Esempio n. 1
0
 void OnCollisionEnter(Collision c)
 {
     if (isActive)
     {
         Object[] sendArray = new Object[2];
         sendArray[0] = damage as object as Object;
         sendArray[1] = true as object as Object;
         c.collider.SendMessageUpwards("ApplyDamage", sendArray, SendMessageOptions.DontRequireReceiver);
         if (c.gameObject.GetComponent <UseEffects>())
         {
             int layer1    = 1 << PlayerWeapons.playerLayer;
             int layer2    = 1 << 2;
             int layerMask = layer1 | layer2;
             layerMask = ~layerMask;
             RaycastHit hit;
             if (Physics.Raycast(GunScript.gameObject.transform.position, GunScript.gameObject.transform.forward, out hit, Mathf.Infinity, layerMask))
             {
                 //The effectsManager needs five bits of information
                 Quaternion hitRotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
                 int        hitSet      = c.gameObject.GetComponent <UseEffects>().setIndex;
                 // FIXME_VAR_TYPE hitInfo = new Array(hit.point, hitRotation, c.transform, hit.normal, hitSet);
                 // Changed
                 HitEffectArray hitInfo = new HitEffectArray();
                 hitInfo.hitPoint     = hit.point;
                 hitInfo.hitRotation  = hitRotation;
                 hitInfo.hitTransform = hit.transform;
                 hitInfo.hitNormal    = hit.normal;
                 hitInfo.hitSet       = hitSet;
                 effectsManager.SendMessage("ApplyDent", hitInfo, SendMessageOptions.DontRequireReceiver);
             }
         }
         if (c.collider.GetComponent <Rigidbody>() != null)
         {
             c.collider.GetComponent <Rigidbody>().AddForce(c.relativeVelocity * force);
         }
         GunScript.hitBox = false;
         isActive         = false;
         GetComponent <AudioSource>().loop = false;
     }
 }
Esempio n. 2
0
        public void Fire(int penetration, float damage, float force, GameObject tracer, Vector3 direction, Vector3 firePosition)
        {
            //must pass in penetation level, damage, force, tracer object (optional), direction to fire in, and position top fire from.

            bool penetrate = true;
            int  pVal      = penetration;
            int  layer2    = 1 << 2;
            int  layerMask = layer2;

            layerMask = ~layerMask;
            RaycastHit[] hits;
            hits             = Physics.RaycastAll(firePosition, direction, 100, layerMask);
            shotCountTracer += 1;
            if (tracer != null && traceEvery <= shotCountTracer)
            {
                shotCountTracer = 0;
                if (hits.Length > 0)
                {
                    tracer.transform.LookAt(hits[0].point);
                }
                else
                {
                    tracer.transform.LookAt((transform.position + 90 * direction));
                }
                tracer.GetComponent <ParticleEmitter>().Emit();
                tracer.GetComponent <ParticleEmitter>().Simulate(0.02f);
            }
            System.Array.Sort(hits, Comparison);
            //	 Did we hit anything?
            for (int i = 0; i < hits.Length; i++)
            {
                RaycastHit        hit = hits[i];
                BulletPenetration BP  = hit.transform.GetComponent <BulletPenetration>();
                if (penetrate)
                {
                    if (BP == null)
                    {
                        penetrate = false;
                    }
                    else
                    {
                        if (pVal < BP.penetrateValue)
                        {
                            penetrate = false;
                        }
                        else
                        {
                            pVal -= BP.penetrateValue;
                        }
                    }
                    //DAmage Array
                    // TODO: VERY AWKWARD, needed to send pair or two parameter.
                    Object[] sendArray = new Object[2];
                    sendArray[0] = (Object)(object)damage;
                    sendArray[1] = (Object)(object)false;
                    // Send a damage message to the hit object
                    hit.collider.SendMessageUpwards("ApplyDamage", sendArray, SendMessageOptions.DontRequireReceiver);
                    hit.collider.SendMessageUpwards("Direction", transform, SendMessageOptions.DontRequireReceiver);
                    //And send a message to the decal manager, if the target uses decals
                    if (hit.transform.gameObject.GetComponent <UseEffects>())
                    {
                        //The effectsManager needs five bits of information
                        Quaternion hitRotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
                        int        hitSet      = hit.transform.gameObject.GetComponent <UseEffects>().setIndex;
                        //Array hitInfo = new Array(hit.point, hitRotation, hit.transform, hit.normal, hitSet);
                        // Changed
                        HitEffectArray hitInfo = new HitEffectArray();
                        hitInfo.hitPoint     = hit.point;
                        hitInfo.hitRotation  = hitRotation;
                        hitInfo.hitTransform = hit.transform;
                        hitInfo.hitNormal    = hit.normal;
                        hitInfo.hitSet       = hitSet;
                        effectsManager.SendMessage("ApplyDecal", hitInfo, SendMessageOptions.DontRequireReceiver);
                    }
                    // Apply a force to the rigidbody we hit
                    if (hit.rigidbody)
                    {
                        hit.rigidbody.AddForceAtPosition(force * direction, hit.point);
                    }
                }
            }
            BroadcastMessage("MuzzleFlash", true, SendMessageOptions.DontRequireReceiver);
            GameObject audioObj = new GameObject("GunShot");

            audioObj.transform.position = transform.position;
            audioObj.transform.parent   = transform;
            audioObj.AddComponent <TimedObjectDestructorDB>().timeOut = GetComponent <AudioSource>().clip.length + 0.1f;
            AudioSource aO = audioObj.AddComponent <AudioSource>();

            aO.clip   = GetComponent <AudioSource>().clip;
            aO.volume = GetComponent <AudioSource>().volume;
            aO.pitch  = GetComponent <AudioSource>().pitch;
            aO.Play();
            aO.loop        = false;
            aO.rolloffMode = AudioRolloffMode.Linear;
        }