Наследование: MonoBehaviour
Пример #1
0
    private void Shoot()
    {
        Vector2     firePosition = new Vector2(transform.position.x + fireOffset.x, transform.position.y + fireOffset.y);
        MuzzleFlash flash        = ((GameObject)Instantiate(muzzleFlashPrefab, firePosition, Quaternion.identity)).GetComponent <MuzzleFlash>();

        BackgroundManager.instance.PlaySound(10);
    }
Пример #2
0
    void Start()
    {
        onFire += ShootBullet;

        onFire += () => { StartCoroutine(Reload()); };

        MuzzleFlash flash = this.GetComponentInChildren <MuzzleFlash>();

        if (flash)
        {
            onFire += flash.Flash;
        }

        Animator anim = this.GetComponent <Animator>();

        if (anim)
        {
            onFire += () => { anim.SetTrigger("Fire"); }
        }
        ;

        CameraRumble rumble = FindObjectOfType <CameraRumble>();

        if (rumble)
        {
            onFire += rumble.Rumble;
        }

        GameManager gameManager = FindObjectOfType <GameManager>();

        if (gameManager)
        {
            onFire += gameManager.AddPoint;
        }
    }
Пример #3
0
 public override void Start()
 {
     base.Start();
     muzzleFlash = GetComponent <MuzzleFlash>();
     //PoolManager.instance.CreatePool(projectile.gameObject, 30);
     PoolManager.instance.CreatePool(shell.gameObject, 30);
 }
Пример #4
0
 void Start()
 {
     muzzleFlash                  = GetComponent <MuzzleFlash>();
     msSinceLastFired             = msBetweenShots;
     triggerReleasedSinceLastShot = true;
     Ammo = magazineSize;
 }
Пример #5
0
    private void Start()
    {
        muzzleFlash         = GetComponent <MuzzleFlash>();
        shotsRemainingBurst = burstCount;

        remainingProjectiles = projectilesPerMag;
    }
Пример #6
0
    public override void Init(UnitControl _owner)
    {
        base.Init(_owner);
        type             = WeaponType.Ranged;
        projectilePrefab = gameManager.GetPrefab("Projectile");
        muzzle           = transform.Find("Muzzle");
        GameObject muzzleFlashObj = Instantiate(gameManager.GetPrefab("MuzzleFlash"), muzzle);

        muzzleFlash = muzzleFlashObj.GetComponent <MuzzleFlash>();
        magazine    = transform.Find("Magazine");
        rounds      = magazineSize;

        if (_owner.IsPlayer)
        {
            if (hasScope)
            {
                GameObject scopeCamObj = Instantiate(gameManager.GetPrefab("ScopeCam"), muzzle);
                scope = scopeCamObj.AddComponent <ScopeControl>();
                scopeCamObj.transform.localRotation = Quaternion.identity;
            }

            if (needsUI)
            {
                GameObject weaponUIObj = Instantiate(gameManager.GetPrefab("WeaponUI"));
                weaponUI = weaponUIObj.GetComponent <WeaponUI>();
                weaponUI.Init(this);
            }
        }
    }
Пример #7
0
 void Start()
 {
     shotsRemainingInBurst = burstCount;
     cam         = GameObject.FindObjectOfType <FreeLookCam>();
     muzzleflash = GetComponent <MuzzleFlash>();
     audioSource = GetComponent <AudioSource>();
 }
Пример #8
0
 void Start()
 {
     muzzleflash               = GetComponent <MuzzleFlash> ();
     shotsRemainingInBurst     = burstCount;
     projectilesRemainingInMag = projectilesPerMag;
     startEulerAngles          = transform.localEulerAngles;
 }
Пример #9
0
 void Start()
 {
     muzzleflash               = GetComponent <MuzzleFlash> ();
     shotsRemainingInBurst     = burstCount;
     projectilesRemainingInMag = projectilesPerMag;
     startPosition             = transform.position;
 }
Пример #10
0
    void Start()
    {
        rmData    = GetComponent <RadarManager>();
        rocketHUD = GameObject.Find("fake weapon hud").GetComponent <Image>();;
        rocketHUD.gameObject.SetActive(true);
        SpeedReadout    = GameObject.Find("Speed");
        throttleReadout = GameObject.Find("Throttle");

        if (optionalDangerHeightReadout)
        {
            dangerBaseText = optionalDangerHeightReadout.text;
        }

        mFlash = GetComponent <MuzzleFlash>();
        mFlash.Reset();
        StartCoroutine(rocketSalvoRelease());
        shootableScript    = GetComponent <Shootable>();
        wasHealth          = startHealth = shootableScript.healthLimit;
        UI_ThrottleReadout = throttleReadout.GetComponent <UI_Speed> ();
        UI_SpeedReadout    = SpeedReadout.GetComponent <UI_Speed> ();

