// Do that on collision from bullet / laser void OnCollisionEnter2D(Collision2D coll) { ShootScript shot = coll.gameObject.GetComponent <ShootScript> (); if (shot != null) { if (isEnemy) { hp -= shot.dammage; } else { if (hp == 1) { hp -= shot.dammage; gui.SendMessage("MinHealth", 1); } else { hp -= shot.dammage; gui.SendMessage("MinHealth", shot.dammage); } } } }
void OnTriggerEnter2D(Collider2D collider) { // Est-ce un tir ? ShootScript shot = collider.gameObject.GetComponent <ShootScript>(); if (shot != null) { // Tir allié if (shot.isEnemyShot != isEnemy) { hp -= shot.damage; // Destruction du projectile // On détruit toujours le gameObject associé // sinon c'est le script qui serait détruit avec ""this"" Destroy(shot.gameObject); if (hp <= 0) { // 'Splosion! SpecialEffectsHelper.Instance.Explosion(transform.position); SoundEffectsHelper.Instance.MakeExplosionSound(); // Destruction ! Destroy(gameObject); } } } }
//-------------------------------- // 3 - Shooting from another script //-------------------------------- /// <summary> /// Create a new projectile if possible /// </summary> public void Attack(bool isEnemy) { if (CanAttack) { shootCooldown = shootingRate; // Create a new shot var shotTransform = Instantiate(shotPrefab) as Transform; // Assign position shotTransform.position = transform.position + spawnOffset; // The is enemy property ShootScript shot = shotTransform.gameObject.GetComponent <ShootScript>(); if (shot != null) { shot.isEnemyShot = isEnemy; } // Make the weapon shot always towards it MoveScript move = shotTransform.gameObject.GetComponent <MoveScript>(); if (move != null) { move.direction = this.transform.right; // towards in 2D space is the right of the sprite } } }
void Init() { _Sphere = GetComponent<SphereCollider>(); _ShootingScript = GetComponent<ShootScript>(); if (this.CompareTag("PlayerLogic")) { _PlayerCar = CarUserControl.Instance.m_Car; } else { _PlayerCar = GetComponent<CarController>(); } if (_Weapons.Length != 0) { for (int i = 0; i < _Weapons.Length; i++) { _Weapons[i]._HitBox = _Weapons[i]._WeaponCollider.GetComponent<HitBox>(); _Weapons[i]._Tower._HitBox = _Weapons[i]._Tower._TowerCollider.GetComponent<HitBox>(); _Weapons[i]._WeaponTransform = transform.SearchChildWithName(_Weapons[i]._Name); _Weapons[i]._Tower._TowerTransform = transform.SearchChildWithName(_Weapons[i]._Tower._Name); } } _ShootingScript.Init(); }
void Start() { transform.Find("Turret/Camera").gameObject.SetActive(isPlayer); transform.Find("Minimap camera").gameObject.SetActive(isPlayer); transform.Find("HUD").gameObject.SetActive(isPlayer); transform.Find("Minimap object/Number").GetComponent <TextMesh> ().text = (index + 1).ToString(); transform.Find("Minimap object").GetComponent <MeshRenderer> ().material.color = (isPlayer) ? Color.green : Color.red; Color c = (isPlayer) ? new Color32(44, 55, 200, 1) : new Color32(200, 55, 44, 1); foreach (Transform o in transform.Find("Base/Colored")) { o.GetComponent <MeshRenderer> ().material.color = c; } transform.Find("Turret").GetComponent <MeshRenderer> ().material.color = c; if (isPlayer) { controller = gameObject.AddComponent <PlayerControllerScript> (); } else { controller = gameObject.AddComponent <EnemyControllerScript> (); controller.GetComponent <EnemyControllerScript> ().easy = StaticData.easy; } gc = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameControllerScript> (); tms = GetComponent <TankMovementScript> (); ss = GetComponent <ShootScript> (); }
//-------------------------------- // 3 - Tirer depuis un autre script //-------------------------------- /// <summary> /// Création d'un projectile si possible /// </summary> public void Attack(bool isEnemy) { if (CanAttack) { shootCooldown = shootingRate; // Création d'un objet copie du prefab GameObject shotGameObject = Instantiate(shotPrefab); // Position shotGameObject.transform.position = transform.position; // Propriétés du script ShootScript shot = shotGameObject.GetComponent <ShootScript>(); if (shot != null) { shot.isEnemyShot = isEnemy; } // On saisit la direction pour le mouvement MoveScript move = shotGameObject.GetComponent <MoveScript>(); if (move != null) { move.direction = this.transform.right; // ici la droite sera le devant de notre objet } } }
