Пример #1
0
    IEnumerator Shoot(GameObject test)
    {
        RaycastHit2D hitInfo = Physics2D.Raycast(FirePoint.position, FirePoint.right, 100, layer);

        if (hitInfo)
        {
            //Instantiate(test, hitInfo.transform.position, Quaternion.identity);
            if (hitInfo.collider != null)
            {
                GameObject T = Instantiate(test, hitInfo.transform.position, Quaternion.identity);
            }
            //Debug.Log(hitInfo.transform.gameObject.name);
            AnimationControllerEnemy enemy = hitInfo.transform.GetComponent <AnimationControllerEnemy>();
            if (enemy != null)
            {
                enemy.takeDamge();
            }

            Debug.DrawLine(FirePoint.position, hitInfo.point, Color.red);

            Vector3 endPosition = transform.position + (transform.right * length);
            lr.SetPositions(new Vector3[] { transform.position, endPosition });
        }
        else
        {
            Vector3 endPosition = transform.position + (transform.right * length * 10);
            lr.SetPositions(new Vector3[] { transform.position, endPosition });
        }

        lr.enabled = true;

        yield return(0);

        lr.enabled = false;
    }
Пример #2
0
    private void Start()
    {
        audioManager = Audio.instance;
        if (audioManager == null)
        {
            Debug.LogError("No found Audio Manager");
        }

        allCol        = GetComponents <Collider2D>();
        rigi          = GetComponent <Rigidbody2D>();
        trans         = GetComponentsInParent <Transform>();
        animP         = GetComponentInParent <AnimationController>();
        animE         = GetComponentInParent <AnimationControllerEnemy>();
        playerManager = GetComponentInParent <PlayerManager>();
        enemyManager  = GetComponentInParent <EnemyManager>();
        id            = weapon.id; // test
        DamageWeapon  = weapon.damage;
        DamageSkill   = weapon.skillDamage;
        forceKB       = weapon.forceKnockback;
        enableWeapon  = false;
        scaleNormal   = gameObject.transform.localScale;

        GetComponent <SpriteRenderer>().enabled = true;
        GetComponent <Collider2D>().enabled     = true;

        numberFireAccept = weapon.timesToCD;
        if (VFXOnGround)
        {
            VFXOnGround.SetActive(false);
        }


        if (playerManager != null)
        {
            checkP1 = true;
            playerManager.timeCDWeapon = weapon.countDownTime;
        }
        else
        {
            checkP1 = false;
        }

        if (enemyManager != null && enemyManager.P2 == true)
        {
            checkP2 = true;
            enemyManager.timeCDWeapon = weapon.countDownTime;
        }
        else
        {
            checkP2 = false;
        }
    }