        hardpointRef = missionTarget.GetComponentInChildren <HardPointCounter>();

        hardpointMax = hardpointRef.hardpointCount;
    }
Пример #11
0
    public void Shoot()
    {
        MuzzleFlash.Play();
        foreach (GameObject spawnpoint in Spawnpoints)
        {
            if (Physics.Raycast(spawnpoint.transform.position, spawnpoint.transform.forward, out RaycastHit hit))
            {
                //hit effects
                if (hit.rigidbody != null)
                {
                    hit.rigidbody.AddForce(-hit.normal * ImpactForce);
                }
                GameObject impactFX = Instantiate(UsedImpactPrefab, hit.point, Quaternion.LookRotation(hit.normal, transform.up));
                impactFX.transform.SetParent(hit.collider.transform);

                //hitting an enemy turret
                if (hit.transform.CompareTag("EnemyTurret"))
                {
                    //instantiate a metal impact prefab
                    DeployableHealth hitHealth = hit.transform.GetComponent <DeployableHealth>();
                    hitHealth.Health -= 3f;
                }
            }
        }
        ShotBeamAmmoControl.CurrentAmmo--;
        NextFire = Time.time + Delay;
    }
Пример #12
0
 void Start()
 {
     muzzleFlash          = GetComponent <MuzzleFlash>();
     projectilesRemaining = projectilesPerMag;
     PoolManager.instance.CreatePool(projectile.gameObject, 30);
     PoolManager.instance.CreatePool(shell.gameObject, 30);
 }
Пример #13
0
        /// <summary>
        /// Fires the one shot.
        /// </summary>
        /// <param name="_target">Target.</param>
        public void FireOneShot(Transform _target)
        {
            if (Ammunition.Enabled)
            {
                Ammunition.Fire(_target);
            }

            if (Recoil.Enabled)
            {
                Recoil.Start();
            }

            if (LaunchSound.Enabled)
            {
                LaunchSound.Play();
            }

            if (MuzzleFlash.Enabled)
            {
                MuzzleFlash.Start();
            }

            if (Shell.Enabled)
            {
                Shell.Start();
            }

            if (Effect.Enabled)
            {
                Effect.Start(OwnerComponent);
            }
        }
Пример #14
0
    void Start()
    {
        playerCamera = GameObject.FindGameObjectWithTag("PlayerCamera").GetComponent <Camera>();
        if (playerCamera == null)
        {
            Debug.LogError("Camera with tag player camera not found");
        }

        muzzleFlash = GetComponent <MuzzleFlash>();

        // init all classes
        effects.Init(transform);

        // Calculate the actual ROF to be used in the weapon systems.  The rateOfFire variable is
        // designed to make it easier on the user - it represents the number of rounds to be fired
        // per second.  Here, an actual ROF decimal value is calculated that can be used with timers.
        // e.g if rateOfFire = 0.5 then num bullets shot per second = (1.0 / 0.5) = 2 bullets per second.
        if (rateOfFire != 0)
        {
            actualROF = 1.0f / rateOfFire;
        }
        else
        {
            actualROF = 0.01f;
        }

        // Make sure the fire timer starts at 0
        fireTimer = 0.0f;
    }
Пример #15
0
 void Start()
 {
     muzzleflash           = GetComponent <MuzzleFlash> ();
     burstShotsRemaining   = burstCount;
     bulletsRemainingInMag = magSize;
     reloading             = false;
 }
Пример #16
0
 public void ShootAnimEnded()
 {
     CancelInvoke();
     if (MuzzleFlash != null)
     {
         MuzzleFlash.SetActive(false);
     }
 }
Пример #17
0
 private void muzzleFlashStuff()
 {
     if (MuzzleFlash != null)
     {
         MuzzleFlash.transform.Rotate(new Vector3(0, 0, UnityEngine.Random.Range(0.0f, 360.0f)));
         MuzzleFlash.SetActive(!MuzzleFlash.activeSelf);
     }
 }
Пример #18
0
 void Start()
 {
     muzzleFlash                  = GetComponent <MuzzleFlash>();
     shotsRemainingInBurst        = burstCount;
     triggerReleasedSinceLastShot = true;
     projectilesRemainingInMag    = projectilesPerMag;
     listenerPos                  = AudioManager.instance.transform.position;
 }
Пример #19
0
 void Start()
 {
     startingPos           = transform.localPosition;
     muzzleFlash           = GetComponent <MuzzleFlash>();
     shotsRemainingInBurst = burstCount;
     remainingBulletsInMag = bulletsPerMag;
     reloading             = false;
 }
Пример #20
0
    // Use this for initialization
    void Start()
    {
        muzzleflash = GetComponent <MuzzleFlash> ();


