/// <summary> /// Finished Shot /// </summary> public void OnFinishedShot() { if (m_shooting == false) { return; } m_shooting = false; m_parentBaseShot = null; m_homingTarget = null; m_transformCache.ResetPosition(); m_transformCache.ResetRotation(); }
// Finished Shot public void OnFinishedShot() { if (isShooting == false) { return; } isShooting = false; parentBaseShot = null; homingTarget = null; bulletTransform.transform.position = Vector3.zero; bulletTransform.transform.position = Vector3.zero; }
// Bullet Shot public void Shot(BulletShooterBase parentBaseShot, float speed, float angle, float accelSpeed, float accelTurn, bool homing, Transform homingTarget, float homingAngleSpeed, bool wave, float waveSpeed, float waveRangeSize, bool pauseAndResume, float pauseTime, float resumeTime, bool useAutoRelease, float autoReleaseTime, Utils2D.AXIS axisMove, bool inheritAngle, bool useMaxSpeed, float maxSpeed, bool useMinSpeed, float minSpeed) { if (isShooting) { Debug.Log("Cancled due to shooting"); return; } isShooting = true; this.parentBaseShot = parentBaseShot; this.speed = speed; this.angle = angle; this.accelSpeed = accelSpeed; this.accelTurn = accelTurn; this.isHoming = homing; this.homingTarget = homingTarget; this.homingAngleSpeed = homingAngleSpeed; this.wave = wave; this.waveSpeed = waveSpeed; this.waveRangeSize = waveRangeSize; this.pauseAndResume = pauseAndResume; this.pauseTime = pauseTime; this.resumeTime = resumeTime; this.useDestroyAfterTime = useAutoRelease; this.destroyAfterTime = autoReleaseTime; this.useMaxSpeed = useMaxSpeed; this.maxSpeed = maxSpeed; this.useMinSpeed = useMinSpeed; this.minSpeed = minSpeed; this.baseAngle = 0f; if (inheritAngle && this.parentBaseShot.lockOnShot == false) { this.baseAngle = this.parentBaseShot.transform.eulerAngles.z; } this.bulletTransform.rotation = Quaternion.Euler(bulletTransform.rotation.x, bulletTransform.rotation.y, baseAngle + this.angle); frameCount = 0f; timeCount = 0f; }
/// <summary> /// Bullet Shot /// </summary> public void Shot(BulletShooterBase parentBaseShot, float speed, float angle, float accelSpeed, float accelTurn, bool homing, Transform homingTarget, float homingAngleSpeed, bool wave, float waveSpeed, float waveRangeSize, bool pauseAndResume, float pauseTime, float resumeTime, bool useAutoRelease, float autoReleaseTime, Utils2D.AXIS axisMove, bool inheritAngle, bool useMaxSpeed, float maxSpeed, bool useMinSpeed, float minSpeed) { if (m_shooting) { return; } m_shooting = true; m_parentBaseShot = parentBaseShot; m_speed = speed; m_angle = angle; m_accelSpeed = accelSpeed; m_accelTurn = accelTurn; m_homing = homing; m_homingTarget = homingTarget; m_homingAngleSpeed = homingAngleSpeed; m_wave = wave; m_waveSpeed = waveSpeed; m_waveRangeSize = waveRangeSize; m_pauseAndResume = pauseAndResume; m_pauseTime = pauseTime; m_resumeTime = resumeTime; m_useAutoRelease = useAutoRelease; m_autoReleaseTime = autoReleaseTime; m_axisMove = axisMove; m_useMaxSpeed = useMaxSpeed; m_maxSpeed = maxSpeed; m_useMinSpeed = useMinSpeed; m_minSpeed = minSpeed; m_baseAngle = 0f; if (inheritAngle && m_parentBaseShot.lockOnShot == false) { if (m_axisMove == Utils2D.AXIS.X_AND_Z) { // X and Z axis m_baseAngle = m_parentBaseShot.transform.eulerAngles.y; } else { // X and Y axis m_baseAngle = m_parentBaseShot.transform.eulerAngles.z; } } if (m_axisMove == Utils2D.AXIS.X_AND_Z) { // X and Z axis m_transformCache.SetEulerAnglesY(m_baseAngle - m_angle); } else { // X and Y axis m_transformCache.SetEulerAnglesZ(m_baseAngle + m_angle); } m_selfFrameCnt = 0f; m_selfTimeCount = 0f; }