public void Fire(Vector2 direction, Vector2 baseVelocity) { Instantiate(Burst, transform.position, transform.rotation, transform.parent); ShotController shot = Instantiate(Shot, transform.position, transform.rotation, transform.parent).GetComponent <ShotController>(); shot.WorldController = WorldController; shot.Fire(direction, baseVelocity, Damage); }
void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Shot")) { ShotController sc = other.GetComponent <ShotController>(); sc.Stop(); GetComponentInParent <FirstBossController>().AddDestroyed(); Destroy(gameObject); } }
private void Awake() { if (Instance == null) { Instance = this; } _gameVariables = GameVariables.Instance; _shotController = ShotController.Instance; }
private void Start() { _player = GameObject.FindGameObjectWithTag("Player"); _shotController = GetComponent <ShotController>(); _navMeshAgent = GetComponent <NavMeshAgent>(); _squarVisionRange = _visionRange * _visionRange; _squarAttackRange = _attackRange * _attackRange; _currentPatrolPoint = 0; _targetPosition = Vector3.zero; }
void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Shot")) { ShotController sc = other.GetComponent <ShotController>(); if (ElementsUtils.elementMatch(sc.element, element)) { Damage(); } sc.Stop(); } }
void OnTriggerEnter(Collider other) { if (isDead) { return; } if (other.tag == "Player") { player = other.GetComponent <PlayerHealth>(); player.TakeDamage(30); Death(); } else if (other.tag == "Bullet") { Debug.Log("Ouch"); shot = other.GetComponent <ShotController>(); Debug.Log(shot.Element()); if (shot.Element() == "Fire") { amount = fireDmg; } if (shot.Element() == "Water") { amount = waterDmg; } if (shot.Element() == "Air") { amount = airDmg; } if (shot.Element() == "Earth") { amount = earthDmg; } currentHealth -= amount; Destroy(other.gameObject); } if (currentHealth <= 0 && !isDead) { Death(); } }
private void Fire() { float x = shotSpawn.transform.position.x; float y = shotSpawn.transform.position.y; float z = shotSpawn.transform.position.z; GameObject Shot = Instantiate(shotPrefab, new Vector3(x, y, z), new Quaternion(0, 0, shotDirectionDegrees, 0)) as GameObject; ShotController shotContGetter = Shot.GetComponent <ShotController>(); shotContGetter.GetShotStats(shotSpeed, shotKillTime, shotExpansionMultiplier, shotDam); Vector3 rotA = Shot.transform.position; rotA.z = shotDirectionDegrees; Shot.transform.Rotate(rotA); }
public void shoot() { GameObject prefab = (GameObject)Resources.Load("Prefabs/Shot", typeof(GameObject)); GameObject shot = Instantiate(prefab); //shot.transform.parent = this.gameObject.transform; ShotController controller = shot.GetComponent <ShotController>(); Quaternion rotation = this.transform.rotation; Vector2 location = this.frontOfSprite(); controller.shoot(location, rotation); if (this.animator != null && this.animator.HasState(0, Animator.StringToHash("shot_fx"))) { this.animator.Play("shot_fx"); } }
private void Shoot() { Transform rightTransform = transform.GetChild(0); Transform leftTransform = transform.GetChild(1); GameObject rightProjectile = Instantiate(projectile, rightTransform.position, Quaternion.identity); GameObject leftProjectile = Instantiate(projectile, leftTransform.position, Quaternion.identity); ShotController leftController = rightProjectile.GetComponent <ShotController>(); ShotController rightController = leftProjectile.GetComponent <ShotController>(); leftController.Launch(); rightController.Launch(); }
public void ReproduceOnlinePlayerShot(ShotInfo shot) { if (shot != null) { PrintShotInfo(shot); GameBoard.ReproduceConstructedShot(shot, false, false); DebugLog.DebugMessage("Launch Send Shot in API", true); //ShotController.LaunchPostNewShot(shot); //ShotController.LaunchTaskPostNewShot(shot); } else { ShotController.LaunchGetOneShot(BattleInformation.OnlineGameInfo.id_game, BattleInformation.ShotCount); } }
public void Shooting(int shotNum) { //샷 생성 if (myWeaponType == (int)eWEAPON.em_BOW) { nowShot = arrow[shotNum]; } else if (myWeaponType == (int)eWEAPON.em_WAND) { nowShot = magic[shotNum]; } nowShot.transform.position = transform.position; ShotController shotCntrl = nowShot.GetComponentInChildren <ShotController>(); nowShot.transform.GetChild(0).eulerAngles = GetComponentInParent <Transform>().eulerAngles; shotCntrl.enabled = true; shotCntrl.rayPoint = ray.direction * 10; }
public void GetTaskDetailsbySearchArgsNoZIPCode() { string search = ""; // Arrange ShotController controller = new ShotController(); // Act Task <ActionResult> result = controller.FilterIndex(search) as Task <ActionResult>; // Assert ActionResult myActResult = result.Result; var model = ModelFromActionResult <List <StoresViewModel> >(myActResult); //Assert.IsTrue((model.errors.message ?? "").Contains("Exists")); Assert.IsTrue((model.errors.message ?? "").Contains("Zipcode must contain a value.")); }