        shotsRemainingInBurst     = burstCount;
        projectilesRemainingInMag = projectileperMag;
    }
Пример #21
0
 private void muzzleFlashStuff()
 {
     CancelInvoke();
     if (MuzzleFlash != null)
     {
         MuzzleFlash.SetActive(false);
     }
 }
Пример #22
0
    private void Start()
    {
        m_MuzzleFlash                    = GetComponent <MuzzleFlash> ();
        m_ShotsRemainingInBurst          = m_BurstCount;
        m_AmmunitionsRemainingInMagazine = m_AmmunitionsPerMagazine;

        m_ViewCamera = Camera.main;
    }
Пример #23
0
 //为子类提供重写Start方法的机会
 protected virtual void Start()
 {
     ammoUi = GameObject.Find("ammo").GetComponentInChildren <Text>();
     // print("Gun-Start");
     anim        = GetComponent <GunAnimation>();
     muzzleFlash = GetComponentInChildren <MuzzleFlash>();
     audioSource = GetComponent <AudioSource>();
 }
Пример #24
0
 void Start()
 {
     muzzleFlash              = GetComponent <MuzzleFlash>();
     player                   = FindObjectOfType <Player>();
     gunController            = FindObjectOfType <GunController>();
     spawner                  = FindObjectOfType <Spawner>();
     shotsRemainingInBurst    = burstCount;
     projectileRemainingInMag = projectilesPerMag;
 }
Пример #25
0
    // Use this for initialization
    void Start()
    {
        barrel      = GetComponentInChildren <Barrel>();
        hammer      = GetComponentInChildren <Hammer>();
        muzzleFlash = GetComponentInChildren <MuzzleFlash>();
        body        = GetComponentInChildren <Body>();

        audioSource = GetComponent <AudioSource>();
    }
Пример #26
0
 private void Start()
 {
     FindObjectOfType <GunController>().OnGunChange += OnGunChange;
     muzzleFlash               = GetComponent <MuzzleFlash>();
     shotsRemainingInBurst     = burstCount;
     projectilesRemainingInMag = projectilesPerMag;
     magazinesRemaining        = startingMagAmount;
     previousMag               = magazinesRemaining;
 }
Пример #27
0
 protected virtual void Start()
 {
     muzzleFlash = GetComponent <MuzzleFlash>();
     if (transform.Find("MuzzleFlash") != null)
     {
         distToMuzzle = transform.Find("MuzzleFlash").localPosition.magnitude;
     }
     maxAmmo = totalAmmo;
 }
Пример #28
0
    private float nextPossibleShootTime; //для определения возможности произведения выстрела

    private void Start()
    {
        muzzleFlash         = GetComponent <MuzzleFlash>();
        secondsBetweenShots = 60 / rpm; //определние частоты выстрелов, конечное
        if (GetComponent <LineRenderer>())
        {
            tracer = GetComponent <LineRenderer>();
        }
    }
Пример #29
0
        public override void Init(ICEWorldBehaviour _component)
        {
            base.Init(_component);

            LaunchSound.Init(_component);
            Ammunition.Init(_component);
            MuzzleFlash.Init(_component);
            Recoil.Init(_component);
            Effect.Init(_component);
        }
Пример #30
0
    private WaitForSeconds shotDuration = new WaitForSeconds(0.07f); // WaitForSeconds object used by our ShotEffect coroutine, determines time laser line will remain visible
    //private AudioSource gunAudio;                                       // Reference to the audio source which will play our shooting sound effect                                   // Reference to the LineRenderer component which will display our laserline

    public void Initialize()
    {
        // Get and store a reference to our LineRenderer component
        laserLine = GetComponent <LineRenderer>();

        muzzleFlash = GetComponent <MuzzleFlash>();

