Пример #1
0
    public override void TargetHited(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
    {
        if (!ActionCam) {
            return;
        }

        if(detected){
            ActionCam.ActionBullet (2.0f);
            ActionCam.ObjectLookAt = null;
            ActionCam.SlowmotionNow (0.1f, 1.6f);
            ActionCam.Follow = false;
            ActionCam.SetPosition (ActionCam.transform.position, ActionCam.Detected);
            ActionCam.ResetFOV();

        }else{

            // in case of missed prediction of hit point.
            // action camera will try to get new position as close as hit point

            ActionCam.FOVTarget = 20;
            ActionCam.ActionBullet (2.0f);
            ActionCam.ObjectLookAt = null;
            ActionCam.SlowmotionNow (0.1f, 1.6f);
            ActionCam.Follow = false;
            ActionCam.SetPosition (point - bullet.transform.forward * 5 * ZoomMulti, false);
            ActionCam.lookAtPosition = point;

        }

        base.TargetHited (bullet, target, point);
    }
Пример #2
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    public override void TargetHited(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
    {
        if (!ActionCam)
        {
            return;
        }


        if (detected)
        {
            ActionCam.ActionBullet(2.0f);
            ActionCam.ObjectLookAt = null;
            ActionCam.SlowmotionNow(0.1f, 1.6f);
            ActionCam.Follow = false;
            ActionCam.SetPosition(ActionCam.transform.position, ActionCam.Detected);
            ActionCam.ResetFOV();
        }
        else
        {
            // in case of missed prediction of hit point.
            // action camera will try to get new position as close as hit point

            ActionCam.FOVTarget = 20;
            ActionCam.ActionBullet(2.0f);
            ActionCam.ObjectLookAt = null;
            ActionCam.SlowmotionNow(0.1f, 1.6f);
            ActionCam.Follow = false;
            ActionCam.SetPosition(point - bullet.transform.forward * 5 * ZoomMulti, false);
            ActionCam.lookAtPosition = point;
        }

        base.TargetHited(bullet, target, point);
    }
Пример #3
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    public override void TargetHited(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
    {
        if (!ActionCam)
        {
            return;
        }

        if (ActionCam.Detected)
        {
            ActionCam.ObjectLookAt = null;
            ActionCam.ActionBullet(3.0f);
            ActionCam.Follow = false;
        }
        else
        {
            ActionCam.ActionBullet(2.0f);
            ActionCam.ObjectLookAt = null;
            ActionCam.SlowmotionNow(0.1f, 1.6f);
            ActionCam.Follow         = false;
            ActionCam.lookAtPosition = point;
            ActionCam.SetPositionDistance(point, true);
        }

        base.TargetHited(bullet, target, point);
    }
Пример #4
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    public virtual void OnHit(RaycastHit hit, AS_Bullet bullet)
    {
        if (DecayFX)
        {
            GameObject decay = (GameObject)GameObject.Instantiate(DecayFX, hit.point, Quaternion.identity);
            decay.transform.forward = bullet.transform.forward - (Vector3.up * 0.2f);
            GameObject.Destroy(decay, DecayDuration);
        }

        if (ParticleHit)
        {
            GameObject hitparticle = (GameObject)Instantiate(ParticleHit, hit.point, hit.transform.rotation);
            hitparticle.transform.forward = hit.normal;
            if (ParticleSticky)
            {
                hitparticle.transform.parent = this.transform;
                hitparticle.name             = "FX";
            }
            GameObject.Destroy(hitparticle, ParticleLifeTime);
        }
        if (ParticleFlow)
        {
            GameObject flowparticle = (GameObject)Instantiate(ParticleFlow, this.transform.position, hit.transform.rotation);
            flowparticle.transform.SetParent(bullet.transform);
            GameObject.Destroy(flowparticle, ParticleParticleFlowLifeTime);
        }
    }
 public override void TargetDetected(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
 {
     if (!ActionCam)
     {
         return;
     }
     base.TargetDetected(bullet, target, point);
 }
Пример #6
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    public override void TargetDetected(AS_Bullet bullet, AS_BulletHiter target,Vector3 point)
    {
        if (!ActionCam) {
            return;
        }

        base.TargetDetected (bullet, target, point);
    }
Пример #7
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 // When bullet start and detected a target on the way.
 public virtual void FirstDetected(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
 {
     if (!ActionCam) {
         return;
     }
     ActionCam.Detected = true;
     ActionCam.ObjectLookAtRoot = target.RootObject;
     //Debug.Log("State : FirstDetected");
 }
 public virtual void OnHit(RaycastHit hit, AS_Bullet bullet)
 {
     if (DecayFX)
     {
         GameObject decay = (GameObject)GameObject.Instantiate(DecayFX, hit.point, Quaternion.identity);
         decay.transform.forward = bullet.transform.forward - (Vector3.up * 0.2f);
         GameObject.Destroy(decay, DecayDuration);
     }
 }
Пример #9
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    public override void TargetHited(AS_Bullet bullet, AS_BulletHiter target,Vector3 point)
    {
        if (!ActionCam) {
            return;
        }

