void shoot() { //Debug.Log("bullet"); //Withdraw from pool Bullet_generic the_bullet = Pool_watcher.Singleton.request_blt(); //Get new ones if (the_bullet == null) { the_bullet = Instantiate(bullet, transform.position, Quaternion.identity).GetComponent <Bullet_generic>(); the_bullet.pool_watcher = Pool_watcher.Singleton; the_bullet.initial_hit_fltr = the_bullet.hit_fltr; the_bullet.default_gradient = the_bullet.GetComponent <TrailRenderer>().colorGradient; the_bullet.default_texture = the_bullet.GetComponent <TrailRenderer>().material.mainTexture; } else { the_bullet.GetComponent <TrailRenderer>().Clear(); the_bullet.transform.position = transform.position; } Vector2 aimdir = (Target.position - transform.position).normalized; float angle = Mathf.Atan2(aimdir.y, aimdir.x) + UnityEngine.Random.Range(-BulletSpread, BulletSpread) * 3.14f / 180; the_bullet.aimdir = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)); the_bullet.GetComponent <TrailRenderer>().widthMultiplier = bullet_mass / 20; the_bullet.mass = bullet_mass; the_bullet.speed = bullet_speed; the_bullet.speed_muzzle = bullet_speed; the_bullet.speed_damp = bullet_damp; the_bullet.speed_min = bullet_speed_min; the_bullet.spark = spark; the_bullet.activator = gameObject; the_bullet.local = isServer; the_bullet.isDedicated = Server_watcher.Singleton.isDedicated(); the_bullet.lag_comp = Server_watcher.Singleton.local_player.latency / 2; the_bullet.noDamage = noDamage; //Customize color the_bullet.GetComponent <TrailRenderer>().colorGradient = Tracer; }
void fire_bullet(GameObject activator, Vector2 fire_point, float blt_dir, bool hasAuthority, float lag_prediction = 0) { //Withdraw from pool Bullet_generic the_bullet = Pool_watcher.Singleton.request_blt(); //Get new ones if (the_bullet == null) { the_bullet = Instantiate(this.bullet, fire_point, Quaternion.identity).GetComponent <Bullet_generic>(); the_bullet.pool_watcher = Pool_watcher.Singleton; the_bullet.initial_hit_fltr = the_bullet.hit_fltr; the_bullet.default_gradient = the_bullet.GetComponent <TrailRenderer>().colorGradient; the_bullet.default_texture = the_bullet.GetComponent <TrailRenderer>().material.mainTexture; } else { the_bullet.GetComponent <TrailRenderer>().Clear(); the_bullet.transform.position = fire_point; } the_bullet.aimdir = (new Vector2(Mathf.Cos(blt_dir * Mathf.PI / 180), Mathf.Sin(blt_dir * Mathf.PI / 180))).normalized; the_bullet.GetComponent <TrailRenderer>().widthMultiplier = blt_mass / 20; the_bullet.mass = blt_mass; the_bullet.speed = blt_speed; the_bullet.speed_muzzle = blt_speed; the_bullet.speed_damp = blt_speed_damp; the_bullet.speed_min = blt_speed_min; the_bullet.spark = spark; the_bullet.activator = activator; the_bullet.local = hasAuthority; the_bullet.isDedicated = cvar_watcher.isDedicated(); the_bullet.lag_comp = lag_prediction; //Remove hit collision for ally if server flag is off if (cvar_watcher.allyBulletPassThru) { the_bullet.hit_fltr.value = the_bullet.initial_hit_fltr.value - (1 << activator.GetComponent <Body_generic>().hitbox_main.gameObject.layer); } //Customize color if (blt_custom) { the_bullet.GetComponent <TrailRenderer>().colorGradient = blt_color; if (blt_texture != null) { the_bullet.GetComponent <TrailRenderer>().material.mainTexture = blt_texture; } } //the_bullet.lag_sim(lag_prediction); }