        // Get and store a reference to our AudioSource component
        //gunAudio = GetComponent<AudioSource>();
    }
Пример #31
0
    void Start()
    {
        mFlash = GetComponent<MuzzleFlash>();
        mFlash.Reset();
        StartCoroutine(rocketSalvoRelease());
        shootableScript = GetComponent<Shootable>();
        wasHealth = startHealth = shootableScript.healthLimit;

        hardpointRef = missionTarget.GetComponentInChildren<HardPointCounter>();

        hardpointMax = hardpointRef.hardpointCount;
    }
Пример #32
0
 void Start()
 {
     muzzleFlash = GetComponent<MuzzleFlash>();
     shotsRemaingInBurst = burstCount;
 }
Пример #33
0
 public void Initialize(MuzzleFlash muzzlePrefab)
 {
     if (_muzzleInstance != null)
         Destroy(_muzzleInstance.gameObject);
     _muzzleInstance = Utility.InstantiateInParent(muzzlePrefab.gameObject, transform).GetComponent<MuzzleFlash>();
 }
 // Use this for initialization
 void Awake()
 {
     muzzleFlash = GetComponentInChildren<MuzzleFlash>();
 }
Пример #35
0
	void Start() {
		muzzleflash = GetComponent<MuzzleFlash> ();
	}
Пример #36
0
 void Start()
 {
     muzzleflash = GetComponent<MuzzleFlash> ();
     shotsRemainingInBurst = burstCount;
     projectilesRemainingInMag = projectilesPerMag;
 }
Пример #37
0
    //    [HideInInspector]
    //    public AmmoGUI gui;
    void Start()
    {
        muzzleflash = GetComponent<MuzzleFlash>();
        ammoVariables = GameObject.FindWithTag ("Player").GetComponent<AmmunitionVariables>();
        shotsRemainingInBurst = burstCount;
        //Restock();

        //		currentAmmoInMag = ammoPerMag;

        //		if (gui) {
        //			gui.SetAmmoInfo(totalAmmo, currentAmmoInMag);
        //		}

        SetAmmoVariables();
    }
Пример #38
0
    void Start()
    {
        rmData = GetComponent<RadarManager>();
        rocketHUD = GameObject.Find ("fake weapon hud").GetComponent<Image>();;
        rocketHUD.gameObject.SetActive(true);
        SpeedReadout = GameObject.Find("Speed");
        throttleReadout = GameObject.Find("Throttle");

        if(optionalDangerHeightReadout) {
            dangerBaseText = optionalDangerHeightReadout.text;
        }

        mFlash = GetComponent<MuzzleFlash>();
        mFlash.Reset();
        StartCoroutine(rocketSalvoRelease());
        shootableScript = GetComponent<Shootable>();
        wasHealth = startHealth = shootableScript.healthLimit;
        UI_ThrottleReadout = throttleReadout.GetComponent<UI_Speed> ();
        UI_SpeedReadout = SpeedReadout.GetComponent<UI_Speed> ();

        hardpointRef = missionTarget.GetComponentInChildren<HardPointCounter>();

        hardpointMax = hardpointRef.hardpointCount;
    }
Пример #39
0
    //    [HideInInspector]
    //    public AmmoGUI gui;
    void Start()
    {
        muzzleflash = GetComponent<MuzzleFlash>();
        ammoVariables = GameObject.FindGameObjectWithTag ("Player").GetComponent<AmmunitionVariables>();
        shotsRemainingInBurst = burstCount;
        alienScream = Resources.Load ("alien-scream") as AudioClip;
        ammoText = GameObject.FindGameObjectWithTag("AmmoText").GetComponent<Text>() as Text;
        //Restock();

        //		currentAmmoInMag = ammoPerMag;

        //		if (gui) {
        //			gui.SetAmmoInfo(totalAmmo, currentAmmoInMag);
        //		}

        if(gameObject.tag == "Revolver") {
            currentAmmo = ammoVariables.revolverCurrentAmmo;
            currentClip = ammoVariables.revolverCurrentClip;
            maxAmmo = ammoVariables.revolverMaxAmmo;
            maxClip = ammoVariables.revolverMaxClip;
        } else if(gameObject.tag == "Rifle") {
            currentAmmo = ammoVariables.rifleCurrentAmmo;
            currentClip = ammoVariables.rifleCurrentClip;
            maxAmmo = ammoVariables.rifleMaxAmmo;
            maxClip = ammoVariables.rifleMaxClip;
        } else if(gameObject.tag == "Shotgun") {
            currentAmmo = ammoVariables.shotgunCurrentAmmo;
            currentClip = ammoVariables.shotgunCurrentClip;
            maxAmmo = ammoVariables.shotgunMaxAmmo;
            maxClip = ammoVariables.shotgunMaxClip;
        }
    }
Пример #40
0
    // Use this for initialization
    void Start()
    {
        m_ObjectPool = FindObjectOfType<ObjectPool>();

        m_CharacterAnimator = transform.root.GetComponent<AnimatorHandler>().m_CharacterAnimator;

        m_RemainingShots = m_ClipSize;

        m_SprayOffset = Mathf.Sin(m_SprayAngle * Mathf.Deg2Rad);

        m_MuzzleFlash = GetComponentInChildren<MuzzleFlash>();

        StartVirtual ();
    }