        ActionCam.ClearTarget();
        ActionCam.ResetFOV();
        base.TargetHited (bullet, target, point);
    }
    public override void TargetHited(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
    {
        if (!ActionCam)
        {
            return;
        }

        ActionCam.SlowmotionNow(0.1f, 1);
        base.TargetHited(bullet, target, point);
    }
Пример #11
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 public override void OnHit(RaycastHit hit, AS_Bullet bullet)
 {
     float distance = Vector3.Distance (bullet.pointShoot, hit.point);
     if (damageManage) {
         int damage = (int)((float)bullet.Damage * DamageMult);
         damageManage.ApplyDamage (damage, bullet.transform.forward * bullet.HitForce, distance, Suffix);
     }
     AddAudio (hit.point);
     base.OnHit (hit, bullet);
 }
Пример #12
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 // When bullet start and detected a target on the way.
 public virtual void FirstDetected(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
 {
     if (!ActionCam)
     {
         return;
     }
     ActionCam.Detected         = true;
     ActionCam.ObjectLookAtRoot = target.RootObject;
     //Debug.Log("State : FirstDetected");
 }
Пример #13
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 // When bullet flying and detected a target on the way.
 public virtual void TargetDetected(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
 {
     if (!ActionCam) {
         return;
     }
     //Debug.Log ("Running Detect target : " + target.name + " > "+ActionCam.Detected + " time "+Time.time);
     ActionCam.Detected = true;
     ActionCam.ObjectLookAtRoot = target.RootObject;
     //Debug.Log("State : TargetDetected");
 }
Пример #14
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    public override void TargetHited(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
    {
        if (!ActionCam)
        {
            return;
        }

        ActionCam.ClearTarget();
        ActionCam.ResetFOV();
        base.TargetHited(bullet, target, point);
    }
Пример #15
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 // When bullet flying and detected a target on the way.
 public virtual void TargetDetected(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
 {
     if (!ActionCam)
     {
         return;
     }
     //Debug.Log ("Running Detect target : " + target.name + " > "+ActionCam.Detected + " time "+Time.time);
     ActionCam.Detected         = true;
     ActionCam.ObjectLookAtRoot = target.RootObject;
     //Debug.Log("State : TargetDetected");
 }
Пример #16
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    public override void FirstDetected(AS_Bullet bullet, AS_BulletHiter target,Vector3 point)
    {
        if (!ActionCam) {
            return;
        }
        if (!ActionCam.InAction) {
            ActionCam.Slowmotion (0.5f, 0.3f);
        }

        base.FirstDetected (bullet, target, point);
    }
Пример #17
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 public override void TargetHited(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
 {
     if (!ActionCam)
     {
         return;
     }
     if (!ActionCam.Detected)
     {
         ActionCam.SetPositionDistance(target.transform.position, false);
     }
 }
Пример #18
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    public override void OnHit(RaycastHit hit, AS_Bullet bullet)
    {
        float distance = Vector3.Distance(bullet.pointShoot, hit.point);

