public void ShootBullets() { playerStatus.BulletConsume(); GameObject obj = (GameObject)Instantiate(shotGunBullet, gunPoint.position, gunPoint.rotation * Quaternion.EulerAngles(0, -Mathf.Atan2(transform.up.x, transform.up.y) + 0.2f, 0)); GameObject obj2 = (GameObject)Instantiate(shotGunBullet, gunPoint.position, gunPoint.rotation * Quaternion.EulerAngles(0, -Mathf.Atan2(transform.up.x, transform.up.y) - 0.2f, 0)); GameObject obj3 = (GameObject)Instantiate(shotGunBullet, gunPoint.position, gunPoint.rotation * Quaternion.EulerAngles(0, -Mathf.Atan2(transform.up.x, transform.up.y) + 0.15f, 0)); GameObject obj4 = (GameObject)Instantiate(shotGunBullet, gunPoint.position, gunPoint.rotation * Quaternion.EulerAngles(0, -Mathf.Atan2(transform.up.x, transform.up.y) - 0.15f, 0)); GameObject obj5 = (GameObject)Instantiate(shotGunBullet, gunPoint.position, gunPoint.rotation * Quaternion.EulerAngles(0, -Mathf.Atan2(transform.up.x, transform.up.y) + 0.1f, 0)); GameObject obj6 = (GameObject)Instantiate(shotGunBullet, gunPoint.position, gunPoint.rotation * Quaternion.EulerAngles(0, -Mathf.Atan2(transform.up.x, transform.up.y) - 0.1f, 0)); GameObject obj7 = (GameObject)Instantiate(shotGunBullet, gunPoint.position, gunPoint.rotation * Quaternion.EulerAngles(0, -Mathf.Atan2(transform.up.x, transform.up.y) + 0.05f, 0)); GameObject obj8 = (GameObject)Instantiate(shotGunBullet, gunPoint.position, gunPoint.rotation * Quaternion.EulerAngles(0, -Mathf.Atan2(transform.up.x, transform.up.y) - 0.05f, 0)); GameObject obj9 = (GameObject)Instantiate(shotGunBullet, gunPoint.position, gunPoint.rotation * Quaternion.EulerAngles(0, -Mathf.Atan2(transform.up.x, transform.up.y), 0)); float timeToDestroy = 1.6f; Destroy(obj, timeToDestroy); Destroy(obj2, timeToDestroy); Destroy(obj3, timeToDestroy); Destroy(obj4, timeToDestroy); Destroy(obj5, timeToDestroy); Destroy(obj6, timeToDestroy); Destroy(obj7, timeToDestroy); Destroy(obj8, timeToDestroy); Destroy(obj9, timeToDestroy); weaponMusic.Fire(); }
public void Fire() { GameObject grenade_obj = (GameObject)Instantiate(grenade, gunPoint.position, gunPoint.rotation); playerStatus.BulletConsume(); weaponMusic.Fire(); //StartCoroutine(Load()); }
public void ShootBullets() { GameObject bullet = (GameObject)Instantiate(subGunBullet, gunPoint.position, gunPoint.rotation); Destroy(bullet, 2.5f); playerStatus.BulletConsume(); weaponMusic.Fire(); }
private void OnTriggerStay(Collider col) { if (col.tag == "Enemy" && damage) { playerStatus.BulletConsume(); Debug.Log("damage at " + Time.time); col.gameObject.SendMessage("ApplyDamage", basicATK); } if (col.tag == "Prop" && damage) { col.gameObject.SendMessage("ApplyDamage", basicATK); } }
private void Update() { stateInfo = anim.GetCurrentAnimatorStateInfo(0); if (stateInfo.IsName("Base Layer.axe_idle")) { boxCollider.enabled = false; } //空闲状态下右手柄按下,开始蓄力 if (stateInfo.IsName("Base Layer.axe_idle") && playerControl.CheckAttack() && !charge) { charge = true; timeRecord = Time.time; anim.SetBool("charge", true); anim.SetBool("finish", false); } //蓄力状态下松开,做出攻击动作 if (stateInfo.IsName("Base Layer.axe_charge") && !playerControl.CheckAttack() && charge) { charge = false; axeAttack = true; boxCollider.enabled = true; CalActualATK(); playerStatus.BulletConsume(); anim.SetBool("charge", false); anim.SetBool("attack", true); weaponMusic.Fire(); StartCoroutine(attackFinish()); } /* * if (stateInfo.IsName("Base Layer.axe_attack")) * axeAttack = true; * else * axeAttack = false; */ }