void Update() { if (target != null && target.name != "ai_waypoint" && Vector3.Angle(transform.forward, target.transform.position - transform.position) < 30.0f) { weaponsController.FirePrimaryWeapon(); } targetTimer += Time.deltaTime; }
void Update() { if ((target == null || !target.activeInHierarchy) && Time.time > nextTargetAcquireTime) { AcquireNewTarget(); } if (target != null && target.activeInHierarchy && (goToPoints == null || goToPoints.Length == 0)) { wc.FirePrimaryWeapon(); } }
// Update is called once per frame void Update() { if (target != null && canFire) { wc.FirePrimaryWeapon(); } if (Time.time > nextTargetAcquireTime) { AcquireNewTarget(); } }
// called once every second void Update() { // rotate radar at all times turretRadar.transform.Rotate(Vector3.forward * turretRadarRotateSpeed, Space.Self); // rotate head at all times rotateTurretHead(); // get target position target = targetObject.transform.position; // find the distance from turret to target targetDistance = Vector3.Distance(gameObject.transform.position, target); Debug.Log(targetObject.name + " Distance: " + targetDistance); // find if target is in range targetInRange = (targetDistance < turretRange) ? true : false; // tracking target rotate accordingly if (targetInRange) { // rotate base of turret target.y = transform.position.y; targetRotation = Quaternion.LookRotation(target - transform.position); transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * lookSpeed); // ToDo rotate turretHead along rotation.x to align with target // fire primary weaponsController.FirePrimaryWeapon(); // rapid fire secondary for (int i = 0; i < 5; i++) { weaponsController.FireSecondaryWeapon(); } } else // not tracking target... rotate casually { // auto rotate base of turret transform.Rotate(Vector3.up * turretRotateSpeed, Space.Self); } }
void Update() { if (Time.timeScale == 0) { return; } if (Input.GetButton("Fire1")) { weaponsController.FirePrimaryWeapon(); } if (Input.GetButton("Fire2")) { weaponsController.FireSecondaryWeapon(); } if (Input.GetButton("Fire3")) { weaponsController.FireTertiaryWeapon(); } }
void Update() { bossHealth.text = myHealth.CurrentHealth.ToString(); if (shieldGeneratorHealth.CurrentHealth <= 0 && phase == 1) { phase = 2; StartSecondPhase(); } if (jumpDriveHealth.CurrentHealth <= 0 && phase == 2) { StopCoroutine(SecondPhaseTimer()); phase = 3; StartThirdPhase(); } if (target != null && target.name != "ai_waypoint" && Vector3.Angle(transform.forward, target.transform.position - transform.position) < 30.0f) { weaponsController.FirePrimaryWeapon(); } targetTimer += Time.deltaTime; }
void Update() { weaponsController.FirePrimaryWeapon(); }