Пример #1
0
    void Update()
    {
        if (Input.GetButtonDown("Fire1"))
        {
            GameObject BulletHolder;
            BulletHolder = Instantiate(Bullet, transform.position, transform.rotation) as GameObject;
            BulletHolder.transform.Rotate(Vector3.left * 90);

            Rigidbody Temporary_RigidBody;
            Temporary_RigidBody = BulletHolder.GetComponent <Rigidbody>();
            Temporary_RigidBody.AddForce(transform.forward * Force);
            Destroy(BulletHolder, 2.0f);
        }
    }
Пример #2
0
    void Shoot() // Shoot following ray
    {
        GameObject BulletHolder;

        BulletHolder = Instantiate(Bullet, transform.position, transform.rotation) as GameObject;
        BulletHolder.transform.Rotate(Vector3.left * 90);


        Rigidbody Temp_RigidBody;

        Temp_RigidBody = BulletHolder.GetComponent <Rigidbody>();

        Temp_RigidBody.AddForce(transform.forward * Force);

        Destroy(BulletHolder, 2.0f);
    }
Пример #3
0
    private void Start()
    {
        Time.timeScale = 1;

        _health  = Player.GetComponent <HealthController>();
        _bullets = Player.GetComponentInChildren <BulletHolder>();
        _pInput  = Player.GetComponent <PlayerInput>();

        _bullets.OnAboutToOutOfBullets += HandlerOutOfBullets;
        _bullets.OnRecharged           += HandlerRecharged;

        _bullets.OnOutOfClips += HandlerOutOfClips;
        _bullets.OnBuyClip    += HandlerBuyClip;

        _bullets.OnFullClip   += HandlerFullClip;
        _bullets.OnOutOfMoney += HandlerOutOfMoney;

        _rechargeDot = null;
        _isPaused    = false;

        GetParams();
    }
Пример #4
0
    private void AttackPlayer()   // Attack player (currently with shooting)
    {
        agent.SetDestination(transform.position);
        transform.LookAt(player);

        if (!alreadyAttacked)   // attack debounce
        // Attack code
        {
            RaycastHit hitPlayer;
            Ray        playerPos = new Ray(transform.position, transform.forward);

            if (Physics.SphereCast(playerPos, 0.25f, out hitPlayer, fireRadius))
            {
                if (Mathf.Floor(timerShots) <= 0 && hitPlayer.transform.tag == "Player")   // Player in range, shoot
                {
                    GameObject BulletHolder;
                    BulletHolder = Instantiate(Bullet, transform.position, transform.rotation) as GameObject;
                    BulletHolder.transform.Rotate(Vector3.left * 90);


                    Rigidbody Temp_RigidBody;
                    Temp_RigidBody = BulletHolder.GetComponent <Rigidbody>();

                    Temp_RigidBody.AddForce(transform.forward * Force);

                    Destroy(BulletHolder, 2.0f);
                    timerShots = timeBtwShots;
                }
                else
                {
                    timerShots -= Time.deltaTime;
                }
            }

            alreadyAttacked = true;
            Invoke(nameof(ResetAttack), timeBetweenAttacks);
        }
    }
    // Update is called once per frame
    void Update()
    {
        if (pickupbullet1 == null)
        {
            ammo         += 10;
            pickupbullet1 = new GameObject();
        }
        if (pickupbullet2 == null)
        {
            ammo         += 10;
            pickupbullet2 = new GameObject();
        }
        if (pickupbullet3 == null)
        {
            ammo         += 10;
            pickupbullet3 = new GameObject();
        }
        if (pickupbullet4 == null)
        {
            ammo         += 10;
            pickupbullet4 = new GameObject();
        }
        if (pickupbullet5 == null)
        {
            ammo         += 10;
            pickupbullet5 = new GameObject();
        }
        if (pickupbullet6 == null)
        {
            ammo         += 10;
            pickupbullet6 = new GameObject();
        }
        if (pickupbullet7 == null)
        {
            ammo         += 10;
            pickupbullet7 = new GameObject();
        }
        if (pickupbullet8 == null)
        {
            ammo         += 10;
            pickupbullet8 = new GameObject();
        }
        if (pickupbullet9 == null)
        {
            ammo         += 10;
            pickupbullet9 = new GameObject();
        }
        if (pickupbullet10 == null)
        {
            ammo          += 10;
            pickupbullet10 = new GameObject();
        }
        if (pickupbullet11 == null)
        {
            ammo          += 10;
            pickupbullet11 = new GameObject();
        }

        if (Input.GetButtonDown("Fire1") && ammo > 0)
        {
            GameObject BulletHolder;
            BulletHolder = Instantiate(Bullet, transform.position, transform.rotation) as GameObject;

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

            Rigidbody Temporary_RigidBody;
            Temporary_RigidBody = BulletHolder.GetComponent <Rigidbody>();

            Temporary_RigidBody.AddForce(transform.forward * Force);

            Destroy(BulletHolder, 2.0f);

            ammo--;
        }

        ammoText.text = "Ammo Left: " + ammo.ToString();
    }