public override void Atk(Transform barrel, AudioManager AM, bool isPlayer) { AM.Play("Machinegun"); Vector3 barrelV = new Vector3(barrel.position.x, barrel.position.y) + (barrel.right * 0.2f); Vector2 barrelV1 = new Vector3(barrel.position.x, barrel.position.y) + (barrel.right * 0.1f); Vector2 barrelV2 = new Vector3(barrel.position.x, barrel.position.y) + (barrel.right * -0.2f); Vector2 barrelV3 = new Vector3(barrel.position.x, barrel.position.y) + (barrel.right * -0.1f); GameObject bullet = Instantiate(bulletPrefab, barrelV, barrel.rotation); Rigidbody2D rb = bullet.GetComponent <Rigidbody2D>(); rb.AddForce(barrel.up * bulletSpeed, ForceMode2D.Impulse); GameObject bullet1 = Instantiate(bulletPrefab, barrelV1, barrel.rotation); Rigidbody2D rb1 = bullet1.GetComponent <Rigidbody2D>(); rb1.AddForce(barrel.up * bulletSpeed, ForceMode2D.Impulse); GameObject bullet2 = Instantiate(bulletPrefab, barrelV2, barrel.rotation); Rigidbody2D rb2 = bullet2.GetComponent <Rigidbody2D>(); rb2.AddForce(barrel.up * bulletSpeed, ForceMode2D.Impulse); GameObject bullet3 = Instantiate(bulletPrefab, barrelV3, barrel.rotation); Rigidbody2D rb3 = bullet3.GetComponent <Rigidbody2D>(); rb3.AddForce(barrel.up * bulletSpeed, ForceMode2D.Impulse); MachineBullet MB = bullet.GetComponent <MachineBullet>(); MB.damage = damage; MB.range = range; MB.isPlayer = isPlayer; MachineBullet MB1 = bullet1.GetComponent <MachineBullet>(); MB1.damage = damage; MB1.range = range; MB1.isPlayer = isPlayer; MachineBullet MB2 = bullet2.GetComponent <MachineBullet>(); MB2.damage = damage; MB2.range = range; MB2.isPlayer = isPlayer; MachineBullet MB3 = bullet3.GetComponent <MachineBullet>(); MB3.damage = damage; MB3.range = range; MB3.isPlayer = isPlayer; }
protected new void Awake() { base.Awake(); _rigidBody = GetComponent <Rigidbody2D>(); _maxDistance = Reach; DisableAttack(); _bullet = GetComponentInChildren <MachineBullet>(); _ASM.InitializeWithStates(new InactiveEnabledAttackState(_ASM, this), new MachinGunFiringState(_ASM, this)); }
protected new void Awake() { base.Awake(); coll = GetComponent <BoxCollider2D>(); //rend = GetComponent<SpriteRenderer>(); rb = GetComponent <Rigidbody2D>(); maxDistance = Reach; disableAttack(); bulletvars = this.getvars <MachineBullet>(); speed = 130f; damagePerSecond = 10f; angleSpeed = 500f; }
public override void Atk(Transform barrel, AudioManager AM, bool isPlayer) { AM.Play("Rifle"); Vector2 barrelV = new Vector2(barrel.position.x, barrel.position.y); GameObject bullet = Instantiate(bulletPrefab, barrelV, barrel.rotation); MachineBullet MB = bullet.GetComponent <MachineBullet>(); MB.damage = damage; MB.range = range; Rigidbody2D rb = bullet.GetComponent <Rigidbody2D>(); rb.AddForce(barrel.up * bulletSpeed, ForceMode2D.Impulse); MB.isPlayer = isPlayer; }
public override void Atk(Transform barrel, AudioManager AM, bool isPlayer) { Vector2 barrelV = new Vector2(barrel.position.x, barrel.position.y); GameObject bullet = Instantiate(bulletPrefab, barrelV, barrel.rotation); Rigidbody2D rb = bullet.GetComponent <Rigidbody2D>(); MachineBullet MB = bullet.GetComponent <MachineBullet>(); DroneAttack DA = bullet.GetComponent <DroneAttack>(); DA.isPlayer = isPlayer; MB.damage = damage; MB.range = range; MB.isPlayer = isPlayer; }
public override void Atk(Transform barrel, AudioManager AM, bool isPlayer) { AM.Play("Shotgun"); Transform barrel1 = Instantiate(barrel, barrel.position, barrel.rotation); Transform barrel2 = Instantiate(barrel, barrel.position, barrel.rotation); Transform barrel3 = Instantiate(barrel, barrel.position, barrel.rotation); Transform barrel4 = Instantiate(barrel, barrel.position, barrel.rotation); barrel1.rotation *= Quaternion.Euler(new Vector3(0, 0, 5)); barrel2.rotation *= Quaternion.Euler(new Vector3(0, 0, 10)); barrel3.rotation *= Quaternion.Euler(new Vector3(0, 0, -10)); barrel4.rotation *= Quaternion.Euler(new Vector3(0, 0, -5)); Vector2 barrelV = new Vector2(barrel.position.x, barrel.position.y); GameObject bullet = Instantiate(bulletPrefab, barrelV, barrel.rotation); GameObject bullet1 = Instantiate(bulletPrefab, barrelV, barrel1.rotation); GameObject bullet2 = Instantiate(bulletPrefab, barrelV, barrel2.rotation); GameObject bullet3 = Instantiate(bulletPrefab, barrelV, barrel3.rotation); GameObject bullet4 = Instantiate(bulletPrefab, barrelV, barrel4.rotation); Rigidbody2D rb = bullet.GetComponent <Rigidbody2D>(); rb.AddForce(barrel.up * bulletSpeed, ForceMode2D.Impulse); Rigidbody2D rb1 = bullet1.GetComponent <Rigidbody2D>(); rb1.AddForce(barrel1.up * bulletSpeed, ForceMode2D.Impulse); Rigidbody2D rb2 = bullet2.GetComponent <Rigidbody2D>(); rb2.AddForce(barrel2.up * bulletSpeed, ForceMode2D.Impulse); Rigidbody2D rb3 = bullet3.GetComponent <Rigidbody2D>(); rb3.AddForce(barrel3.up * bulletSpeed, ForceMode2D.Impulse); Rigidbody2D rb4 = bullet4.GetComponent <Rigidbody2D>(); rb4.AddForce(barrel4.up * bulletSpeed, ForceMode2D.Impulse); MachineBullet MB = bullet.GetComponent <MachineBullet>(); MB.damage = damage; MB.range = range; MB.isPlayer = isPlayer; MachineBullet MB1 = bullet1.GetComponent <MachineBullet>(); MB1.damage = damage; MB1.range = range; MB1.isPlayer = isPlayer; MachineBullet MB2 = bullet2.GetComponent <MachineBullet>(); MB2.damage = damage; MB2.range = range; MB2.isPlayer = isPlayer; MachineBullet MB3 = bullet3.GetComponent <MachineBullet>(); MB3.damage = damage; MB3.range = range; MB3.isPlayer = isPlayer; MachineBullet MB4 = bullet4.GetComponent <MachineBullet>(); MB4.damage = damage; MB4.range = range; MB4.isPlayer = isPlayer; Destroy(barrel1.gameObject); Destroy(barrel2.gameObject); Destroy(barrel3.gameObject); Destroy(barrel4.gameObject); }