Exemplo n.º 1
0
    // Update is called once per frame
    void Update()
    {
        if (this.transform.position.y >= GameObject.Find("Bounding Box").GetComponent <boundingBox>().ylowerlimit)
        {
            if (DateTime.Now >= interval)

            {
                GameObject TempBullet;
                TempBullet = Instantiate(Bullet, this.transform.position, this.transform.rotation) as GameObject;

                Rigidbody2D TempRigidbody;
                TempRigidbody = TempBullet.GetComponent <Rigidbody2D>();

                TempRigidbody.AddForce(-transform.right * BulletSpeed);
                TempRigidbody.AddForce(transform.up * 85);
                //self destruct code in EnemyProjectileDamage (attached to projectile)

                TempBullet    = Instantiate(Bullet, this.transform.position, this.transform.rotation) as GameObject;
                TempRigidbody = TempBullet.GetComponent <Rigidbody2D>();
                TempRigidbody.AddForce(transform.right * BulletSpeed);
                TempRigidbody.AddForce(transform.up * 85);

                interval = DateTime.Now.AddSeconds(timeBetweenBullets);
            }
        }
    }
Exemplo n.º 2
0
    public void Shoot()
    {
        GameObject TempBullet;

        TempBullet = Instantiate(bullet, muzzle.transform.position, muzzle.transform.rotation) as GameObject;
        Rigidbody TempRigidbody;

        TempRigidbody = TempBullet.GetComponent <Rigidbody> ();
        TempRigidbody.AddRelativeForce(Vector3.forward * bulletforce);
        //Destroy (TempBullet, 10.0f);
    }
Exemplo n.º 3
0
    void Update()
    {
        //GameObject[] gameObjects;
        //gameObjects = GameObject.FindGameObjectsWithTag("enemy");

        /*if(gameObjects.Length == 0)
         * {*/
        transform.Translate(1 * horizontalSpeed * Time.deltaTime, Time.deltaTime * verticalSpeed, 0);
        //}
        if (this.transform.position.y < 3.0f)
        {
            verticalSpeed = 0.0f;
        }
        if (GameObject.Find("StageOneBoss(Clone)").transform.position.x > 8f)
        {
            horizontalSpeed = -6.0f;
        }
        if (GameObject.Find("StageOneBoss(Clone)").transform.position.x < -8f)
        {
            horizontalSpeed = 6.0f;
        }
        if (this.GetComponent <EnemyProperties>().health <= 300) //for rage mode, faster shooting rate
        {
            this.GetComponent <EnemyShootBullet>().timeBetweenBullets = 2.0f;
            spawnEnemy(Time.time);
            if (Time.time - timeSinceLastBullet > shootInterval)
            {
                GameObject TempBullet;
                TempBullet = Instantiate(currentProjectile, this.transform.position, this.transform.rotation * Quaternion.Euler(0, 0, -45)) as GameObject;
                GameObject TempBullet1;
                TempBullet1 = Instantiate(currentProjectile, this.transform.position, this.transform.rotation * Quaternion.Euler(0, 0, 45)) as GameObject;

                Rigidbody2D TempRigidbody;
                TempRigidbody = TempBullet.GetComponent <Rigidbody2D>();
                Rigidbody2D TempRigidbody1;
                TempRigidbody1 = TempBullet1.GetComponent <Rigidbody2D>();

                TempRigidbody.AddForce(-TempRigidbody.transform.up * 230f);
                TempRigidbody1.AddForce(-TempRigidbody1.transform.up * 230f);
                timeSinceLastBullet = Time.time;
            }
        }
    }
Exemplo n.º 4
0
    void Shooting()
    {
        if (loaded)
        {
            Unload();
            GameObject TemporaryBullethandler;
            TemporaryBullethandler = gameObject.transform.GetChild((gameObject.transform.childCount - 1)).gameObject;
            TemporaryBullethandler.transform.parent = null;
            TemporaryBullethandler.GetComponent <Rigidbody>().useGravity       = true;
            TemporaryBullethandler.GetComponent <Rigidbody>().detectCollisions = true;
            //Instantiate(bullet,bulletEmitter.transform.position, bulletEmitter.transform.rotation) as GameObject;

