private void ShootRaycast(Vector3 gunEndPointPosition, Vector3 shootPosition) { Vector3 shootDir = (shootPosition - gunEndPointPosition).normalized; BulletRaycast.Shoot(gunEndPointPosition, shootDir); WeaponTracer.Create(gunEndPointPosition, UtilsClass.GetMouseWorldPosition()); }
private void Aim() { Vector3 vec = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position; vec.z = 0; m_direction = vec; if (Input.GetMouseButtonDown(1)) { BulletRaycast.PlayerShoot(transform.position, vec); } }
private void Player_OnShoot(object sender, Shoot.OnShootEventArgs e) { impulseSource.GenerateImpulse(); //mesh or vfx if (traceOption == 0) { Vector2 shootDirection = (e.shootPosition - e.gunEndPointPosition).normalized; BulletRaycast.ShootRay(e.gunEndPointPosition, shootDirection); WeaponTracer(e.gunEndPointPosition, BulletRaycast.rayEndPoint); // Debug.DrawLine(e.gunEndPointPosition, BulletRaycast.rayEndPoint, Color.white, 1); } else { playerShoot.bulletFX.Emit(1); } }
//evaluates the node //gets the direction between the origin and the target //and shoots a raycast in that direction public override NodeState Evaluate() { m_origin.stats.nodesEvaluatedincrease(); Vector3 direction = m_target.position - m_origin.transform.position; direction = Vector3.Normalize(direction); timer -= Time.deltaTime; if (timer <= 0) { BulletRaycast.EnemyShoot(m_origin.transform.position, direction); m_origin.stats.actionsPerformedIncrease(); timer = 1.5f; } m_origin.velocity = direction; return(NodeState.Running); }
private void OnEnable() { hc = GetComponent <HeroController>(); he = GetComponent <HeroComponents>(); br = GetComponent <BulletRaycast>(); }