// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.B)) { GameObject Temporary_Bullet_Handler; Temporary_Bullet_Handler = Instantiate(bullet_sample, Bullet_emiiter.transform.position, Bullet_emiiter.transform.rotation) as GameObject; //Temporary_Bullet_Handler.transform.Rotate(Vector3.left * 90); Rigidbody Temporary_Rigidbody; Temporary_Rigidbody = Temporary_Bullet_Handler.GetComponent <Rigidbody>(); //Temporary_Rigidbody.AddForce(0, 0, 50); //Temporary_Rigidbody.velocity= Temporary_Bullet_Handler.transform.forward * 6; Temporary_Rigidbody.AddForce(transform.forward * Bullet_Forward_Force); Destroy(Temporary_Bullet_Handler, 10.0f); } }
public void Shoot() { GameObject Temporary_Bullet_Handler; Temporary_Bullet_Handler = Instantiate(bullet, Gun.transform.position, Gun.transform.rotation) as GameObject; //Temporary_Bullet_Handler.transform.Rotate(Vector3.left * 90); Rigidbody Temporary_Rigidbody; Temporary_Rigidbody = Temporary_Bullet_Handler.GetComponent <Rigidbody>(); Temporary_Rigidbody.AddForce(transform.forward * bullet_forward_force); Destroy(Temporary_Bullet_Handler, 5.0f); }
// Update is called once per frame void Update() { counttime += Time.deltaTime; if (counttime > 2.0f) { counttime = 0.0f; GameObject Temporary_Bullet_Handler; Temporary_Bullet_Handler = Instantiate(bullet_sample, Bullet_emiiter.transform.position, Bullet_emiiter.transform.rotation) as GameObject; Temporary_Bullet_Handler.transform.Rotate(Vector3.left * 90); Rigidbody Temporary_Rigidbody; Temporary_Rigidbody = Temporary_Bullet_Handler.GetComponent <Rigidbody>(); //Temporary_Rigidbody.AddForce(0, 0, 50); //Temporary_Rigidbody.velocity= Temporary_Bullet_Handler.transform.forward * 6; Temporary_Rigidbody.AddForce((MainCharacter.transform.position - transform.position) * Bullet_Forward_Force); Destroy(Temporary_Bullet_Handler, 20.0f); } }
// Update is called once per frame void Update() { //AMMO ammoText.text = "Ammo: " + currentAmmo.ToString(); //AMMO if (isReloading) { return; } if (currentAmmo <= 0) { StartCoroutine(Reload()); return; } if (Input.GetKeyDown("r")) { StartCoroutine(Reload()); return; } if (Time.timeScale != 0) { if (Input.GetKeyDown("mouse 0")) { currentAmmo--; FindObjectOfType <AudioManager>().Play("Shoot"); GameObject Temporary_Bullet_Handler; Temporary_Bullet_Handler = Instantiate(Bullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject; Temporary_Bullet_Handler.transform.Rotate(Vector3.left * 180); Rigidbody Temporary_Rigidbody; Temporary_Rigidbody = Temporary_Bullet_Handler.GetComponent <Rigidbody>(); Temporary_Rigidbody.AddForce(transform.forward * Bullet_Forward_Force); Destroy(Temporary_Bullet_Handler, 5f); } } }
// Update is called once per frame void Update() { //keeps track of changing time precast for left if (Input.GetMouseButtonDown(0)) { downtime = Time.time; } //checks to see if finished precast if (Input.GetMouseButton(0)) { if (delay > 0) { delay -= Time.deltaTime; } else if (Time.time - downtime >= spellchargetime) { //creates clones of a spell in front of player GameObject Temporary_Spell_Handler; Temporary_Spell_Handler = Instantiate(Spell[0], Spell_Emitter.transform.position + new Vector3(0.0f, 0.0f, 0.0f), Spell_Emitter.transform.rotation) as GameObject; //rotate so both spell and player facing the same direction Temporary_Spell_Handler.transform.Rotate(Vector3.forward); //add physics Rigidbody Temporary_Rigidbody; Temporary_Rigidbody = Temporary_Spell_Handler.GetComponent <Rigidbody>(); //add force to propell spell Temporary_Rigidbody.AddForce(transform.forward * Spell_Forward_Force); //destroy once out of range Destroy(Temporary_Spell_Handler, 5.0f); //delay between casting multiple clones delay = cooldown; } } //same as left mouse down if (Input.GetMouseButtonDown(1)) { downtime = Time.time; } if (Input.GetMouseButton(1)) { if (delay > 0) { delay -= Time.deltaTime; } else if (Time.time - downtime >= spellchargetime) { GameObject Temporary_Spell_Handler; //will spawn with random x,y corrdinates in front of player Temporary_Spell_Handler = Instantiate(Spell[1], Spell_Emitter.transform.position + new Vector3(Random.Range(-1f, 1f), Random.Range(-1f, 1f), 0.0f), Spell_Emitter.transform.rotation) as GameObject; Temporary_Spell_Handler.transform.Rotate(Vector3.forward); Rigidbody Temporary_Rigidbody; Temporary_Rigidbody = Temporary_Spell_Handler.GetComponent <Rigidbody>(); //faster velocity Temporary_Rigidbody.AddForce(transform.forward * Spell_Forward_Force * 3); Destroy(Temporary_Spell_Handler, 5.0f); //faster cooldown delay = cooldown / 15; } } }