        if (damageManage)
        {
            int damage = (int)((float)bullet.Damage * DamageMult);
            damageManage.ApplyDamage(damage, bullet.transform.forward * bullet.HitForce, distance, Suffix);
        }
        AddAudio(hit.point);
        base.OnHit(hit, bullet);
    }
Пример #19
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 public override void OnHit(RaycastHit hit, AS_Bullet bullet)
 {
     AddAudio(hit.point);
     if (damageManage)
     {
         damageManage.ApplyDamage(bullet.Damage, bullet.transform.forward * bullet.HitForce, 0f);
         vp_DamageInfo info = new vp_DamageInfo(bullet.Damage, bullet.source, vp_DamageInfo.DamageType.Bullet);
         // SendMessageUpwards("OnMessage_HUDDamageFlash", info, SendMessageOptions.DontRequireReceiver);
         gameObject.BroadcastMessage("OnMessage_HUDDamageFlash", info, SendMessageOptions.DontRequireReceiver);
     }
     base.OnHit(hit, bullet);
 }
Пример #20
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 public override void OnHit(RaycastHit hit, AS_Bullet bullet)
 {
     AddAudio(hit.point);
     //Halt the enemy, and have the enemy actually take damage after the cool vfx.
     //(The begin event for the action camera is called in the base class's OnHit)
     GetComponent <Enemy>().Speed = 0;
     ActionCam.EndAction         += () =>
     {
         GetComponent <Enemy>().OnBulletHit(bullet.Damage);
     };
     base.OnHit(hit, bullet);
 }
 // When bullet start and detected a target on the way.
 public virtual void FirstDetected(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
 {
     if (!ActionCam)
     {
         return;
     }
     ActionCam.BaseDistance        = BaseDistance;
     ActionCam.Detected            = true;
     ActionCam.ObjectLookAtRoot    = target.RootObject;
     ActionCam.TargetShouldHit     = target.gameObject;
     ActionCam.PositionFirstDetect = bullet.transform.position;
     //Debug.Log("State : FirstDetected");
 }
 // When bullet hit target
 public virtual void TargetHited(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
 {
     if (!ActionCam)
     {
         return;
     }
     //Debug.Log("Hit : "+target.name + " > "+ ActionCam.Detected +" time "+Time.time);
     ActionCam.BaseDistance = BaseDistance;
     ActionCam.HitTarget    = true;
     //ActionCam.ObjectLookAtRoot = target.RootObject;
     ActionCam.PositionHit = point;
     //Debug.Log("State : TargetHited");
 }
Пример #23
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    public override void FirstDetected(AS_Bullet bullet, AS_BulletHiter target,Vector3 point)
    {
        if (!ActionCam) {
            return;
        }
        if (!ActionCam.InAction) {
            ActionCam.Follow = true;
            ActionCam.SetPosition (bullet.transform.position + (bullet.transform.right * ZoomMulti) - (bullet.transform.forward * 2 * ZoomMulti), false);
            ActionCam.Slowmotion (0.1f, 1.0f);
        }

        base.FirstDetected (bullet, target, point);
    }
Пример #24
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    public override void TargetDetected(AS_Bullet bullet, AS_BulletHiter target,Vector3 point)
    {
        if (!ActionCam) {
            return;
        }

        ActionCam.lookAtPosition = point;
        ActionCam.Follow = false;
        ActionCam.SlowmotionNow (0.02f, 3);
        ActionCam.SetPositionDistance(point,false);
        ActionCam.ActionBullet (3.0f);
        ActionCam.SetFOV(35,true);
        base.TargetDetected (bullet, target, point);
    }
Пример #25
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 public override void TargetHited(AS_Bullet bullet, AS_BulletHiter target,Vector3 point)
 {
     if (!ActionCam) {
         return;
     }
     if(!ActionCam.Detected){
         ActionCam.SetPositionDistance(target.transform.position,false);
     }
     ActionCam.ResetFOV();
     ActionCam.ObjectFollowing = null;
     ActionCam.Follow = false;
     ActionCam.ObjectLookAt = null;
     base.TargetHited (bullet, target, point);
 }
Пример #26
0
    public override void TargetDetected(AS_Bullet bullet, AS_BulletHiter target,Vector3 point)
    {
        if (!ActionCam) {
            return;
        }

        ActionCam.ObjectLookAt = target.gameObject;
        ActionCam.Follow = false;
        ActionCam.Slowmotion (0.2f, 0.2f);
        ActionCam.SetPositionDistance(target.transform.position,false);
        ActionCam.ActionBullet (2.0f);
        Debug.Log(">>>"+ActionCam.ObjectLookAt);
        base.TargetDetected (bullet, target, point);
    }
 // When bullet flying and detected a target on the way.
 public virtual void TargetDetected(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
 {
     if (!ActionCam)
     {
         return;
     }
     //Debug.Log ("Running Detect target : " + target.name + " > "+ActionCam.Detected + " time "+Time.time);
     ActionCam.BaseDistance        = BaseDistance;
     ActionCam.Detected            = true;
     ActionCam.ObjectLookAtRoot    = target.RootObject;
     ActionCam.TargetShouldHit     = target.gameObject;
     ActionCam.PositionFirstDetect = bullet.transform.position;
     //Debug.Log("State : TargetDetected");
 }
Пример #28
0
    public override void FirstDetected(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
    {
        if (!ActionCam)
        {
            return;
        }
        if (!ActionCam.InAction)
        {
            ActionCam.Slowmotion(0.5f, 1);
        }