// Use this for initialization void Start() { shoot = transform.GetChild(0).GetComponent <ShootScript>(); aim = transform.GetChild(0).GetChild(0).GetComponent <Aiming>(); controller = GetComponent <FirstPersonController>(); mapCam = GameObject.Find("MapCamera").GetComponent <Camera>(); }
private void Start() { spriteRenderer = GetComponent <SpriteRenderer>(); rigidbody = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); shootScript = GetComponent <ShootScript>(); //if (hand) { animHand.GetComponent<Animator>(); } }
// Update is called once per frame void Update() { if (this.transform.position.y < -0.5) { Destroy(this.gameObject); shoot_script_obj = Camera.main.GetComponent<ShootScript>(); shoot_script_obj.RespawnBall(); } }
protected override void Awake() { base.Awake(); //disable cursor in play mode Cursor.visible = false; Screen.lockCursor = true; //set rigidbody abd transform UFORgbd = GetComponent <Rigidbody>(); _reloading = ReloadTime; _bulletBase = GetComponent <ShootScript>(); }
// Use this for initialization void Start() { eventLog = GetComponent <PlayerLog>(); Time.timeScale = 1; penguinMovement = GameObject.Find("PenguinMovement"); shootScript = gameObject.GetComponent <ShootScript> (); PenguinInfoHolder = GetComponent <PenguinData>(); penguinData = GameObject.Find("Penguin").GetComponent <PenguinData>(); SpawnTimeMin = 20 - (penguinData.difficultyIndex * 0.36f); SpawnTimeMax = 20; }
/** * Helper method that calculates the point where the enemy should shoot at * * @param targetPosition The current position of the target * @param barrel "right" or "left" * * @return A random vector3 in between the target position and the predicted intercept position. Accuracy of shot can be modified in inaccurateInterceptPoint */ private Vector3 CalculateInterceptPosition(Vector3 targetPosition, Transform barrel) { Vector3 interceptPoint = ShootScript.FirstOrderIntercept( barrel.position, _rb.velocity, _bulletSpeed, new Vector3(targetPosition.x, targetPosition.y - 0.7f, targetPosition.z), player.getVelocity()); Vector3 inaccurateInterceptPoint = new Vector3(Random.Range(targetPosition.x, interceptPoint.x), interceptPoint.y, Random.Range(targetPosition.z, interceptPoint.z)); if (player.timeSinceLastDodge > 8) { return(interceptPoint); } return(interceptPoint); }
/** * Helper method that calculates the point where the enemy should shoot at * * @param targetPosition The current position of the target * * @return A random vector3 in between the target position and the predicted intercept position. Accuracy of shot can be modified in inaccurateInterceptPoint */ private Vector3 CalculateInterceptPosition(Vector3 targetPosition) { Vector3 interceptPoint = ShootScript.FirstOrderIntercept( this.transform.position, _rb.velocity, _bulletSpeed, new Vector3(targetPosition.x, targetPosition.y - 1.5f, targetPosition.z), hero1.getVelocity()); Vector3 inaccurateInterceptPoint = new Vector3(Random.Range(targetPosition.x, interceptPoint.x), interceptPoint.y, Random.Range(targetPosition.z, interceptPoint.z)); if (hero1.timeSinceLastDodge > 8) { return(interceptPoint); } return(inaccurateInterceptPoint); }
void OnTriggerEnter2D(Collider2D other) { if (other.tag == "Player" && (other.GetComponent <ShootScript>() != null)) { ShootScript scr = other.GetComponent <ShootScript>(); if (scr.shoot != scr.autoShoot) { scr.shootingRate = (rate + scr.shootingRate) / 2; scr.shoot = scr.autoShoot; } Destroy(this.gameObject); } }
void OnTriggerEnter2D(Collider2D other) { if (other.tag == "Player" && (other.GetComponent <ShootScript>() != null)) { ShootScript scr = other.GetComponent <ShootScript>(); if (scr.shotPrefab != rocket.transform) { scr.shotPrefab = rocket.transform; scr.shootingRate = (scr.shootingRate + rate) / 2; } Destroy(this.gameObject); } }
