コード例 #1
0
    public void Shoot(Vector3 GunPoint, Quaternion PointerRotation)
    {
        if (CanShoot && AS.CheckCanShootPrimary())
        {
            SPS.playShoot();
            AS.ConsumePrimaryAmmo();
            GameObject TmpBullet = OPProjectile.FetchObject();             //= Instantiate (projectile, GunPoint, PointerRotation) as GameObject;
            TmpBullet.transform.rotation = PointerRotation;
            TmpBullet.transform.position = GunPoint;

            GameObject TmpTrail = OPTrail.FetchObject();             //Instantiate (Trail, GunPoint, PointerRotation) as GameObject;
            TmpTrail.SetActive(true);
            TmpBullet.SetActive(true);
            TmpTrail.GetComponent <TrailFollowScript>().SetThingToFollow(TmpBullet.transform);
            Material TColor = TmpTrail.GetComponent <TrailRenderer>().material;
            TColor.SetColor("_Color", ES.GetColor(PCS.GetPlayerNum()));
            TmpBullet.layer = 17 + PCS.GetPlayerNum();
            TmpBullet.GetComponentInChildren <HitScript>().SetOwner(PCS.GetPlayerNum());
            Color CtoChange = ES.GetColor(PCS.GetPlayerNum());
            CtoChange.r += .2f;
            CtoChange.g += .2f;
            CtoChange.b += .2f;
            TmpBullet.GetComponentInChildren <SpriteRenderer>().color = CtoChange;
            TmpBullet.GetComponentInChildren <HitScript>().SetOwner(PCS.GetPlayerNum());
            TmpBullet.GetComponentInChildren <HitScript>().SetBulletNumber(BulletNumber);
            TmpBullet.GetComponentInChildren <ExplosionScript>().SetBulletNumber(BulletNumber);
            BulletNumber++;
            TmpBullet.GetComponentInChildren <ExplosionScript>().SetOwner(PCS.GetPlayerNum());
            CanShoot  = false;
            ShotTimer = 0;
        }
    }
コード例 #2
0
    public void Shoot(Vector3 GunPoint, Quaternion PointerRotation)
    {
        if (CanShoot && AS.CheckCanShootPrimary())
        {
            SPS.PlayBoomerang();
            AS.ConsumePrimaryAmmoNoReload();
            GameObject TmpBullet = OPProjectile.FetchObject();             //= Instantiate (projectile, GunPoint, PointerRotation) as GameObject;
            TmpBullet.transform.rotation = PointerRotation;
            TmpBullet.transform.position = GunPoint;
            TmpBullet.SetActive(true);
            TmpBullet.GetComponent <ProjectileScript>().setPlayerReturn(transform);
            Component[] TrailArray;
            TrailArray = TmpBullet.GetComponentsInChildren <TrailRenderer> ();
            foreach (TrailRenderer Current in TrailArray)
            {
                Material TColor = Current.material;
                TColor.SetColor("_Color", ES.GetColor(PCS.GetPlayerNum()));
            }


            TmpBullet.layer = 17 + PCS.GetPlayerNum();
            TmpBullet.GetComponentInChildren <HitScript>().SetOwner(PCS.GetPlayerNum());
            TmpBullet.GetComponentInChildren <HitScript>().SetBulletNumber(BulletNumber);
            BulletNumber++;
            Color CtoChange = ES.GetColor(PCS.GetPlayerNum());
            CtoChange.r += .2f;
            CtoChange.g += .2f;
            CtoChange.b += .2f;
            TmpBullet.GetComponentInChildren <SpriteRenderer>().color = CtoChange;

            CanShoot  = false;
            ShotTimer = 0;
        }
    }
コード例 #3
0
ファイル: FireBowScript.cs プロジェクト: whittefang/Booncle
    public void Shoot(Vector3 GunPoint, Quaternion PointerRotation)
    {
        if (CanShoot && AS.CheckCanShootPrimary())
        {
            SPS.PlayBoomerang();
            AS.ConsumePrimaryAmmo(false);
            GameObject TmpBullet = OPProjectile.FetchObject();
            TmpBullet.transform.position = GunPoint;
            TmpBullet.transform.rotation = PointerRotation;
            TmpBullet.SetActive(true);
            Material TColor = TmpBullet.GetComponentInChildren <TrailRenderer>().material;

            TmpBullet.layer = 17 + PCS.GetPlayerNum();
            TmpBullet.GetComponentInChildren <HitScript>().SetOwner(PCS.GetPlayerNum());
            TmpBullet.GetComponentInChildren <HitScript>().SetBulletNumber(BulletNumber);
            BulletNumber++;
            Color CtoChange = ES.GetColor(PCS.GetPlayerNum());

