コード例 #1
0
    public virtual void Fire()
    {
        canFire = false;

        if (Time.time < nextFireAllowed)
        {
            return;
        }

        if (Paused.GameIsPaused)
        {
            return;
        }

        if (reloader != null)
        {
            if (reloader.IsReloading)
            {
                return;
            }
            if (reloader.RoundsRemainingInClip == 0)
            {
                return;
            }

            reloader.TakeFromClip(1);
            print("Remaining : " + reloader.RoundsRemainingInClip);
        }

        nextFireAllowed = Time.time + rateOfFire;

        bool isLocalPlayerControlled = AimTarget == null;

        // useful in case additional players are added, don't have them shoot to the center of the local player's screen
        if (!isLocalPlayerControlled)
        {
            muzzle.LookAt(AimTarget.position + AimTargetOffset);
        }

        // instantiate the projectile;
        GrappleHook newHook = (GrappleHook)Instantiate(projectile, muzzle.position, muzzle.rotation);

        // shoots the projectile to the center of the screen accurately for at least 500 meters
        if (isLocalPlayerControlled)
        {
            Ray        ray = Camera.main.ViewportPointToRay(new Vector3(.5f, .5f, 0));
            RaycastHit hit;
            Vector3    targetPosition = ray.GetPoint(500);
            Debug.DrawRay(ray.origin, ray.direction * 100, Color.blue);
            //if the raycast hits something within 500 meters then it will send the projectile there
            if (Physics.Raycast(ray, out hit) && hit.collider.gameObject.tag != "Player")
            {
                targetPosition = hit.point;
            }
            newHook.transform.LookAt(targetPosition);
        }

        audioFire.Play();
        canFire = true;
    }
コード例 #2
0
ファイル: Shooter.cs プロジェクト: AslamPangestu/history-game
 public virtual void Shoot()
 {
     canFire = false;
     if (Time.time >= nextTimeToFire)
     {
         if (reloader != null)
         {
             if (reloader.IsReloading)
             {
                 return;
             }
             if (reloader.BulletRemainingInClip == 0)
             {
                 return;
             }
             reloader.TakeFromClip(1);
         }
         nextTimeToFire = Time.time + 1f / fireRate;
         shootEffect.Play();
         RaycastHit hit;
         if (Physics.Raycast(targetRaycast.transform.position, targetRaycast.transform.forward, out hit, range))
         {
             Debug.Log(hit.transform.name);
             Health enemy = hit.transform.GetComponent <Health>();
             if (enemy != null)
             {
                 enemy.TakeDamage(damage);
             }
         }
         if (hit.rigidbody != null)
         {
             hit.rigidbody.AddForce(-hit.normal * impactForce);
         }
         GameObject impact = Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal));
         canFire = true;
         Destroy(impact, 2f);
     }
 }