Пример #1
0
 public void LaunchSSMissile()
 {
     if (Time.time > missileTimer)
     {
         Transform missileClone = Poolable.Get <GuidedSSMissile>(() => Poolable.CreateObj <GuidedSSMissile>(missilePrefab.gameObject), new Vector3(missileFirePoint.position.x + Random.Range(-0.2f, 0.2f), missileFirePoint.position.y, missileFirePoint.position.z), Quaternion.identity).transform;
         missileClone.localEulerAngles = new Vector3(0f, 0f, rocketFireAngle);
         int layerValue = whatAreOurProjectiles.layermask_to_layer();
         missileClone.gameObject.layer = layerValue;
         GuidedSSMissile missile = missileClone.GetComponent <GuidedSSMissile>();
         missile.whatIsTarget = whatIsTarget;
         missile.BoostStage();
         missileTimer = missileDelay + Time.time;
     }
 }
Пример #2
0
    public override FireState Fire()
    {
        if (target)
        {
            if (!target.gameObject.activeInHierarchy)
            {
                target = null;
                return(FireState.Failed);
            }

            if (Time.time > fireTimer)
            {
                Transform missileClone = Poolable.Get <GuidedSSMissile>(() => Poolable.CreateObj <GuidedSSMissile>(projectilePrefab.gameObject), new Vector3(spawnLocation.position.x + Random.Range(-0.2f, 0.2f), spawnLocation.position.y, spawnLocation.position.z), Quaternion.identity).transform;
                int       layerValue   = whatAreOurProjectiles.layermask_to_layer();
                missileClone.gameObject.layer = layerValue;
                TrailRenderer projTrail = missileClone.GetComponent <TrailRenderer>();
                projTrail.material = layerValue == 8 ? t1Mat : t2Mat;
                projTrail.Clear();
                GuidedSSMissile missile = missileClone.GetComponent <GuidedSSMissile>();
                missile.target       = target;
                missile.whatIsTarget = whatIsTarget;
                missile.BoostStage();
                fireTimer = delayBetweenFire + Time.time;
                fireSound.Play();
                //soundMngr.PlayEnviroSound(spawnLocation.gameObject, "missile1", 10f);

                return(FireState.Fired);
            }
            else
            {
                return(FireState.OnDelay);
            }
        }
        else
        {
            return(FireState.Failed);
        }
    }