//-------------------------------------------------------------------------------------- // initialization. //-------------------------------------------------------------------------------------- void Awake() { m_aAnimator = GetComponent <Animator>(); m_asAudioSource = GetComponent <AudioSource>(); // initilising animation booleans to false m_bFireAni = false; m_bDamageAni = false; // set boolean for moving to false m_bMovingAni = false; // get the soldiers rigidbody m_rbRigidBody = GetComponent <Rigidbody>(); // get the rocketlaunchers script m_gLauncherScript = m_gRocketLauncher.GetComponent <RocketLauncher>(); // get the grenadeLaunchers script m_gGrenadeScript = m_gGrenadeLauncher.GetComponent <GrenadeLauncher>(); // Soldiers Current health should always start at MaxHealth m_fCurrentHealth = m_fMaxHealth; // so the soldiers cannot move upwards m_rbRigidBody.constraints = RigidbodyConstraints.FreezePositionY; // so the soldier doesn't rotate unless it is to FaceMouse() m_rbRigidBody.freezeRotation = true; // Instantiate and setActive of MovementCircle to false. m_gMovementCircle = Instantiate(m_gMovementCirlceBluePrint); m_gMovementCircle.SetActive(false); // Set the Current position to the soldiers postion. m_v3CurrentPostion = transform.position; // Make the size of the MovementCircle the same as the MovementRadius. m_gMovementCircle.transform.localScale *= m_fMovementRadius; }
protected void Start() { grenade = GetComponent <GrenadeLauncher>(); audioSource = GetComponent <AudioSource>(); ChangeState(SkeletonStates.Patrol); }
public void NewGame() { _index = 0; health = 6; HealthText.text = health.ToString(); currentGrenadeLauncher = GrenadeLaunchers[_index]; CameraController.SwitchCameraTo((int)_index); StartCoroutine(StartStage()); }
private void Awake() { rb = GetComponent <Rigidbody2D>(); boxCollider2D = GetComponent <BoxCollider2D>(); sword = GetComponent <Sword>(); grenadeLauncher = GetComponent <GrenadeLauncher>(); audioSource = GetComponent <AudioSource>(); spriteRenderer = GetComponentInChildren <SpriteRenderer>(); }
static void Main(string[] args) { IWeapon gun = new Gun("M4A1"); var scopedGun = new GrenadeLauncher(new ButtStock(new ExtendedMag(new Scope(gun)))); scopedGun.Fire(); }
private void SwitchStage() { _index++; currentGrenadeLauncher = GrenadeLaunchers[_index]; CameraController.SwitchCameraTo((int)_index); if (_index < 4) { StartCoroutine(StartStage()); } }
void fireWeapon(float fireTime) { fireEnabled = false; GrenadeLauncher grenadeLauncher = GetComponent <GrenadeLauncher>(); Vector3 grenadePosition = transform.position + Vector3.Scale(Vector3.one, transform.forward) + new Vector3(0, 1f, 0); GameObject grenade = Instantiate(grenadePrefab, grenadePosition, Quaternion.identity) as GameObject; grenadeLauncher.fire(grenade, grenadePosition, transform.forward, fireTime); StartCoroutine(EnableFire()); }
//Evénement détache la grenade de la main du joeur et la lancer public void DettachGrenade() { PLayer_Stats.ThrowedGrened.transform.parent = null; GrenadeLauncher Gl = PLayer_Stats.ThrowedGrened.GetComponent <GrenadeLauncher>(); Exploid Ep = PLayer_Stats.ThrowedGrened.GetComponent <Exploid>(); Ep.Lunched = true; // Gl.target = PLayer_Stats.Grenade_Zone; Gl.Launch(); PLayer_Stats.ThrowedGrened.AddComponent <CapsuleCollider>(); }
public ItemLibrary() { this.items = new Hashtable(); GrenadeLauncher gl = new GrenadeLauncher(); gl.Buy(); this.items.Add("LazerCannon", new LazerCannon()); this.items.Add("GrenadeLauncher", gl); this.items.Add("ResistanceEnhancement", new ResistanceEnhancement()); this.items.Add("MedicalKit", new MedicalKit()); this.items.Add("JumpPack", new JumpPack()); this.items.Add("RushBoots", new RushBoots()); this.items.Add("SpeedBoots", new SpeedBoots()); }
public Demoman() { _weapon1 = new GrenadeLauncher(); _weapon2 = new PipebombLauncher(); _weapon3 = new Shotgun(); _weapon4 = new Axe(); _gren1 = Ammunition.FragGrenade; _gren2 = Ammunition.MIRVGrenade; _health = 90; _armour = 120; _maxShells = 50; _maxNails = 50; _maxRockets = 50; _maxCells = 50; _maxGren1 = 4; _maxGren2 = 4; }
