コード例 #1
0
    private void Attack()
    {
        if (Input.GetButton("Fire1") && currentAttackSpeed <= 0 && !isReload)
        {
            if (!isReload)
            {
                if (theGun.currentBulletCount > 0)
                {
                    theCrosshair.FireAnimation();

                    theGun.currentBulletCount--;

                    currentAttackSpeed = theGun.attackSpeed; // 공격 속도 계산

                    PlaySound(theGun.gunSound);

                    theGun.effect.Play();

                    Hit();

                    StopAllCoroutines();
                    StartCoroutine(ReboundCourutine());// 총기 반동
                }
                else
                {
                    StartCoroutine(ReloadCoroutine());
                }
            }
        }
    }
コード例 #2
0
 private void Shoot() // 발사 후 계산
 {
     if (BossPlayer.isshoot == true && PlayerController.isshoot == true)
     {
         theCrosshair.FireAnimation();
         currentGun.currentBulletCount--;
         currentFireRate = currentGun.fireRate; // 연사 속도 재계산
         PlaySE(currentGun.fire_Sound);
         currentGun.muzzleFlash.Play();
         Hit();
         if (hitInfo.transform.tag == "WeakCr")
         {
             hitInfo.transform.GetComponent <Weak>().Damage(1, transform.position);
             monsterHp1.DecreaseHP(1);
         }
         else if (hitInfo.transform.tag == "Danger")
         {
             hitInfo.transform.GetComponent <Strong>().Damage(1, transform.position);
         }
         else if (hitInfo.transform.tag == "NPC")
         {
             hitInfo.transform.GetComponent <Pig1>().Damage(1, transform.position);
         }
         else if (hitInfo.transform.tag == "Boss")
         {
             hitInfo.transform.GetComponent <BossBasic>().Damage(1, transform.position);
         }
         StopAllCoroutines();
         StartCoroutine(RetroActionCoroutine());
     }
 }
コード例 #3
0
 private void Shoot()//발사후
 {
     theCrosshair.FireAnimation();
     currentGun.currentBulletCount--;
     currentFireRate = currentGun.fireRate;//연사속도 초기화
     PlaySE(currentGun.fire_Sound);
     currentGun.muzzleFlash.Play();
     Hit();
     StopAllCoroutines();//RetroActionCoroutine의 if else 부분이 겹칠 수도 있다.
     StartCoroutine(RetroActionCoroutine());
 }
コード例 #4
0
 //발사후계산
 private void Shoot()
 {
     theCrosshair.FireAnimation();          //발사시 크로스헤어 발사애니메이션실행
     currentGun.currentBulletCount--;
     currentFireRate = currentGun.fireRate; // 연사 속도 재계산.
     PlaySE(currentGun.fire_Sound);         //발사 효과음 재생
     currentGun.muzzleFlash.Play();         //발사 이펙트 재생
     Hit();
     StopAllCoroutines();
     StartCoroutine(RetroActionCoroutine());
 }
コード例 #5
0
 // after fire
 private void Shoot()
 {
     theCrosshair.FireAnimation();
     currentGun.currentBulletCount--;
     currentFireRate = currentGun.fireRate; // fire speed recalculate
     PlaySE(currentGun.fire_Sound);
     currentGun.muzzleFlash.Play();
     Hit();
     StopAllCoroutines();
     StartCoroutine(RetroActionCoroutine());
 }
コード例 #6
0
 private void Shoot()
 {
     theCrosshair.FireAnimation();
     currentGun.currentBulletCount--;
     currentFireRate = currentGun.fireRate; //연사 속도 재계산
     PlaySE(currentGun.fireSound);
     currentGun.muzzleFlash.Play();
     Hit();
     //총기 반동 코루틴
     StopAllCoroutines();
     StartCoroutine(RetroActionCoroutine());
 }
コード例 #7
0
ファイル: GunController.cs プロジェクト: power8993/CGteam
 // 발사 후 계산
 private void Shoot()
 {
     theCrosshair.FireAnimation();
     currentGun.currentBulletCount--;
     currentFireRate = currentGun.fireRate;
     PlaySE(currentGun.fire_Sound);
     currentGun.muzzleFlash.Play();
     Hit();
     // 총기 반동 코루틴
     StopAllCoroutines();
     StartCoroutine(RetroActionCoroutine());
     // 오브젝트 풀링 기법이 사용될 수도 있으나
     // 간단하게 진행
 }
コード例 #8
0
    //발사
    private void Shoot()
    {
        theCrosshair.FireAnimation();
        currentGun.currentBulletCount--;
        currentFireRate = currentGun.fireRate;
        PlaySE(currentGun.fire_Sound);
        currentGun.muzzleFlash.Play();
        Hit();
        //총기 반동 코루틴 실행
        StopAllCoroutines();
        StartCoroutine(RetroActionCoroutin());

