コード例 #1
0
/// <summary>
/// Aims at the target if required
/// </summary>
        protected virtual void TestAimAtTarget()
        {
            if (!AimAtTarget)
            {
                return;
            }

            if (_characterHandleWeapon.CurrentWeapon != null)
            {
                if (_weaponAim == null)
                {
                    _weaponAim = _characterHandleWeapon.CurrentWeapon.gameObject.MMGetComponentNoAlloc <WeaponAim>();
                }

                if (_weaponAim != null)
                {
                    if (_projectileWeapon != null)
                    {
                        _projectileWeapon.DetermineSpawnPosition();
                        _weaponAimDirection = _brain.Target.position - (_projectileWeapon.SpawnPosition);
                    }
                    else
                    {
                        _weaponAimDirection = _brain.Target.position - _characterHandleWeapon.CurrentWeapon.transform.position;
                    }
                }
            }
        }
コード例 #2
0
        /// <summary>
        /// Aims at the target if required
        /// </summary>
        protected virtual void TestAimAtTarget()
        {
            if (!AimAtTarget)
            {
                return;
            }

            if (_characterHandleWeapon.CurrentWeapon != null)
            {
                if (_weaponAim == null)
                {
                    _weaponAim = _characterHandleWeapon.CurrentWeapon.gameObject.GetComponentNoAlloc <WeaponAim>();
                }

                if (_weaponAim != null)
                {
                    //******* New code to stop shooting at player's feet ********************
                    Vector3 targetPosition = new Vector3(_brain.Target.position.x, _brain.Target.position.y + 1.3f, 0);

                    if (_projectileWeapon != null)
                    {
                        _projectileWeapon.DetermineSpawnPosition();
                        _weaponAimDirection = targetPosition - (_projectileWeapon.SpawnPosition); //NEW CODE FOR FEET SHOOTING FIX

                        //_weaponAimDirection = _brain.Target.position - (_projectileWeapon.SpawnPosition); //OLD CODE FOR FEET SHOOTING FIX
                    }
                    else
                    {
                        _weaponAimDirection = targetPosition - _characterHandleWeapon.CurrentWeapon.transform.position; //NEW CODE FOR FEET FIX
                        //_weaponAimDirection = _brain.Target.position - _characterHandleWeapon.CurrentWeapon.transform.position; //OLD CODE FOR FEET FIX
                    }
                }
            }
        }