Пример #1
0
 private void OnDisable()
 {
     m_parentBaseShot = null;
     m_transformCache.ResetPosition();
     m_transformCache.ResetRotation();
     shooting = false;
 }
Пример #2
0
    void DrawProperties()
    {
        UbhBaseShot obj = target as UbhBaseShot;

        EditorGUILayout.Space();

        EditorGUILayout.BeginHorizontal();
        if (GUILayout.Button("Start Shot"))
        {
            if (Application.isPlaying && obj.gameObject.activeInHierarchy)
            {
                obj.Shot();
            }
        }
        EditorGUILayout.EndHorizontal();

        if (obj.m_bulletPrefab == null)
        {
            Color guiColor = GUI.color;
            GUI.color = Color.yellow;

            EditorGUILayout.LabelField("*****WARNING*****");
            EditorGUILayout.LabelField("BulletPrefab has not been set!");

            GUI.color = guiColor;
        }

        EditorGUILayout.Space();

        DrawDefaultInspector();
    }
Пример #3
0
    /// <summary>
    /// Finished shot.
    /// </summary>
    protected void FinishedShot(UbhBaseShot shotPattern)
    {
        if (OnShotFinish != null)
        {
            OnShotFinish(shotPattern);
        }

        _Shooting = false;
    }
Пример #4
0
    /// <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();
    }
Пример #5
0
    /// <summary>
    /// Bullet Shot
    /// </summary>
    public void Shot(UbhBaseShot 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, UbhUtil.AXIS axisMove)
    {
        if (shooting)
        {
            return;
        }
        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_axisMove         = axisMove;

        if (m_axisMove == UbhUtil.AXIS.X_AND_Z)
        {
            // X and Z axis
            m_transformCache.SetEulerAnglesY(-m_angle);
        }
        else
        {
            // X and Y axis
            m_transformCache.SetEulerAnglesZ(m_angle);
        }

        m_selfFrameCnt  = 0f;
        m_selfTimeCount = 0f;
    }
Пример #6
0
    /// <summary>
    /// Bullet Shot
    /// </summary>
    public void Shot(UbhBaseShot 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,
                     UbhUtil.AXIS axisMove, bool inheritAngle)
    {
        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_baseAngle = 0f;
        if (inheritAngle && m_parentBaseShot.lockOnShot == false)
        {
            if (m_axisMove == UbhUtil.AXIS.X_AND_Z)
            {
                // X and Z axis
                m_baseAngle = m_parentBaseShot.shotCtrl.transform.eulerAngles.y;
            }
            else
            {
                // X and Y axis
                m_baseAngle = m_parentBaseShot.shotCtrl.transform.eulerAngles.z;
            }
        }

        if (m_axisMove == UbhUtil.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;
    }
Пример #7
0
 private void ShotDownAiming(UbhBaseShot baseShot)
 {
     m_aimingTargetCompo.m_aiming = false;
     Debug.Log(transform.parent.name);
 }
Пример #8
0
 private bool NotNull(UbhBaseShot shotComponent)
 {
     return(shotComponent != null);
 }