        base.FirstDetected(bullet, target, point);
    }
Пример #29
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    public override void FirstDetected(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
    {
        if (!ActionCam)
        {
            return;
        }
        if (!ActionCam.InAction)
        {
            ActionCam.Follow = true;
            ActionCam.SetPosition(bullet.transform.position + (bullet.transform.right * ZoomMulti) - (bullet.transform.forward * 2 * ZoomMulti), false);
        }


        base.FirstDetected(bullet, target, point);
    }
Пример #30
0
 public override void TargetHited(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
 {
     if (!ActionCam)
     {
         return;
     }
     if (!ActionCam.Detected)
     {
         ActionCam.SetPositionDistance(target.transform.position, false);
     }
     ActionCam.ObjectFollowing = null;
     ActionCam.Follow          = false;
     ActionCam.ObjectLookAt    = null;
     base.TargetHited(bullet, target, point);
 }
Пример #31
0
    public override void TargetDetected(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
    {
        if (!ActionCam)
        {
            return;
        }

        ActionCam.ObjectLookAt = target.gameObject;
        ActionCam.Follow       = false;
        ActionCam.Slowmotion(0.2f, 0.2f);
        ActionCam.SetPositionDistance(target.transform.position, false);
        ActionCam.ActionBullet(2.0f);
        Debug.Log(">>>" + ActionCam.ObjectLookAt);
        base.TargetDetected(bullet, target, point);
    }
Пример #32
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    public override void TargetDetected(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
    {
        if (!ActionCam)
        {
            return;
        }

        ActionCam.lookAtPosition = point;
        ActionCam.Follow         = false;
        ActionCam.SlowmotionNow(0.02f, 3);
        ActionCam.SetPositionDistance(point, false);
        ActionCam.ActionBullet(10.0f);
        ActionCam.SetFOV(10, true, 0.1f);
        base.TargetDetected(bullet, target, point);
    }
Пример #33
0
 public override void TargetDetected(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
 {
     if (!ActionCam) {
         return;
     }
     if (!ActionCam.HitTarget) {
         ActionCam.Follow = true;
         ActionCam.ActionBullet (10.0f);
         ActionCam.Slowmotion (0.015f, 10f);
         ActionCam.LengthMult = 0.2f;
         ActionCam.SetPosition (bullet.transform.position + (bullet.transform.right * ZoomMulti) - (bullet.transform.forward * ZoomMulti), ActionCam.Detected);
         ActionCam.CameraOffset = Vector3.right;
     }
     base.TargetDetected (bullet, target, point);
 }
Пример #34
0
    public override void TargetHited(AS_Bullet bullet, AS_BulletHiter target,Vector3 point)
    {
        if (!ActionCam) {
            return;
        }
        if(!ActionCam.Detected){
            ActionCam.SetPositionDistance(point,false);
        }
        ActionCam.ActionBullet (3.0f);
        ActionCam.SlowmotionNow (0.01f, 3);

        ActionCam.ObjectFollowing = null;
        ActionCam.Follow = false;
        ActionCam.ObjectLookAt = null;
        base.TargetHited (bullet, target, point);
    }
Пример #35
0
    public override void TargetHited(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
    {
        if (!ActionCam)
        {
            return;
        }

        ActionCam.ActionBullet(3.0f);
        ActionCam.ObjectLookAt = null;
        ActionCam.SlowmotionNow(0.02f, 1.0f);
        ActionCam.Follow         = true;
        ActionCam.lookAtPosition = point;
        ActionCam.SetPosition(point + (target.transform.right * ZoomMulti) - (target.transform.forward * 2 * ZoomMulti), true);
        ActionCam.LengthMult = 0.5f;

        base.TargetHited(bullet, target, point);
    }
Пример #36
0
    public override void TargetDetected(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
    {
        if (!ActionCam)
        {
            return;
        }

        if (!ActionCam.HitTarget)
        {
            ActionCam.ObjectLookAt = bullet.gameObject;
            ActionCam.Follow       = true;
            ActionCam.SlowmotionNow(0.02f, 3.0f);
            ActionCam.SetPosition(point + (target.transform.right * ActionCam.Length), false);
            ActionCam.ActionBullet(10.0f);
        }
        base.TargetDetected(bullet, target, point);
    }
Пример #37
0
 public override void TargetDetected(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
 {
     if (!ActionCam)
     {
         return;
     }
     if (!ActionCam.HitTarget)
     {
         ActionCam.Follow = true;
         ActionCam.ActionBullet(10.0f);
         ActionCam.Slowmotion(0.015f, 10f);
         ActionCam.LengthMult = 0.2f;
         ActionCam.SetPosition(bullet.transform.position + (bullet.transform.right * ZoomMulti) - (bullet.transform.forward * ZoomMulti), ActionCam.Detected);
         ActionCam.CameraOffset = Vector3.right;
     }
     base.TargetDetected(bullet, target, point);
 }
    public override void TargetHited(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
    {
        if (!ActionCam)
        {
            return;
        }