public void ReceiveInventory(int index, int weaponID) { switch ((WeaponList)weaponID) { case WeaponList.Pistol: inventory[index] = new Pistol(this, Map); break; case WeaponList.Rifle: inventory[index] = new Rifle(this, Map); break; case WeaponList.GrenadeLauncher: inventory[index] = new GrenadeLauncher(this, Map); break; case WeaponList.Bow: inventory[index] = new Bow(this, Map); break; } }
void Start() { grScript = grenade.GetComponent <GrenadeLauncher>(); }
// Start is called before the first frame update void Start() { this.Choices = GameObject.Find("ChoosenWeapons"); this.Weapons = GameObject.Find("Weapons"); this.snipper = Weapons.transform.Find("SnipperRiffel").gameObject; this.assault = Weapons.transform.Find("AssultRiffel").gameObject; this.gun = Weapons.transform.Find("ShotGun").gameObject; this.rocket = Weapons.transform.Find("RPG7").gameObject; this.grenade = Weapons.transform.Find("TGL").gameObject; this.isSnipper = Choices.GetComponent <WeaponChoose>().getData()[0]; this.isAssault = Choices.GetComponent <WeaponChoose>().getData()[1]; this.isGun = Choices.GetComponent <WeaponChoose>().getData()[2]; this.isRocket = Choices.GetComponent <WeaponChoose>().getData()[3]; this.isGrenade = Choices.GetComponent <WeaponChoose>().getData()[4]; //Snipper riffel if (isSnipper) { sr = this.snipper.GetComponent <sniperRifle>(); } else { Destroy(this.snipper); this.assault.SetActive(true); } //assult riffel if (isAssault) { ar = this.assault.GetComponent <assaultRifle>(); } else { Destroy(this.assault); this.gun.SetActive(true); } //shot gun if (isGun) { sg = this.gun.GetComponent <shotgun>(); } else { Debug.Log("Destroying the shootgun"); Destroy(this.gun); } //RocketLauncher if (isRocket) { rl = this.rocket.GetComponent <RocketLauncher>(); } else { Destroy(this.rocket); } //GrenadeLauncher if (isGrenade) { gl = this.grenade.GetComponent <GrenadeLauncher>(); } else { Destroy(this.grenade); } /*if (isSnipper) * { * Debug.Log("Setting snipper"); * sr = Weapons.GetComponent<sniperRifle>(); * GameObject test = Weapons.transform.Find("SnipperRiffel").gameObject; * sr = (sniperRifle)test; * * } * else * { * // DestroyImmediate(Weapons.GetComponent<sniperRifle>().gameObject); * Destroy(Weapons.transform.Find("SnipperRiffel").gameObject); * } * //assult riffel * if (isAssault) * { * //ar = Weapons.GetComponent<assaultRifle>(); * ar = (assaultRifle)Weapons.transform.Find("AssultRiffel").gameObject; * * } * else * { * //DestroyImmediate(Weapons.GetComponent<assaultRifle>().gameObject); * Destroy(Weapons.transform.Find("AssultRiffel").gameObject); * } * //shot gun * if (isGun) * { * * //sg = Weapons.GetComponent<shotgun>(); * sg = (shotgun)Weapons.transform.Find("ShotGun").gameObject; * } * else * { * Debug.Log("Destroying the shootgun"); * //DestroyImmediate(Weapons.GetComponent<shotgun>().gameObject); * Destroy(Weapons.transform.Find("ShotGun").gameObject); * } * //RocketLauncher * if (isRocket) * { * //rl = Weapons.GetComponent<RocketLauncher>(); * rl = (RocketLauncher)Weapons.transform.Find("RPG7").gameObject; * } * else * { * //DestroyImmediate(Weapons.GetComponent<RocketLauncher>().gameObject); * Destroy(Weapons.transform.Find("RPG7").gameObject); * }*/ }
private void Awake() { launcher = FindObjectOfType <GrenadeLauncher>(); }
private Weapon SetupWeapon(WEAPONTYPE weapon) { Weapon weap = null; switch (weapon) { case WEAPONTYPE.SYRINGE: weap = new Syringe(); break; case WEAPONTYPE.AXE: weap = new Axe(); break; case WEAPONTYPE.SHOTGUN: weap = new Shotgun(); break; case WEAPONTYPE.SUPERSHOTGUN: weap = new SuperShotgun(); break; case WEAPONTYPE.NAILGUN: weap = new NailGun(); break; case WEAPONTYPE.SUPERNAILGUN: weap = new SuperNailGun(); break; case WEAPONTYPE.GRENADELAUNCHER: weap = new GrenadeLauncher(); break; case WEAPONTYPE.PIPEBOMBLAUNCHER: weap = new PipebombLauncher(); break; case WEAPONTYPE.ROCKETLAUNCHER: weap = new RocketLauncher(); break; case WEAPONTYPE.MINIGUN: weap = new Minigun(); break; case WEAPONTYPE.INCENDIARYCANNON: weap = new IncendiaryCannon(); break; case WEAPONTYPE.FLAMETHROWER: weap = new Flamethrower(); break; case WEAPONTYPE.NONE: default: break; } if (weap != null) { weap.Init(_game); weap.Spawn(this, nameof(weap)); } return(weap); }
