Exemplo n.º 1
0
        public override void Fire(ObjectPooler objectPooler, Transform player)
        {
            float spread = RWeaponData.Modules["ProjectileSpread"].GetStatValue();
            float count  = (int)RWeaponData.Modules["ProjectileCount"].GetStatValue();

            float angleIncrease;

            //Make sure there are no divisions by 0 in case of single projectile
            if (count == 1)
            {
                angleIncrease = 0;
                spread        = 0;
            }
            else
            {
                angleIncrease = spread / (count - 1);
            }

            for (int i = 0; i < count; i++)
            {
                //Calculate new rotation
                float newRotation = (player.eulerAngles.z - angleIncrease * i) + (spread / 2);

                //Spawn Projectile with extra rotation based on projectile count
                GameObject projectileObject = objectPooler.SpawnFromPool(ProjectileName, player.position + (player.up / 3),
                                                                         Quaternion.Euler(player.eulerAngles.x, player.eulerAngles.y, newRotation));

                //Initialize projectile
                PlayerProjectile projectile = projectileObject.GetComponent <PlayerProjectile>();
                projectile.WeaponIndex = WeaponIndex;
                projectile.Modules     = RWeaponData.Modules;
                projectile.StartCoroutine(projectile.DisableAfterTime());
            }
        }
Exemplo n.º 2
0
        public override void Fire(ObjectPooler objectPooler, Transform player)
        {
            GameObject Mine = objectPooler.SpawnFromPool("PlayerMine", player.position - (player.up * 0.75f), Quaternion.identity);

            Mine.GetComponent <Rigidbody2D>().AddForce(-player.up * 150);
            PlayerProjectile projectile = Mine.GetComponent <PlayerProjectile>();

            projectile.Modules = RWeaponData.Modules;
            projectile.Initialize();
            projectile.WeaponIndex = WeaponIndex;
            projectile.StartCoroutine(projectile.DisableAfterTime());
        }