void OnTriggerEnter2D(Collider2D other) { if (other.tag == "Player" && (other.GetComponent <ShootScript>() != null)) { ShootScript scr = other.GetComponent <ShootScript>(); if (scr.bulletDeploy != scr.trippleDeploy) { scr.bulletDeploy = scr.trippleDeploy; scr.shootingRate = (scr.shootingRate + rate) / 2; } Destroy(this.gameObject); } }
void Start() { penguinMovementController = gameObject.GetComponent <PenguinMovementController> (); shootScript = gameObject.GetComponent <ShootScript> (); score = 0; scoreTimer = scoreTimerMax; pickupTimer = pickupTimerMax; isInferno = false; isSlimey = false; isFrozen = false; isCrusty = false; ammoTypeText.GetComponent <Text>().text = ("Regular Ammo"); difficultyIndex = 1; }
void Start() { player1 = GameObject.Find("Player1"); player2 = GameObject.Find("Player2"); shootScript = player1.GetComponent <ShootScript>(); shootScriptPlayer2 = player2.GetComponent <ShootScriptPlayer2>(); moveScript1 = player1.GetComponent <MoveScript>(); moveScript2 = player2.GetComponent <MoveScript>(); moveScript2.enabled = false; shootScriptPlayer2.enabled = false; shootScript.enabled = false; moveScript1.enabled = false; whosTurn = true; }
void Start() { gBall = GameObject.FindGameObjectWithTag("Ball"); my_ShootScript = gBall.GetComponent <ShootScript> (); gFlag = my_ShootScript.gHole [0]; freecam = false; MoveSpeed = 3; RotSpeed = MoveSpeed + 10; cc = GetComponent <CharacterController>(); Cursor.visible = false; offset = transform.position - gBall.transform.position; gGhost.transform.LookAt(gBall.transform); transform.position = gGhost.transform.position; transform.rotation = gGhost.transform.rotation; }
void OnTriggerEnter(Collider other) { if (other.tag == "Paper" && enable) { Debug.Log("Collided with a recycle bin"); Destroy(other.gameObject); shoot_script_obj = Camera.main.GetComponent<ShootScript>(); shoot_script_obj.RespawnBall(); this.gameObject.GetComponentInChildren<ParticleSystem>().Play(); this.gameObject.GetComponentInChildren<AudioSource>().Play(); ExecuteEvents.Execute<PointInterface>( target: GameObject.Find("GameManager"), eventData: null, functor: (x,y)=>x.OnSuccess()); enable = false; } }
//Called when script is enabled void Start() { cur_spr = min_spr; lineRenderer = GetComponent <LineRenderer>(); fpsCam = GetComponentInParent <Camera>(); player = GameObject.Find("Player"); sm = player.GetComponent <SwapManager>(); source = GetComponents <AudioSource>(); //Added line here tracer = GetComponent <ShootScript>(); pMenu = GameObject.Find("UICanvas").transform.Find("PauseMenu").gameObject; oMenu = GameObject.Find("UICanvas").transform.Find("OptionsMenu").gameObject; goScreen = GameObject.Find("UICanvas").transform.Find("GameOverScreen").gameObject; winScreen = GameObject.Find("UICanvas").transform.Find("WinScreen").gameObject; ammoCount = GameObject.Find("HUD").transform.Find("Ammo Counter").GetComponent <TextMeshProUGUI>(); }
void OnTriggerEnter2D(Collider2D otherCollider) { // Is this a shot? ShootScript shot = otherCollider.gameObject.GetComponent <ShootScript>(); if (shot != null) { // Avoid friendly fire if (shot.isEnemyShot != isEnemy) { Damage(shot.damage); // Destroy the shot Destroy(shot.gameObject); // Remember to always target the game object, otherwise you will just remove the script } } }
public void enemyEquip(GameObject weapon) { w = weapon.GetComponent <W_Makarov>(); gunEnd = w.gunEnd; range = w.range; damage = w.damage; spread = w.spread + .6f; fireRate = w.fireRate + .1f; clip = w.clip; cur_clip = w.cur_clip; reload = w.t_reload + .4f; source = weapon.GetComponents <AudioSource>(); w.enabled = false; w.equipped = false; Rigidbody w_rb = weapon.GetComponent <Rigidbody>(); if (w_rb.useGravity) { w_rb.isKinematic = true; w_rb.useGravity = false; Collider[] c_off = weapon.GetComponents <Collider>(); foreach (Collider c in c_off) { c.enabled = false; } } else { weapon.GetComponent <LineRenderer>().enabled = false; } sh = weapon.GetComponent <ShootScript>(); weapon.transform.parent = transform; weapon.transform.position = transform.position; Vector3 pos = w.cam_pos + Vector3.up * 2 - Vector3.forward * .4f; weapon.transform.Translate(pos, transform); weapon.transform.localEulerAngles = new Vector3(transform.rotation.y, transform.rotation.x - 180, 0); }
