/*** Graphics addition ***/ //add bullet to scene public Bullet AddBullet(string bulletName, Vector2 initialPosition) { AudioManager.Main.PlayNewSound(GameManager.audios[0]); Bullet bullet = bulletFactory.GetBullet(bulletName, initialPosition); bulletsInScene.Add(bullet.displayObject, bullet); return(bullet); }
void Shoot() { InstantiationTimer -= Time.deltaTime; if (InstantiationTimer <= 0) { factory.GetBullet(this.gameObject, BulletFactory.BulletType.EnemyBullet); InstantiationTimer = Random.Range(0.5f, 2.5f); } }
public Bullet SpawnBullet() { var newBullet = BulletFac.GetBullet(); if (newBullet != null) { newBullet.transform.position = transform.position; newBullet.transform.parent = transform; BulletsInfScene++; } return(newBullet); }
public TestTower(BulletManager bulletManager, EnemyManager enemyManager, ParticleManager particleManager) : base(AssetManager.GetSprite("TowerBase2"), AssetManager.GetSprite("Tower1"), 26f, 250f) { BulletManager = bulletManager; EnemyManager = enemyManager; this.particleManager = particleManager; BaseLayerDepth = SortingOrder.GetLayerDepth(0, SortingLayer.TowerBase) + extraDepth; TopLayerDepth = SortingOrder.GetLayerDepth(0, SortingLayer.TowerTop) + extraDepth; barrelLength = 38f; ShootRate = 0.2f; shootBullet = BulletFactory.GetBullet("Bullet2"); SearchAlgorithm = new FirstEnemySearch(); }
public override void Use(GameObject weapon, Vector3 direction) { if (!weapon.GetComponent <Weapon>().CanUse) { return; } var bulletPosition = weapon.GetComponent <Weapon>().bulletPoint.transform.position; var responsible = weapon.GetComponent <Weapon>().Responsible; var damage = weapon.GetComponent <Weapon>().damage; var range = weapon.GetComponent <Weapon>().range; var bulletGo = BulletFactory.GetBullet(bulletPosition, responsible, damage); bulletGo.GetComponent <Rigidbody>().velocity = direction.normalized * range; }
public MachineGunPlaneTower(BulletManager bulletManager, EnemyManager enemyManager, ParticleManager particleManager) : base(AssetManager.GetSprite("TowerBase1"), AssetManager.GetSprite("Tower2"), 26f, 150f) { BulletManager = bulletManager; EnemyManager = enemyManager; this.particleManager = particleManager; BaseLayerDepth = SortingOrder.GetLayerDepth(0, SortingLayer.TowerBase) + extraDepth; TopLayerDepth = SortingOrder.GetLayerDepth(0, SortingLayer.Flying) + extraDepth; barrelLength = 10f; ShootRate = 0.1f; shootBullet = BulletFactory.GetBullet("Bullet1"); SearchAlgorithm = new FirstEnemySearch(); shadowSprite = AssetManager.GetSprite("PlaneShadow1"); rotationRadius = 150f; planeRotationSpeed = (float)Math.PI * 0.004f; }
// Update is called once per frame void Update() { actualBulletType = GetComponent <PlayerAvatar>().BulletType; this.GetComponent <Engines>().Speed = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); if (Input.GetKey("space")) { time -= Time.deltaTime; if (time <= 0) { if (GetComponent <PlayerAvatar>().healthBarSlider.value > 0) { Vector2 position = transform.position; factory.GetBullet(this.gameObject, GetComponent <PlayerAvatar>().BulletType); GetComponent <PlayerAvatar>().healthBarSlider.value -= .03f; time = 0.2f; } } } if (Input.GetKeyDown("tab")) { if (actualBulletType == BulletFactory.BulletType.PlayerBullet) { GetComponent <PlayerAvatar>().BulletType = BulletFactory.BulletType.PlayerDiagonalBullet; } else if (actualBulletType == BulletFactory.BulletType.PlayerDiagonalBullet) { GetComponent <PlayerAvatar>().BulletType = BulletFactory.BulletType.PlayerSpiralBullet; } else { GetComponent <PlayerAvatar>().BulletType = BulletFactory.BulletType.PlayerBullet; } } }
public override void Use(GameObject weapon, Vector3 direction) { if (!weapon.GetComponent <Weapon>().CanUse) { return; } var bulletPosition = weapon.GetComponent <Weapon>().bulletPoint.transform.position; var responsible = weapon.GetComponent <Weapon>().Responsible; var damage = weapon.GetComponent <Weapon>().damage; var range = weapon.GetComponent <Weapon>().range; var bulletGo1 = BulletFactory.GetBullet(bulletPosition, responsible, damage); var bulletGo2 = BulletFactory.GetBullet(bulletPosition, responsible, damage); var bulletGo3 = BulletFactory.GetBullet(bulletPosition, responsible, damage); var bulletGo4 = BulletFactory.GetBullet(bulletPosition, responsible, damage); var bulletGo5 = BulletFactory.GetBullet(bulletPosition, responsible, damage); bulletGo1.GetComponent <Rigidbody>().velocity = direction.normalized * range; bulletGo2.GetComponent <Rigidbody>().velocity = Quaternion.Euler(0, -30, 0) * direction.normalized * range; bulletGo3.GetComponent <Rigidbody>().velocity = Quaternion.Euler(0, 30, 0) * direction.normalized * range; bulletGo4.GetComponent <Rigidbody>().velocity = Quaternion.Euler(0, -15, 0) * direction.normalized * range; bulletGo5.GetComponent <Rigidbody>().velocity = Quaternion.Euler(0, 15, 0) * direction.normalized * range; }