            Component[] sprites = TmpBullet.GetComponentsInChildren <SpriteRenderer>();
            foreach (SpriteRenderer s in sprites)
            {
                s.color      = CtoChange;
                CtoChange.r += .2f;
                CtoChange.g += .2f;
                CtoChange.b += .2f;
            }
            TColor.SetColor("_Color", CtoChange);
            CanShoot  = false;
            ShotTimer = 0;
        }
    }
コード例 #4
0
ファイル: RngGunScript.cs プロジェクト: whittefang/Booncle
 public void Shoot(Vector3 GunPoint, Quaternion PointerRotation)
 {
     if (CanShoot && AS.CheckCanShootPrimary())
     {
         FireBullet(GunPoint, PointerRotation);
         SPS.playShoot();
         AS.ConsumePrimaryAmmo();
         CanShoot  = false;
         ShotTimer = 0;
         StartCoroutine(MultiCast(GunPoint, PointerRotation));
     }
 }
コード例 #5
0
    public void Charge(Vector3 GunPoint, Quaternion PointerRotation)
    {
        if (CanShoot && AS.CheckCanShootPrimary())
        {
            // code to charge beam, need a new player controller functionallity
            if (!particlesOBJ.activeSelf)
            {
                particlesOBJ.SetActive(true);
                SPS.PlayLazerCharge(chargeLevel);
            }
            particlesOBJ.transform.position = GunPoint;
            particlesOBJ.transform.rotation = PointerRotation;
            if (firstPress)
            {
                chargeAmount = Time.time;
                firstPress   = false;
            }

            if ((Time.time - chargeAmount >= 1 && chargeLevel < 2) || (Time.time - chargeAmount >= 2 && chargeLevel < 3))
            {
                chargeLevel++;
                SPS.PlayLazerCharge(chargeLevel);
                Color c = particlesSystem.startColor;
                c.r += .2f;
                c.g += .2f;
                c.b += .2f;
                c.a  = 1;
                particlesSystem.startColor = c;
                particlesSystem.Emit(20);
                particlesSystem.Play();
            }

            if (chargeLevel == 3 && Time.time - chargeAmount > 2)
            {
                particlesOBJ.transform.localScale = new Vector2(.5f, .5f);
                particlesSystem.emissionRate      = 40f;
            }
        }
    }
コード例 #6
0
 void releaseCharge()
 {
     if (CanShoot && AS.CheckCanShootPrimary())
     {
         // change to sword sound
         SPS.playShoot();
         AS.ConsumePrimaryAmmo();
         GameObject TmpBullet = Instantiate(projectile, GunPointPerm, RotationPerm) as GameObject;
         TmpBullet.transform.parent = transform;
         Material TColor = TmpBullet.GetComponentInChildren <TrailRenderer>().material;
         TColor.SetColor("_Color", ES.GetColor(PCS.GetPlayerNum()));
         TmpBullet.layer = 17 + PCS.GetPlayerNum();
         TmpBullet.GetComponentInChildren <HitScript>().SetOwner(PCS.GetPlayerNum());
         Color CtoChange = ES.GetColor(PCS.GetPlayerNum());
         CtoChange.r += .2f;
         CtoChange.g += .2f;
         CtoChange.b += .2f;
         TmpBullet.GetComponentInChildren <SpriteRenderer>().color = CtoChange;
         CanShoot     = false;
         ShotTimer    = 0;
         ChargeAmount = 0;
     }
 }
コード例 #7
0
    public void Shoot(Vector3 GunPoint, Quaternion PointerRotation)
    {
        if (CanShoot && numOfMines > 2)
        {
            for (int x = 0; x < numOfMines; x++)
            {
                mines[x].GetComponent <SachelExplosionScript>().Detonate();
            }
            numOfMines = 0;
        }
        else if (CanShoot && AS.CheckCanShootPrimary())
        {
            SPS.playGrenadeToss();
            AS.ConsumePrimaryAmmo();
            GameObject TmpBullet = OPProjectile.FetchObject();             //= Instantiate (projectile, GunPoint, PointerRotation) as GameObject;
            TmpBullet.transform.rotation = PointerRotation;
            TmpBullet.transform.position = GunPoint;

            TmpBullet.SetActive(true);

            TmpBullet.layer = 17 + PCS.GetPlayerNum();
            TmpBullet.GetComponentInChildren <HitScript>().SetOwner(PCS.GetPlayerNum());
            Color CtoChange = ES.GetColor(PCS.GetPlayerNum());
            CtoChange.r += .2f;
            CtoChange.g += .2f;
            CtoChange.b += .2f;
            TmpBullet.GetComponentInChildren <SpriteRenderer>().color = CtoChange;
            TmpBullet.GetComponentInChildren <HitScript>().SetOwner(PCS.GetPlayerNum());
            TmpBullet.GetComponentInChildren <SachelExplosionScript>().SetOwner(PCS.GetPlayerNum());
            TmpBullet.GetComponentInChildren <SachelExplosionScript>().SetBulletNumber(BulletNumber);
            BulletNumber++;
            CanShoot          = false;
            mines[numOfMines] = TmpBullet;
            numOfMines++;
            ShotTimer = 0;
        }
    }