private void Start() { //Gets The Rigid Body Attatched to this Game Object myRigidBody = gameObject.GetComponent <Rigidbody2D>(); //Gets the Sprite Renderer attatched to this game object sprite = gameObject.GetComponent <SpriteRenderer>(); //Gets The Shot Manager Script attatched to this Game Object shooterScript = GameObject.Find("ShotManager").GetComponent <ShootScript>(); //Assigns the Sprites to the player lives array playerLivesSprites = transform.GetChild(2).gameObject.GetComponent <SpriteRenderer>(); //Creates the pool of ShotPrefabs shooterScript.CreateChildren(shotPrefab); //Resets the Time to Respawn in the editor timeToRespawnMax = timeToRespawn; //Finds the Spawn Script spScript = GameObject.Find("SpawnManager").gameObject.GetComponent <SpawnManager>(); //Finds the UI Script uiScript = GameObject.Find("CanvasUI").gameObject.GetComponent <UIManager>(); health = 3; PlayerHealthSpriteChanger(health); GetComponent <AudioSource>().volume = GameManagment.instance.sfxLevel; }
// Update is called once per frame void Update() { float inputX = Input.GetAxis("Horizontal"); float inputY = Input.GetAxis("Vertical"); movement = new Vector2(speed.x * inputX, speed.y * inputY); if (Mathf.Approximately(inputX, 0) || ((inputX > 0) && (inputX < 0.1))) { transform.position = new Vector3(transform.position.x + 0.03f, transform.position.y, 0); } bool shoot = Input.GetButtonDown("Fire1"); shoot |= Input.GetButtonDown("Fire2"); if (shoot) { ShootScript shot = GetComponent <ShootScript>(); if (shot != null) { shot.Attack(false); } } }
public void SetUpShootEnd(ShootScript s, Image i) { shootScript = s; GameOverScreen = i; }
public void Start() { gui = Utilities.FindGameObject("GUI"); kinect = GameObject.Find("Player").GetComponent<KinectPointController>(); GameObject sara = GameObject.Find("Sara"); sara.transform.Rotate(Vector3.left, 90); sara.transform.position += new Vector3(0,9,0); camera = GameObject.Find("CameraRight"); animator = sara.GetComponent<Animator> (); rightHandTrigger = Animator.StringToHash("right"); leftHandTrigger = Animator.StringToHash("left"); bothHandTrigger = Animator.StringToHash("both"); turnHorizontalTrigger = Animator.StringToHash("horizontal"); turnVerticalTrigger = Animator.StringToHash("vertical"); idleTrigger = Animator.StringToHash("idle"); GameObject player = GameObject.Find("Player"); crystals = GameObject.Find ("Crystals"); listOfCrystals = GameObject.FindGameObjectsWithTag ("Crystal"); crystals.SetActive (false); shootScript = player.GetComponent<ShootScript> (); flightScript = player.GetComponent<FlightScript> (); //shootScript.Shoot += new ShootEventHandler(HasShot); flightScript.Flown += new FlightEventHandler(HasFlown); //GameObject.Find("CameraRight").camera.backgroundColor = Color.white; text = welcomeText; playSound(welcomeAudio); }
// Use this for initialization void Start() { shoot = gameObject.GetComponent<ShootScript>(); }
// Start is called before the first frame update void Awake() { shoot = GetComponent <ShootScript>(); }
public SpreadShot(ShootScript owner) { this.owner = owner; }
void Start() { energyGun = (shootWithBullet2Script)GetComponent<shootWithBullet2Script>(); fireGun = (shootWithBulletScript)GetComponent<shootWithBulletScript>(); bulletGun = (ShootScript)GetComponent<ShootScript>(); }
// Start is called before the first frame update void Start() { planeDetection = GameObject.Find("AR Session Origin").GetComponent <PlaneDetection>(); shootScript = GameObject.Find("ShootScript").GetComponent <ShootScript>(); }
public RapidShot(ShootScript owner) { this.owner = owner; }
// Start is called before the first frame update void Start() { shootScript = GameObject.Find("ShootScript").GetComponent <ShootScript>(); }
public DefaultShot(ShootScript owner) { this.owner = owner; }