Пример #1
0
        private void FireGun()
        {
            // Play muzzle flash particle effect
            if (muzzleFlash != null)
            {
                muzzleFlash.Emit(1);
            }

            // Turn on muzzle flash point light
            if (muzzleLight != null && !muzzleLight.enabled)
            {
                muzzleLight.enabled = true;
                Invoke("DisableMuzzleLight", 0.1f);
            }

            WeaponHelper.Launch(bulletPrefab, gunTransform, 0f, false); // Launch bullet

            lastShotTime = Time.time;
        }
Пример #2
0
        private void Update()
        {
            if (nukeTimer > 0f)
            {
                nukeTimer -= Time.deltaTime;
            }
            if (nukeTimer < 0f)
            {
                nukeTimer = 0f;
            }
            if (rocketTimer > 0f)
            {
                rocketTimer -= Time.deltaTime;
            }
            if (rocketTimer <= 0f)
            {
                if (launcherRocket != null)
                {
                    launcherRocket.SetActive(true);
                }
                rocketTimer = 0f;
            }

            if (Input.GetButtonDown("Fire1"))
            {
                //Cursor.lockState = CursorLockMode.Locked;

                switch (SelectedWeapon)
                {
                case WeaponType.Cannonball:
                    if (cannonFire != null)
                    {
                        cannonFire.GetComponent <ParticleSystem>().Clear(true);
                        cannonFire.Play(true);
                    }
                    WeaponHelper.Launch(cannonballPrefab, cannonTransform, startDistance, cannonballVelocity, true);
                    break;

                case WeaponType.Rocket:
                    if (rocketTimer <= 0f)
                    {
                        if (launcherRocket != null)
                        {
                            launcherRocket.SetActive(false);
                        }
                        if (rocketFire != null)
                        {
                            rocketFire.GetComponent <ParticleSystem>().Clear(true);
                            rocketFire.Play(true);
                        }
                        WeaponHelper.Launch(rocketPrefab, rocketTransform, startDistance + .1f, 6f, false);
                        RocketLoading rocketLoading = launcherRocket.GetComponentInChildren <RocketLoading>();
                        if (rocketLoading != null)
                        {
                            rocketLoading.isLoaded = false;
                        }

                        rocketTimer = 1f;     // one rocket every X seconds.
                    }
                    break;

                case WeaponType.Nuke:     // Nuclear Blast and Rolling Shockwave Damage
                    if (nukeTimer <= 0f)
                    {
                        FadeIn flashEffect = gameObject.AddComponent <FadeIn>();
                        flashEffect.startColor = Color.white;
                        flashEffect.fadeLength = 5f;

                        // position the nuke 2500m in front of where the player is facing.
                        Transform player         = GameObject.FindGameObjectWithTag("Player").transform;
                        Vector3   nukeForwardPos = player.position + player.forward * nukeDistance;
                        Vector3   nukePos        = new Vector3(nukeForwardPos.x, 0f, nukeForwardPos.z);
                        if (groundChurnPrefab != null)
                        {
                            GameObject groundChurn  = Instantiate(groundChurnPrefab, nukePos, Quaternion.identity) as GameObject;
                            Follow     followScript = groundChurn.AddComponent <Follow>();
                            followScript.isPositionFixed   = true;
                            followScript.objectToFollow    = player;
                            followScript.facingDirection   = FacingDirection.FixedPosition;
                            followScript.fixedFromPosition = nukePos;
                            followScript.fixedDistance     = groundChurnDistance;
                        }
                        GameObject nuke = Instantiate(nukePrefab, nukePos, Quaternion.Euler(Vector3.zero)) as GameObject;
                        nuke.transform.LookAt(player);

                        // Configure Wind Zone
                        if (windZone != null)
                        {
                            windZone.transform.position = nukeForwardPos;
                            windZone.transform.LookAt(player);
                            Invoke("EnableWindZone", 5f);
                            DisableAfter disableAfter = windZone.GetComponent <DisableAfter>() ?? windZone.AddComponent <DisableAfter>();
                            disableAfter.seconds      = 25f;
                            disableAfter.removeScript = true;
                        }

                        // Configure Dust Wall
                        if (dustWallPrefab != null)
                        {
                            GameObject dustWall = Instantiate(dustWallPrefab, nukeForwardPos, Quaternion.Euler(Vector3.zero)) as GameObject;
                            dustWall.transform.LookAt(player);
                            dustWall.transform.position += (dustWall.transform.forward * dustWallDistance);
                            dustWall.GetComponent <Rigidbody>().AddForce(dustWall.transform.forward * shockwaveSpeed, ForceMode.Force);
                            DustWall dwScript = dustWall.GetComponent <DustWall>();
                            dwScript.fixedFromPosition = nukePos;
                        }

                        // Configure Shock Wall
                        if (shockWallPrefab != null)
                        {
                            GameObject shockWall = Instantiate(shockWallPrefab, nukeForwardPos, Quaternion.Euler(Vector3.zero)) as GameObject;
                            shockWall.transform.LookAt(player);
                            shockWall.GetComponent <Rigidbody>().AddForce(shockWall.transform.forward * shockwaveSpeed, ForceMode.Force);
                            ShockWall swScript = shockWall.GetComponent <ShockWall>();
                            swScript.origin = nukePos;
                        }