// Start is called before the first frame update void Start() { ChoosenWeapons = GameObject.Find("ChoosenWeapons").GetComponent <WeaponChoose>().getData(); //SnipperRiffel if (ChoosenWeapons[0]) { sr = transform.GetChild(0).GetComponent <sniperRifle>(); } else { Destroy(GetComponent <Transform>().GetChild(0).gameObject); this.GetComponent <Transform>().GetChild(1).gameObject.SetActive(true); } //AssultRiffel if (ChoosenWeapons[1]) { ar = transform.GetChild(1).GetComponent <assaultRifle>(); } else { Destroy(GetComponent <Transform>().GetChild(1).gameObject); GetComponent <Transform>().GetChild(2).gameObject.SetActive(true); } //Shotgun if (ChoosenWeapons[2]) { sg = transform.GetChild(2).GetComponent <shotgun>(); } else { Destroy(GetComponent <Transform>().GetChild(2).gameObject); } //RocketLauncher if (ChoosenWeapons[3]) { rl = GetComponent <Transform>().GetChild(3).GetComponent <RocketLauncher>(); } else { Destroy(GetComponent <Transform>().GetChild(3).gameObject); } //GrenadeLauncher if (ChoosenWeapons[4]) { gl = GetComponent <Transform>().GetChild(4).GetComponent <GrenadeLauncher>(); } else { Destroy(GetComponent <Transform>().GetChild(4).gameObject); } //weapon Titan Legon if (ChoosenWeapons[5]) { lw = GetComponent <Transform>().GetChild(5).GetComponent <LegionWeapon>(); } else { Destroy(GetComponent <Transform>().GetChild(5).gameObject); } //weapon Titan Ion if (ChoosenWeapons[6]) { ion = GetComponent <Transform>().GetChild(6).GetComponent <IonScript>(); } else { Destroy(GetComponent <Transform>().GetChild(6).gameObject); } }
public void TriggerScript() { Ray posit = cam.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(posit, out hit, 5f)) { // get object that player is currenlty aiming at if (hit.collider.GetComponent <Rigidbody>() != null) { // and apply its script Rigidbody col = hit.collider.GetComponent <Rigidbody>(); if (col.GetComponent <PickUp>() != null && !pickedUpItem) { puItem = col.GetComponent <PickUp>(); puItem.PickUpItem(); pickedUpItem = true; } else if (col.GetComponent <AmmoBox>() != null && reloadReady) { AmmoBox oc = col.GetComponent <AmmoBox>(); oc.Reload(); reloadReady = false; } else if (col.GetComponent <Bell>() != null && !rangBell) { Bell bell = col.GetComponent <Bell>(); bell.RingBell(); rangBell = true; } else if (col.GetComponent <BridgeCranck>() != null && !bridgeUp) { BridgeCranck bc = col.GetComponent <BridgeCranck>(); bc.CranckIt(); bridgeUp = true; } else if (col.GetComponent <BazookaMechanics>() != null) //else if (hand.transform.childCount == 0 && col.GetComponent<BazookaMechanics>() != null) { BazookaMechanics bm = col.GetComponent <BazookaMechanics>(); DynamiteMechanics dm = player.GetComponent <DynamiteMechanics>(); dm.DisableRestrictions(); player.GetComponent <DynamiteMechanics>().enabled = false; bm.PickUp(); } else if (col.name.Contains("Dynamite")) { if (hand.transform.childCount > 0) { hand.transform.DetachChildren(); } //restrict gravity and position object into players hands col.transform.GetComponent <CapsuleCollider>().enabled = false; col.transform.SetParent(GameObject.Find("RightHand").transform); col.GetComponent <Rigidbody>().constraints = RigidbodyConstraints.FreezeAll; col.transform.GetComponent <Rigidbody>().useGravity = false; col.transform.position = hand.transform.position; col.transform.localEulerAngles = new Vector3(-90, 0, 0); player.GetComponent <DynamiteMechanics>().enabled = true; Destroy(GameObject.Find("DynamiteObject")); } else if (col.GetComponent <GrenadeLauncher>() != null) { GrenadeLauncher gl = col.GetComponent <GrenadeLauncher>(); DynamiteMechanics dm = player.GetComponent <DynamiteMechanics>(); dm.DisableRestrictions(); player.GetComponent <DynamiteMechanics>().enabled = false; gl.PickUp(); } } } }