeed            = defaultBulletSpeed;
                        renderLine.positionCount = 0;

                        lastProjectilePosition.gameObject.SetActive(false);

                        yield return(new WaitForSeconds(fireRate));
                    }
                }
                else if (landmine == true && projectile == false)
                {
                    Uijoy.UILandmine();

                    if (Input.GetButton("Fire1"))
                    {
//                        PoolManager.Spawn(landMine, transform.position, Quaternion.identity);
                        GameObject obj = PoolManager.Spawn(bullets[2], transform.position, Quaternion.identity);

                        obj.GetComponent <Landmine>().stateWepon = StateWepon;

                        landmine = false;
                    }
                }
                else
                {
                    landmine   = false;
                    projectile = false;
                }

                yield return(null);
            }
        }
Esempio n. 4
0
 /// <summary>
 /// On Host, add automatic despawn coroutine
 /// </summary>
 public override void OnStartServer()
 {
     PoolManager.Despawn(gameObject, despawnDelay);
 }