public void Fire() { if (_wielded != null) { _wielded.Fire(); } }
public void Secondary() { if (_secondaryWeapon != null) { _secondaryWeapon.Fire(); } }
public void Execute() { if (_weapon != null && _target != null) { Report("Target in sight, preparing to fire..."); _weapon.PointAt(_target); while (!_target.IsDown && _weapon.AmmoLeft) { Report("Firing shot..."); _weapon.Fire(); } if (!_target.IsDown) { Report("I'm out of ammo!!"); _missionStatus = MissionStatus.Failed; } else { Report("Target down!!"); _missionStatus = MissionStatus.Success; } } else { Report("I was not prepared for this mission!!"); _missionStatus = MissionStatus.Failed; } }
public void Update(double elapsedTime) { if (_weapon.Ready(elapsedTime)) { _weapon.Fire(_sprite.GetPosition(), _playerCharacter.GetPosition()); } if (Path != null) { Path.UpdatePosition(elapsedTime, this); } // Set hit color //if (_hitFlashCountDown != 0) //{ // _hitFlashCountDown = Math.Max(0, _hitFlashCountDown - elapsedTime); // double scaledTime = 1 - (_hitFlashCountDown / HitFlashTime); // _sprite.SetColor(new PotatoEngine.Color(1, 0, (float)scaledTime, 1)); //} //else if (Health < InitHealth) //{ // _sprite.SetColor(new PotatoEngine.Color(1, 1, 0, 1)); //} _sprite.Update(elapsedTime); _sprite.SetScale(Scale, Scale); }
public void Primary() { if (_primaryWeapon != null) { _primaryWeapon.Fire(); } }
public void Attack() { if (selectedWeapon.IsReady) { selectedWeapon.Fire(); } }
// Update is called once per frame void Update() { if (targetTransform != null) { if ((transform.position - targetTransform.position).magnitude < detectRadius) { foreach (GameObject weapon in weapons) { IWeapon weaponInterface = weapon.GetComponent <IWeapon>(); if (weaponInterface != null) { weaponInterface.RotateToTarget(targetTransform); weaponInterface.Fire(targetTransform); } } } } else { GameObject player = GameObject.FindGameObjectWithTag(LayersAndTags.PLAYER_TAG); if (player != null) { targetTransform = player.transform; } } }
// Update is called once per frame void Update() { if ((Input.GetKey(KeyCode.M) || Input.GetKey(KeyCode.Z)) && fireableWeapon != null) { fireableWeapon.Fire("Player-Fireball"); } }
public void Attack(ICharacter target) { mWeapon.Fire(target.Position); mGameObject.transform.LookAt(target.Position); // 朝向目标位置 PlayAnim("attack"); target.UnderAttack(mWeapon.Atk + mAttr.CritValue); }
// Update is called once per frame void Update() { fireRateTimer += Time.deltaTime; possessTimer += Time.deltaTime; rotateTimer += Time.deltaTime; if (Health != 0 && movingEnemy && movingEnabled && target != null) { Move(); } if (Health <= 0) { possessTimer += Time.deltaTime; if (possessTimer > 2) { ToggleOutline(); possessTimer = 0; } } if (fireRateTimer > attemptFirerate && movingEnabled && fireableWeapon != null) { fireableWeapon.Fire("Enemy-Fireball"); fireRateTimer = 0; } if (!movingEnemy && rotateTimer > 3 && Health > 0) { //face the player Vector3 tVector = target.position - transform.position; tVector.y = 0; transform.rotation = Quaternion.LookRotation(tVector); rotateTimer = 0; } }
// Update is called once per frame // Fix framerate nuke eventually void Update() { if (decay > heat) { heat = 0.0f; } else { heat -= (decay + Time.deltaTime); } if (firing) { current_weapon_firerate = CurrentWeapon.GetFireRate(); current_weapon_heatrate = CurrentWeapon.GetHeatRate(); fire_timer += Time.deltaTime; if (fire_timer > current_weapon_firerate) { CurrentWeapon.Fire(); heat += current_weapon_heatrate; fire_timer = 0; } } else { } }
public void Attack(ICharacter targetCharacter) { mWeapon.Fire(targetCharacter.position); //角色朝向攻击方向 mGameObject.transform.LookAt(targetCharacter.position); PlayAnim("attack"); targetCharacter.UnderAttack(mWeapon.atk + mAttr.critValue); }
//攻击目标 public void Attack(ICharacter theTarget)////后面的注释是改代码之前的注释====由子类去实现自己的攻击函数,调用WeaponAttackTarget(ICharacter Target)来攻击敌人 { //设置额外攻击力 m_Weapon.SetAtkPlusValue(m_Attribute.GetAtkPlusValue()); //使用武器攻击目标 m_Weapon.Fire(theTarget); }
private void FireWeapon() { if (fireableWeapon != null) { fireableWeapon.Fire("Player-Fireball"); } // TODO }
public bool Fire(LineSegmentF rayEnlonged, Vector2Object destination) { if (_module.Fire(rayEnlonged, destination) == true) { return(true); } return(false); }
public virtual void Attack() { Debug.Log(m_Name + " Attack"); if (m_Weapon != null) { m_Weapon.Fire(); } }
public virtual void Attack(IEntity target) { //设置武器攻击值 m_weapon.attackValue = m_attribute.CalcAttackVal(); //攻击目标 m_weapon.Fire(target); }
public static void FireRightWeapon() { _rightWeapon = ActiveRightWeapons.OfType <IWeapon>().FirstOrDefault(); if (_rightWeapon != null) { _rightWeapon.Fire(); } }
