//0: Normal - Undeflectable //1: Normal - Deflectable //2: Offlane- Deflectable - Left //3: Offlane- Deflectable - Right //4: Offlane- Undeflectable //5: Split (undeflectable only) //6: Missile (deflectable MUST) //7: Empty / Silent (ada bagian di pattern yang kosong) //8: Ghost - Undeflectable //lane 0 | 1 | 2 | 3 | 4 void Start() { //BSPAWN = GameObject.Find ("BulletSpawn").GetComponent<BulletSpawn> (); BSPAWN = FindObjectOfType <BulletSpawn>(); GR = FindObjectOfType <GetReady> (); //BSPAWN.addBullet (1, 2); }
// Use this for initialization void Start() { if (Target == null) { Target = GameObject.FindGameObjectWithTag("Player").transform; } Y = Body.GetComponent <RotateY>(); X = Gun.GetComponent <RotateX>(); Shoot = BulletSpawn.GetComponent <Shoot>(); X.rotationSpeed = RotateSpeed; Y.rotationSpeed = RotateSpeed; X.VisibleDistance = VisibleDistance; Y.VisibleDistance = VisibleDistance; X.UnvisibleDistance = UnvisibleDistance; Y.UnvisibleDistance = UnvisibleDistance; Shoot.UnvisibleDistance = UnvisibleDistance; Shoot.Bullet = Bullet; Shoot.ShootingSpeed = 1f / ShootsPerSecond; X.target = Target; Y.target = Target; Shoot.target = Target; Shoot.BulletDestroyTime = BulletDestroyTime; Shoot.BulletSpeed = BulletSpeed; }
void Start() { pm = GetComponent <PlayerMovement>(); fc = GetComponent <FlipCharacter>(); pj = GetComponent <PlayerJump>(); bs = GetComponent <BulletSpawn>(); }
public void WeaponRotation(Vector3 aim) { if (IsReloading) { return; } BulletSpawn.LookAt(aim); _animator.SetFloat("Magnitude", PlayerController.MoveMagnitude); }
// Use this for initialization void Start() { chargeTime = 0; player = GameObject.FindObjectOfType <PlayerMove>(); rigidbody = gameObject.GetComponent <Rigidbody2D>(); collider = gameObject.GetComponent <CircleCollider2D>(); bulletSpawn = GameObject.FindObjectOfType <BulletSpawn>(); if (Input.GetKey(KeyCode.Z) || (Input.GetAxis("RT") > 0)) { StartCoroutine(ChargeShot()); } }
void Awake() { bulletSpwn = GetComponent <BulletSpawn>(); rb = this.GetComponent <Rigidbody2D>(); var coll = GameObject.Find("Colliders").GetComponentsInChildren <Collider2D>(); foreach (var item in coll) { levelColl.Add(item); } _totalLife = life; //Events EventManager.SubscribeToEvent("Life", LifeUpdated); EventManager.SubscribeToEvent("Hero defeated", HeroDefeated); EventManager.SubscribeToEvent("Lose", Lose); }
void Start() { audioPlayer = GetComponent <AudioPlayer>(); stats = GetComponent <EnemyStats>(); bulletSpawn = GetComponentInChildren <BulletSpawn>(); player = GameObject.FindGameObjectWithTag("Player"); enemySprite = GetComponentInChildren <SpriteRenderer>(); var randomDirection = Random.Range(1, 3); if (randomDirection == 1) { strafeDirection = 1; } else { strafeDirection = -1; } }
void Start() { bulletSpwn = GetComponent <BulletSpawn>(); chr = FindObjectOfType <Character>(); }
public void SetSpawn(BulletSpawn spwn) { bSpw = spwn; }
// TODO: calc/find how far we gotta fly away until, the 7* dist currently is just experimental public void CheckForTarget(int index) { Boid boid = boidsData[index]; if (boid.autoTarget == 0) { if (boid.timeUntilAutoTarget < time || math.distance(boid.target, cellSeparation[index]) < boid.obstacleAversionDistance) { boid.autoTarget = 1; } else { // TODO: maybe if target in front and no cooldown: shoot cellTargetPositions[index] = boid.target; return; } } CollisionFilter targetFilter = new CollisionFilter() { BelongsTo = ~0u, CollidesWith = groupIndex, GroupIndex = 0 }; PointDistanceInput targetPointDistanceInput = new PointDistanceInput { Position = cellSeparation[index], MaxDistance = settings.MaxTargetDistance, Filter = targetFilter }; DistanceHit targetHit; if (!physicsWorld.CalculateDistance(targetPointDistanceInput, out targetHit)) { cellTargetPositions[index] = new float3(0, -1000, 0); // for me to see if sth goes wrong. idle or destroy if no enemy left boidsData[index] = boid; return; } cellTargetPositions[index] = targetHit.Position; if (targetHit.Distance < boid.obstacleAversionDistance) { boid.autoTarget = 0; // maybe go for 1 out of 4 positions so that the boids keep grouped //boid.target = (cellSeparation[index] - targetHit.Position) * 7 + cellSeparation[index]; boid.target = math.select((cellSeparation[index] - targetHit.Position) * 7 + targetHit.Position, -(cellSeparation[index] - targetHit.Position) * 7 + targetHit.Position, ((int)cellSeparation[index][0] % 2 == 0)); boid.timeUntilAutoTarget = time + 30; } if (boid.timeToReload > time) { boidsData[index] = boid; return; } CollisionFilter obstacleFilter = new CollisionFilter() { BelongsTo = ~0u, CollidesWith = 16u, GroupIndex = 0 }; if (physicsWorld.CastRay(new RaycastInput { Start = cellSeparation[index], End = targetHit.Position, Filter = obstacleFilter })) { boidsData[index] = boid; return; } var dirToTarget = math.dot(cellAlignment[index], math.normalizesafe(targetHit.Position - cellSeparation[index])); if (dirToTarget > 0.9f && targetHit.Distance < 75) { bulletSpawns[index] = new BulletSpawn { exists = 1, position = cellSeparation[index], rotation = quaternion.LookRotationSafe(cellAlignment[index], math.up()) // TODO: i might want dirToTarget but with a little bit of random }; boid.timeToReload = time + boid.reloadTime; } boidsData[index] = boid; }
// Call this when firing a bullet in Update() void fireBullet(BulletSpawn bulletSpawn) { //TODO fire the bullet }
void Awake() { bulletSpawn = GameObject.Find("BulletSpawn"); bulletScript = bulletSpawn.GetComponent<BulletSpawn>(); }
void Awake() { _instance = this; bulletPool = new Pool <Bullet>(8, BulletFactory, Bullet.InitializeBullet, Bullet.DisposeBullet, true); }