private void OnCollisionEnter(Collision other) { ShotController shotCollider = other.gameObject.GetComponent <ShotController>(); if (shotCollider != null) { ValidateColliders( other.gameObject.tag, shotCollider.ShooterName ); } else { ValidateColliders( other.gameObject.tag, "" ); } }
void FixedUpdate() { if (VisibleObject.IsVisible && Player) { RotateTowardsPlayer(Time.deltaTime); transform.position += new Vector3(Random.Range(-5f, 5f), Random.Range(-5f, 5f), 0) * Time.deltaTime; ShotCooldown -= Time.deltaTime; if (ShotCooldown <= 0) { Instantiate(Burst, LookAhead.transform.position, transform.rotation, transform.parent); Vector2 direction = Vector2Utils.Vector2FromAngle(Body.rotation + Random.Range(-15f, 15f)); ShotController shot = Instantiate(Shot, LookAhead.transform.position, transform.rotation, transform.parent).GetComponent <ShotController>(); shot.Fire(direction, Body.velocity, ShootPower); ShotCooldown = MaxShootCooldown + Random.Range(-0.15f, 0.15f); } } }
private void activateBuddy() { if (buddyReference == null) { buddyReference = Instantiate(player, player.transform.position + (new Vector3(0, 0, 50)), Quaternion.identity); buddyReference.transform.localScale = new Vector3(0.3f, 0.3f, 0.3f); Destroy(buddyReference.GetComponent <PlayerController>()); Destroy(buddyReference.GetComponent <GestureInputController>()); BuddyController buddyController = buddyReference.AddComponent <BuddyController>(); ShotController shotController = buddyReference.GetComponent <ShotController>(); buddyController.shotController = shotController; //shotController.shot.transform.localScale = new Vector3(0.3f, 0.3f, 0.3f); buddyController.GetComponent <DestroyController>().health = ITEM_BUDDY_HEALTH; OrbitantMovement orbitantMovement = buddyReference.AddComponent <OrbitantMovement>(); orbitantMovement.center = player.transform; orbitantMovement.destroyController = buddyReference.GetComponent <DestroyController>(); } }
private void Awake() { if (Instance == null) { Instance = this; } ShotDictionary = new Dictionary <string, Queue <GameObject> >(); foreach (var shot in Shots) { var shotPool = new Queue <GameObject>(); for (var i = 0; i < shot.Size; i++) { var newShot = Instantiate(shot.Prefab); newShot.SetActive(false); shotPool.Enqueue(newShot); } ShotDictionary.Add(shot.Type, shotPool); } }
private BankType IsBankShot(Player p) { if (m_type == ShotType.LAYUP && ShotController.GetShotRange(m_type) == ShotRange.CLOSE) { if (p.isDribLeft) { return(BankType.LEFT); } else if (p.isDribRight) { return(BankType.RIGHT); } else { return(GetClosestBank(p.transform.position)); } } else if (m_type == ShotType.SHOT && p.isCtrlDown) { return(GetClosestBank(p.transform.position)); } return(BankType.NONE); }
void Awake() { instance = this; }
// Use this for initialization private void Start() { controller = GetComponent <ShotController>(); OnSpecialEnd(); }
public void SendCurrentPlayerShot(ShotInfo shot) { DebugLog.DebugMessage("Launch Send Shot in API", true); ShotController.LaunchPostNewShot(shot); //ShotController.LaunchTaskPostNewShot(shot); }
private void Start() { _player = GameObject.FindGameObjectWithTag("Player"); _shotController = GetComponent <ShotController>(); }
//Method called by BattleManager, to launch research of a shot of the online player. public void WaitOtherPlayerShot() { ShotController.LaunchGetOneShot(BattleInformation.OnlineGameInfo.id_game, BattleInformation.ShotCount); }
void Start() { controller = GetComponent <CatController> (); shot = GetComponent <ShotController> (); }
public void SetShotCtrl(ShotController shotCtrl) { _shotCtrl = shotCtrl; }
void Awake() { cd = GetComponent<Collider2D>(); sc = GetComponent<ShotController>(); }
void Start() { shotController = GetComponent <ShotController>(); nextFire = Time.time + initialWait; }
private void Start() { shotController = gameObject.GetComponent <ShotController>(); }
void Awake() { shotController = GetComponent <ShotController>(); nextFire = Time.time + initialWait; currBurst = 0; }
private void Start() { _currentShotController = _shotControllers[0]; }
// =================================== MonoBehaviour Functions =================================== void Start() { Singleton = this; m_shotController = GetComponent <ShotController>(); }
// Use this for initialization private void Start() { controller = GetComponent<ShotController>(); OnSpecialEnd(); }