// Update is called once per frame void Update() { // Add the time since Update was last called to the timer. timer += Time.deltaTime; bool attack = Input.GetButton("Fire1") && (!craftmenu.activeSelf); bool canFire = (_equipmentManager.CanFire() && currentWeapon.IsAmmoNeeded()); if (!attack || !canFire) { anim.SetBool("attack", false); } // If the Fire1 button is being press and it's time to fire... if (isLocalPlayer && canFire && attack && timer >= currentWeapon.getTimeBetweenBullet()) { // ... shoot the gun and start animation anim.SetBool("attack", true); //isAnimationWorking = true; if (anim.GetLayerWeight(currentWeapon.GetLayerNumber()) != 1.0f) // if not active yet { Debug.LogError("Je passe ici"); resetWeight(); anim.SetLayerWeight(currentWeapon.GetLayerNumber(), 1.0f); } isShooting = true; currentWeapon.SetCanHit(isShooting); } else if (attack && !canFire) { Debug.LogError("Not enough ammo!"); playerInfo.DisplayMessage("error", "Pas assez de munitions."); } if (anim.GetCurrentAnimatorStateInfo(currentWeapon.GetLayerNumber()).IsName(currentWeapon.GetLayerName()) && anim.GetCurrentAnimatorStateInfo(currentWeapon.GetLayerNumber()).normalizedTime > currentWeapon.GetFiringTime() && isShooting && canFire) // Firing during the animation { timer = 0f; float angle = AimCone.GetAngle(Statistics, PlayerMovement.GetSpeed() / 3) / 2; currentWeapon.Fire(angle); isShooting = false; _equipmentManager.RemoveAmmo(); } /* if(anim.GetCurrentAnimatorStateInfo(currentWeapon.GetLayerNumber()).IsName(currentWeapon.GetLayerName()) && anim.GetCurrentAnimatorStateInfo(currentWeapon.GetLayerNumber()).normalizedTime > .99f && isAnimationWorking ) // reset timer when animation is finished * { * isAnimationWorking = false; * timer = 0f; * }*/ if (timer >= currentWeapon.getTimeBetweenBullet() * currentWeapon.getEffectsDisplayTime()) { // ... disable the effects. currentWeapon.DisableEffects(); } }
public void Fire() { if (_unlockWeapon.IsUnlock) { _weapon.Fire(); } else { Debug.Log("Weapon is Lock"); } }
public void Fire() { if (_elapsedTime >= cooldown) { foreach (GameObject l in lasers) { IWeapon w = l.GetComponent <MonoBehaviour>() as IWeapon; w.Fire(); } _elapsedTime = 0f; } }
/// <summary> /// 攻击 /// </summary> /// <param name="target"></param> public void Attack(ICharacter target) { if (mWeapon == null) { DebugMy.Log("No weapone", this); return; } mWeapon.Fire(target.position); PlayAnim("attack"); mContent.transform.LookAt(target.position); target.UnderAttack(mWeapon.atk + mAttr.critValue); }
public void Attack(ICharacter target) { if (mWapon != null) { mWapon.Fire(target.position); //调整朝向 mGameObject.transform.LookAt(target.position); PlayAnimation("attack"); target.UnderAttack(mWapon.atk + mAttr.critValue); } }
public void OnFire(InputAction.CallbackContext context) { if (!context.canceled) { return; } if (!_weapon.CanFire()) { return; } _weapon.Fire(transform.position, _directionCalculator.Direction); }
// Update is called once per frame void Update() { if (fireableWeapon == null) { return; } timer += Time.deltaTime; if (timer > attemptFirerate) { fireableWeapon.Fire("Enemy-Fireball"); timer = 0; } }
private void Update() { //weapon testing if (Input.GetButton("Fire2")) { _blasterTest.Fire(); } //This effectively queues up a jump. IsJumpDesired = Input.GetButton("Jump"); ChangeDirectionDesired = Input.GetButton("Fire1"); GetComponent <Renderer>().material.color = StickyGrounded ? Color.white : Color.red; }
public bool Play() { if (_curWeapon.Fire()) { _heroCtrl.Player.Rigidbody.AddForce(-_heroCtrl.Player.transform.forward * _curWeapon.Config.Recoil); if (_heroCtrl.IsOnGround && _heroCtrl.fireDustEffect) { GameObject _temGo = UnityEngine.Object.Instantiate(_heroCtrl.fireDustEffect); _temGo.transform.SetParent(GameManager.Instance.EffectGoRoot); _temGo.transform.position = _heroCtrl.footPos.position; } _heroCtrl.handAnimator.SetTrigger("Fire"); return(true); } return(false); }
void Update() { horz = Input.GetAxis("Horizontal"); vert = Input.GetAxis("Vertical"); if (Input.GetButtonDown("Jump") && curDashCooldown <= 0 && !dashing) { dashStart = true; } else if (Input.GetButtonDown("Fire1")) { weapon.Fire(); } cursorPos = Camera.main.ScreenToWorldPoint(Input.mousePosition); }
public void Fire() { _weapon.Fire(); var msg = _element switch { Elements.Fire => $"Enemy is now burning for {_weapon.Damage / 9.4:0.###} damage per second.", Elements.Electricity => "Enemy is now stunned.", Elements.Toxin => $"Enemy is now taking DoT damage for {_weapon.Damage / 6.7:0.###} damage per second.", Elements.Cold => "Enemy is now frozen.", _ => throw new ArgumentOutOfRangeException() }; Console.WriteLine(msg); } }
void Update() { if (SWITCH_BTN_HELD) { if (weapon.equals(w1)) { SetWeapon(w2); } if (weapon.equals(w2)) { SetWeapon(w1); } } if (FIRE_BTN_HELD) { weapon.Fire(); } }