            TemporaryBullethandler.transform.Rotate(Vector3.left * 90);

            Rigidbody TempRigidbody;
            TempRigidbody = TemporaryBullethandler.GetComponent <Rigidbody>();
            TempRigidbody.AddForce(transform.forward * (bulletSpeed + moveSpeed));
            if (bullet.name == "bullet" || bullet.name == "Bomb")
            {
                TempRigidbody.AddForce(transform.up * (250));
            }

            TemporaryBullethandler.GetComponent <Bullet>().collisionEnable = true;
            Destroy(TemporaryBullethandler, 6.0f);
            if (bulletSpeed <= 1500)
            {
                ShootSound.Play();
            }
            else if (bulletSpeed <= 2000)
            {
                UziSound.Play();
            }
            else
            {
                SniperSound.Play();
            }
        }
        else
        {
            //print("shooting is on cooldown");
            //ReloadSound.Play();
        }
    }
Exemplo n.º 5
0
    void Shoot()
    {
        //TempBullet.transform.position += (bulletdirection * Bulletforce ) * Time.deltaTime;
        //Destroy (TempBullet, 10.0f);

        if (playerDeath.Dead)
        {
            CancelInvoke();
            //Destroy (TempBullet);
        }
        else
        {
            GameObject TempBullet;
            TempBullet = Instantiate(Bullet, transform.position, transform.rotation) as GameObject;
            Rigidbody TempRigidbody;
            TempRigidbody = TempBullet.GetComponent <Rigidbody> ();
            Vector3 bulletdirection = (TempBullet.transform.position - Player.position).normalized;
            TempRigidbody.AddRelativeForce(bulletdirection * -Bulletforce);
        }
    }
Exemplo n.º 6
0
    protected virtual void Move(Vector3 direction)
    {
        if (direction.magnitude != 0)
        {
            if (direction.magnitude > 1)
            {
                direction = direction.normalized;
            }

            var targetSpeed    = GetMoveSpeed() * (isDashing ? dashMoveSpeedMultiplier : 1f);
            var targetVelocity = direction * targetSpeed;

            // Apply a force that attempts to reach our target velocity
            Vector3 velocity       = TempRigidbody.velocity;
            Vector3 velocityChange = (targetVelocity - velocity);
            velocityChange.x = Mathf.Clamp(velocityChange.x, -targetSpeed, targetSpeed);
            velocityChange.y = 0;
            velocityChange.z = Mathf.Clamp(velocityChange.z, -targetSpeed, targetSpeed);
            TempRigidbody.AddForce(velocityChange, ForceMode.VelocityChange);
        }
    }
Exemplo n.º 7
0
    // Update is called once per frame
    void Update()
    {
        if (!shootCD)
        {
            Timer += Time.deltaTime;
            if (Timer >= shootTimer)
            {
                Timer   = 0;
                shootCD = true;
                ShootSign.GetComponent <Image>().color = Color.green;
            }
        }

        if (Input.GetButtonDown("ShootKey02"))
        {
            if (shootCD)
            {
                shootCD = false;
                ShootSign.GetComponent <Image>().color = Color.red;
                GameObject TemporaryBullethandler;
                TemporaryBullethandler = Instantiate(bullet, bulletEmitter.transform.position, bulletEmitter.transform.rotation) as GameObject;

                TemporaryBullethandler.transform.Rotate(Vector3.left * 90);

                Rigidbody TempRigidbody;
                TempRigidbody = TemporaryBullethandler.GetComponent <Rigidbody>();
                TempRigidbody.AddForce(transform.forward * bulletSpeed);

                Destroy(TemporaryBullethandler, 7.0f);
            }
            else
            {
                print("shooting is on cooldown");
            }
        }
    }