Exemplo n.º 1
0
    protected void CmdShoot(short[] position, short angle)
    {
        // make fire effect.
        Instantiate(m_goFireEffect, m_tfFirePoz.position, m_tfFirePoz.rotation);

        //get current bullet type
        int currentBullet = GetView().GetBullet();

        Debug.Log("currentBullet : " + currentBullet);

        //calculate center between shot position sent and current server position (factor 0.6f = 40% client, 60% server)
        //this is done to compensate network lag and smoothing it out between both client/server positions
        Vector3    shotCenter = Vector3.Lerp(m_tfFirePoz.position, new Vector3(position[0] / 10f, m_tfFirePoz.position.y, position[1] / 10f), 0.6f);
        Quaternion syncedRot  = m_tfTurret.rotation = Quaternion.Euler(0, angle, 0);

        //spawn bullet using pooling
        GameObject obj = CPoolManager.Spawn(m_goArrbullets[currentBullet], shotCenter, syncedRot);

        obj.GetComponent <CBullet>().owner = gameObject;

/*
 *      //check for current ammunition
 *      //let the server decrease special ammunition, if present
 *      if (PhotonNetwork.isMasterClient && currentBullet != 0)
 *      {
 *          //if ran out of ammo: reset bullet automatically
 *          GetView().DecreaseAmmo(1);
 *      }
 *
 *      //send event to all clients for spawning effects
 *      if (shotFX || shotClip)
 *          RpcOnShot();
 */
    }
Exemplo n.º 2
0
    /// <summary>
    /// Initialization called by PoolManager on runtime created pools.
    /// </summary>
    public void Awake()
    {
        //can't initialize without prefab
        if (prefab == null)
        {
            return;
        }

        //add this pool to the PoolManager dictionary
        CPoolManager.Add(this);

        PreLoad();
    }
Exemplo n.º 3
0
    //set despawn effects and reset variables
    void OnDespawn()
    {
        //create clips and particles on despawn
        if (explosionFX)
        {
            CPoolManager.Spawn(explosionFX, transform.position, transform.rotation);
        }
//        if (explosionClip) AudioManager.Play3D(explosionClip, transform.position);

        //reset modified variables to the initial state
        myRigidbody.velocity        = Vector3.zero;
        myRigidbody.angularVelocity = Vector3.zero;
        bounce = maxBounce;
    }
Exemplo n.º 4
0
 void Awake()
 {
     m_instance  = this;
     m_transform = transform;
 }
Exemplo n.º 5
0
 private void Awake()
 {
     instance = this;
 }
Exemplo n.º 6
0
    //check what was hit on collisions
    void OnTriggerEnter(Collider col)
    {
        //cache corresponding gameobject that was hit
        GameObject obj = col.gameObject;
        //try to get a player component out of the collided gameobject
        CPlayerManager player = obj.GetComponent <CPlayerManager>();

        //we actually hit a player
        //do further checks
        if (player != null)
        {
            /*
             * //ignore ourselves & disable friendly fire (same team index)
             * if (player.gameObject == owner) return;
             * else if (player.GetView().GetTeam() == owner.GetComponent<Player>().GetView().GetTeam()) return;
             */

            //create clips and particles on hit
            if (hitFX)
            {
                CPoolManager.Spawn(hitFX, transform.position, Quaternion.identity);
            }
            // if (hitClip) AudioManager.Play3D(hitClip, transform.position);

            //on the player that was hit, set the killing player to the owner of this bullet
            //maybe this owner really killed the player, but that check is done in the Player script
            // player.killedBy = owner;
        }
        else if (bounce > 0)
        {
/*
 *          //a player was not hit but something else, and we still have some bounces left
 *          //create a ray that points in the direction this bullet is currently flying to
 *          Ray ray = new Ray(transform.position - transform.forward, transform.forward);
 *          RaycastHit hit;
 *
 *          //perform spherecast in the flying direction, on the default layer
 *          if (Physics.SphereCast(ray, sphereCol.radius, out hit, speed, 1 << 0))
 *          {
 *              //something was hit in the direction this projectile is flying to
 *              //get new reflected (bounced off) direction of the colliding object
 *              Vector3 dir = Vector3.Reflect(ray.direction, hit.normal);
 *              //rotate bullet to face the new direction
 *              transform.rotation = Quaternion.LookRotation(dir);
 *              //reassign velocity with the new direction in mind
 *              OnSpawn();
 *
 *              //play clip at the collided position
 *              if (hitClip) AudioManager.Play3D(hitClip, transform.position);
 *              //substract bouncing count by one
 *              bounce--;
 *              //exit execution until next collision
 *              return;
 *          }
 */
        }

        //despawn gameobject
        //       PoolManager.Despawn(gameObject);

        //the previous code is not synced to clients at all, because all that clients need is the
        //initial position and direction of the bullet to calculate the exact same behavior on their end.
        //at this point, continue with the critical game aspects only on the server
        if (!PhotonNetwork.isMasterClient)
        {
            return;
        }
        //apply bullet damage to the collided player
        //       if (player) player.TakeDamage(this);
    }
Exemplo n.º 7
0
 //set initial travelling velocity
 //On Host, add automatic despawn coroutine
 void OnSpawn()
 {
     myRigidbody.velocity = speed * transform.forward;
     CPoolManager.Despawn(gameObject, despawnDelay);
 }