private void Awake() { control = true; rb = GetComponent <Rigidbody2D>(); bulletFire = GetComponent <BulletFire>(); lastFireBack = 0; lastFireFront = 0; lastFireLeft = 0; lastFireRight = 0; lastFireMain = 0; L_soft = boundaryDefine.transform.Find("L_Soft"); L_hard = boundaryDefine.transform.Find("L_Hard"); R_soft = boundaryDefine.transform.Find("R_Soft"); R_hard = boundaryDefine.transform.Find("R_Hard"); D_soft = boundaryDefine.transform.Find("D_Soft"); D_hard = boundaryDefine.transform.Find("D_Hard"); U_soft = boundaryDefine.transform.Find("U_Soft"); U_hard = boundaryDefine.transform.Find("U_Hard"); backGunHeat = 0; lastMainGunReload = -mainGunReloadTime; lastLeftGunReload = -sideGunReloadTime; lastRightGunReload = -sideGunReloadTime; lastFrontGunReload = -frontGunReloadTime; mainGunMag = mainGunSlot; leftGunMag = sideGunSlot; rightGunMag = sideGunSlot; frontGunMag = frontGunSlot; lastManualReload = -manualReloadCD; }
private void OnTriggerExit(Collider other) // if the player tag cartag touches collider, mark it as no longer needed and deactivate { BulletFire BulletFires = gameObject.GetComponent <BulletFire>(); CarTag carTag = other.GetComponent <CarTag>(); if (carTag != null) { // if (!exited) // { exited = true; // OnFireExited(); //// Debug.Log("EXIT"); //// Debug.Log("new one"); StartCoroutine(WaitAndDeactivate()); ///// OnFireExited(); // StartCoroutine(WaitAndDeactivate()); //// transform.root.gameObject.SetActive(false); // } } }
private void ShootOfFire() { //Debug.Log("子弹目标位置:" + posTarget); GameObject objBulletFireT = Instantiate(objBulletFire); if (objBulletFireT != null) { Transform tfmBulletFireT = objBulletFireT.transform; if (tfmBulletFireT != null) { tfmBulletFireT.position = transform.position; } BulletFire bulletFireT = objBulletFireT.GetComponent <BulletFire>(); if (bulletFireT != null) { } else { Destroy(objBulletFireT, 0.0f); } Rigidbody rgBulletFire = objBulletFireT.GetComponent <Rigidbody>(); if (rgBulletFire != null) { Vector3 vecForceT = GameInfo.posAimed - tfmMuzzle.position; vecForceT = vecForceT.normalized * force; rgBulletFire.AddForce(vecForceT); } } timeFireColdNow = timeFireColdMax; }
public void Shoot(Vector3 fromOffset, Vector3 toOffset) { _animHandler.SetShootAnim(); var bullet = BulletFire.LaunchBulletFire(gameObject.transform.position + fromOffset, _target.transform.position + toOffset) as BulletFire; bullet.transform.parent = transform; }
private void Awake() { player = gameObject; //pSight = Camera.main; pSight = GetComponentInChildren <Camera>(); pMover = GetComponent <PlayerMove>(); rd = GetComponent <Rigidbody>(); fire = transform.GetComponentInChildren <BulletFire>(); }
void shoot() { GameObject bulletGO = (GameObject)Instantiate(bulletPrefab, firePoint.position, firePoint.rotation); BulletFire bullet = bulletGO.GetComponent <BulletFire>(); if (bullet != null) { bullet.Seek(target); } }
protected override void AttackEnemy() { GameObject bulletFired = (GameObject)Instantiate(bulletPrefab, firePos.position, firePos.rotation); BulletFire bullet = bulletFired.GetComponent <BulletFire>(); if (bullet != null) { float[] DoTStats = { base.damage, numberOfTicks, damageInterval }; bullet.Seek(target, DoTStats); } }
// Use this for initialization void Start() { if (target == null) { target = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren <BulletFire> (); //Debug.Log ("loaded : " + target); } else { Debug.Log("pb chargement Player"); } }
// firing behaviours public static Bullet[] Fire(this BulletFire bf, GameObject prefab, GameObject source) { switch (bf) { case BulletFire.Single: return(SingleFire(prefab, source)); case BulletFire.Double: return(DoubleFire(prefab, source)); default: return(new Bullet[0]); } }
// Use this for initialization void Start() { Timepassed = 0; Timecheck = 0; Food = 10; Health = 10; healthinc = false; AnimZombie = GetComponent <Animator>(); Food3.SetActive(false); coin = new Coin(); bulletfire = new BulletFire(); Aidkit = new FirstAidKit(); AgentStartingPos = this.transform.position; }
// Use this for initialization void Start() { // OxetocinInHalloForMarko = 0; // OxetocinInLaraForMarko = 0; coin = new Coin(); Timepassed = 0; Food = 10; // PrevFoodForDopamin = 10; Health = 10; healthinc = false; AnimZombie = GetComponent <Animator>(); Aidkit = new FirstAidKit(); bulletfire = new BulletFire(); py = new PythonCommunicator(); AgentStartingPos = this.transform.position; }
private void OnTriggerEnter(Collider other) { //should be only bullet BulletFire bullet = other.gameObject.GetComponent <BulletFire>(); if (bullet == null) { //throw new UnityException("unexpected colliding object"); return; } if (bullet.Reflected) { Debug.Log("ahhhh"); //hit, maybe fx Destroy(bullet.gameObject); StartCoroutine(DeathCoroutine()); } }
// Use this for initialization void Start() { Reward = 0; Timepassed = 0; Timecheck = 0; Food = 10; Health = 10; healthinc = false; AnimZombie = GetComponent <Animator>(); Food3.SetActive(false); //Dopamin = 0; //OxetocinInHalloForLara = 0; //OxetocinInMarkoForLara = 0; coin = new Coin(); Aidkit = new FirstAidKit(); bulletfire = new BulletFire(); AgentStartingPos = this.transform.position; // py = new PythonCommunicator(); }
/// <summary> /// Gets prefabs and scripts /// </summary> private void Start() { createSparks = GetComponent <CreateSparks>(); _fireScript = bulletPrefab.GetComponent <BulletFire>(); }