        ActionCam.SetPositionDistance(point, true);
        ActionCam.lookAtPosition = point;
        ActionCam.ActionBullet(2.0f);
        ActionCam.SlowmotionNow(0.03f, 1);
        ActionCam.SetFOV(20, true, 0.1f);
        ActionCam.ObjectFollowing = null;
        ActionCam.Follow          = true;
        ActionCam.SetPosition(point - bullet.transform.forward * 5, false);

        base.TargetHited(bullet, target, point);
    }
Пример #39
0
    public override void TargetHited(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
    {
        if (!ActionCam)
        {
            return;
        }
        if (!ActionCam.Detected)
        {
            ActionCam.SetPositionDistance(point, false);
        }
        ActionCam.ActionBullet(3.0f);
        ActionCam.SlowmotionNow(0.01f, 3);

        ActionCam.ObjectFollowing = null;
        ActionCam.Follow          = false;
        ActionCam.ObjectLookAt    = null;
        base.TargetHited(bullet, target, point);
    }
Пример #40
0
    public override void FirstDetected(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
    {
        if (!ActionCam) {
            return;
        }

        if (!ActionCam.InAction) {
            ActionCam.ObjectLookAt = bullet.gameObject;
            ActionCam.Follow = true;
            ActionCam.ActionBullet (10.0f);
            ActionCam.SlowmotionNow (0.5f, 3.0f);
            ActionCam.LengthMult = 0.2f;
            ActionCam.SetPosition (bullet.transform.position + (bullet.transform.right * ZoomMulti) - (bullet.transform.forward * ZoomMulti), ActionCam.Detected);
            ActionCam.CameraOffset = -Vector3.right;
            detected = true;

        }

        base.FirstDetected (bullet, target, point);
    }
Пример #41
0
    public override void FirstDetected(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
    {
        if (!ActionCam)
        {
            return;
        }

        if (!ActionCam.InAction)
        {
            ActionCam.ObjectLookAt = bullet.gameObject;
            ActionCam.Follow       = true;
            ActionCam.ActionBullet(10.0f);
            ActionCam.SlowmotionNow(0.025f, 3.0f);
            ActionCam.LengthMult = 0.2f;
            ActionCam.SetPosition(bullet.transform.position + (bullet.transform.right * ZoomMulti) - (bullet.transform.forward * ZoomMulti), ActionCam.Detected);
            ActionCam.CameraOffset = -Vector3.right;
        }


        base.FirstDetected(bullet, target, point);
    }
Пример #42
0
    public override void FirstDetected(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
    {
        if (!ActionCam)
        {
            return;
        }

        if (!ActionCam.InAction)
        {
            ActionCam.ObjectLookAt = bullet.gameObject;
            ActionCam.Follow       = true;
            ActionCam.ActionBullet(10.0f);
            //This is the method you wanna change when bullet is on it's path!
            ActionCam.SlowmotionNow(0.1f, 3.0f);
            ActionCam.LengthMult = 0.1f;
            ActionCam.SetPosition(bullet.transform.position + (bullet.transform.right) - (bullet.transform.forward), ActionCam.Detected);
            ActionCam.CameraOffset = ((bullet.transform.right) - (bullet.transform.forward)) * 0.2f;
            detected = true;
        }


        base.FirstDetected(bullet, target, point);
    }
Пример #43
0
 public override void OnHit(RaycastHit hit, AS_Bullet bullet)
 {
     AddAudio(hit.point);
     base.OnHit(hit, bullet);
 }
Пример #44
0
 public override void OnHit(RaycastHit hit, AS_Bullet bullet)
 {
     AddAudio (hit.point);
     base.OnHit (hit, bullet);
 }
 public override void FirstDetected(AS_Bullet bullet, AS_BulletHiter target, Vector3 point)
 {
     base.FirstDetected(bullet, target, point);
 }