        Debug.Log("총알 발사함!");
    }
コード例 #9
0
    // 발사 후 계산
    private void Shoot() // 발사 후
    {
        theCrosshair.FireAnimation();
        currentGun.currentBulletCount--;       // 현재 총알에서 Shoot 할때마다 1개씩 빼기
        currentFireRate = currentGun.fireRate; // 연사 속도 재계산
        PlaySE(currentGun.fire_Sounds);
        currentGun.muzzleFlash.Play();

        Hit();

        // 총기 반동 코루틴 실행
        StopAllCoroutines();    // while문 2개가 같이 실행될 수 있기 때문에 코루틴을 멈춰준다
        StartCoroutine(RetroActionCoroutine());
    }
コード例 #10
0
ファイル: PlayerShooting.cs プロジェクト: DONXUX/dreamkeeper
    private void Shoot()
    {
        timer += Time.deltaTime;

        if (Input.GetButton("Fire1") && timer >= timeBetweenBullets)
        {
            timer = 0f;
            theCrosshair.FireAnimation();
            Debug.DrawRay(transform.position, transform.forward * maxRange, Color.red, 0.3f);

            gunLight.enabled = true;

            gunLine.enabled = true;
            gunLine.SetPosition(0, transform.position);

            shootRay.origin    = transform.position;
            shootRay.direction = transform.forward;

            // 레이 캐스트
            if (Physics.Raycast(shootRay, out shootHit, maxRange))
            {
                Collider collider = shootHit.collider;
                if (collider.tag == "Enemy")
                {
                    collider.gameObject.SendMessage("OnHitBullet");
                    Instantiate(hitParticle, shootHit.point, Quaternion.identity);
                }
                gunLine.SetPosition(1, shootHit.point);
            }
            else
            {
                gunLine.SetPosition(1, shootRay.origin + shootRay.direction * maxRange);
            }
            // 파티클
            gunParticle.Stop();
            gunParticle.Play();
            // 총 효과음 재생
            gunAudioSource.Play();
            if (timer > waitingTime)
            {
                timer = 0;
            }
        }

        if (timer >= timeBetweenBullets * effectDisplayTime)
        {
            DisableEffects();
        }
    }
コード例 #11
0
 /*
  * private void Fire()
  * {
  *  if (Input.GetButton("Fire1") && currentFireRate <= 0 && !isReload)
  *  {
  *      rifleFire = true;
  *      if (currentRifle.currentBulletCount > 0)
  *          Shoot();
  *      else
  *      {
  *          CancelAim();
  *          StartCoroutine(Reload());
  *      }
  *
  *  }
  *  if (Input.GetButtonUp("Fire1"))
  *      rifleFire = false;
  * }
  */
 //발사
 private void Shoot()
 {
     currentRifle.currentBulletCount--;
     //연사 속도  재계산
     currentFireRate = currentRifle.fireRate;
     currentRifle.muzzleFlash.Play();
     audio.Play();
     StartCoroutine(ShootBullet());
     //Hit();
     player.animator.SetTrigger("Shoot");
     if (!isAimMode)
     {
         crosshair.FireAnimation();
     }
     //총기 반동 코루틴
     StopAllCoroutines();
     StartCoroutine(RetroactionCoroutine());
 }
コード例 #12
0
    // 발사후 계산

    private void Shoot()
    {
        theCrosshair.FireAnimation();
        currentGun.currentBulletCount--;
        // 연사속도 재계산
        currentFireRate = currentGun.fireRate;

        // 발사와 동시에 sound 집어넣기
        //PlaySE(currentGun.fire_sound);
        SoundManager.instance.PlaySE(shoot_Sound);

        // 섬광 발동
        currentGun.muzzleFlash.Play();

        //
        Hit();

        // 반동 실시
        StopAllCoroutines();
        StartCoroutine(RetroActionCoroutine());
    }