                        Invoke("BroadcastNukeStart", 0.1f);

                        Invoke("BroadcastNukeEnd", 25f);

                        nukeTimer = 30f;     // only one nuke every x seconds.
                    }
                    break;

                case WeaponType.Gun:
                    FireGun();
                    break;

                case WeaponType.Melee:
                    if (Time.time >= (lastMeleeTime + meleeAttackDelay))
                    {
                        MeleeAttack();
                    }
                    break;

                case WeaponType.RepairWrench:
                    if (Time.time >= (lastMeleeTime + meleeAttackDelay))
                    {
                        RepairByHand();
                    }
                    break;
                }
            }

            // Continuous fire from holding the button down
            if (Input.GetButton("Fire1") && SelectedWeapon == WeaponType.Gun && Time.time >= (lastShotTime + timeBetweenShots))
            {
                FireGun();
            }

            // Continuous melee attack from holding the button down (useful for chopping trees in an MMO/survival game)
            if (Input.GetButton("Fire1") && SelectedWeapon == WeaponType.Melee && Time.time >= (lastMeleeTime + meleeAttackDelay))
            {
                MeleeAttack();
            }

            // Repair continuously while holding the Fire1 button down.
            if (Input.GetButton("Fire1") && SelectedWeapon == WeaponType.RepairWrench && Time.time >= (lastMeleeTime + meleeAttackDelay))
            {
                RepairByHand();
            }

            // Time Slow
            if (Input.GetKeyUp("t"))
            {
                timeSlowed = !timeSlowed;
                SetTimeScale();
            }

            // Time Stop
            if (Input.GetKeyUp("y"))
            {
                timeStopped = !timeStopped;
                SetTimeScale();
            }

            /* DISABLING RIGIDBODY INTERPOLATION TEMPORARILY DUE TO AN ONGOING UNITY BUG:
             * https://issuetracker.unity3d.com/issues/in-order-to-call-gettransforminfoexpectuptodate-dot-dot-dot-error-message-appears-while-using-rigidbody-interpolate-slash-extrapolate
             *
             * // Do this every frame for rigidbodies that enter the scene, so they have smooth frame interpolation.
             * // TODO: can probably run this more efficiently at a set rate, like a few times per second - not every frame.
             * if (timeSlowed)
             * {
             *  foreach (GameObject go in FindObjectsOfType(typeof(GameObject)))
             *  {
             *      foreach (Rigidbody rb in go.GetComponentsInChildren<Rigidbody>())
             *          rb.interpolation = RigidbodyInterpolation.Interpolate;
             *  }
             * }
             */

            // Reset the scene
            if (Input.GetKey("r"))
            {
                TreeManager treeManager = TreeManager.Instance;
                if (treeManager != null)
                {
                    //TODO: Black out the main camera first. You can see trees insta-respawn when restored, and it looks weird.
                    treeManager.RestoreTrees();
                }

                SceneManager.LoadScene(SceneManager.GetActiveScene().name);
            }

            if (Input.GetKeyUp("q"))
            {
                SelectedWeapon = WeaponHelper.GetPrevious(SelectedWeapon);
                PlayerPrefs.SetInt("SelectedWeapon", (int)SelectedWeapon);
                SetActiveWeapon();
            }
            if (Input.GetKeyUp("e"))
            {
                SelectedWeapon = WeaponHelper.GetNext(SelectedWeapon);
                PlayerPrefs.SetInt("SelectedWeapon", (int)SelectedWeapon);
                SetActiveWeapon();
            }
            if (Input.GetKeyUp("o"))
            {
                if (playerPrefShowReticle == -1)
                {
                    playerPrefShowReticle = 0;
                }
                else
                {
                    playerPrefShowReticle = -1;
                }

                PlayerPrefs.SetInt("ShowReticle", playerPrefShowReticle);
            }
            if (Input.GetKeyUp("h"))
            {
                if (playerPrefShowHud == -1)
                {
                    playerPrefShowHud = 0;
                }
                else
                {
                    playerPrefShowHud = -1;
                }

                PlayerPrefs.SetInt("ShowHud", playerPrefShowHud);
            }

            if (Input.GetKeyUp("m"))
            {
                Cursor.lockState = CursorLockMode.None;
                Cursor.visible   = true;

                // Always restore trees before changing scenes so you don't lose terrain tree data in the Unity editor.
                TreeManager treeManager = TreeManager.Instance;
                if (treeManager != null)
                {
                    treeManager.RestoreTrees();
                }

                SceneManager.LoadScene("Choose Demo");
            }

            float scrollWheel = Input.GetAxis("Mouse ScrollWheel");

            if (scrollWheel > 0f) // scroll up
            {
                SelectedWeapon = WeaponHelper.GetNext(SelectedWeapon);
                PlayerPrefs.SetInt("SelectedWeapon", (int)SelectedWeapon);
                SetActiveWeapon();
            }
            if (scrollWheel < 0f) // scroll down
            {
                SelectedWeapon = WeaponHelper.GetPrevious(SelectedWeapon);
                PlayerPrefs.SetInt("SelectedWeapon", (int)SelectedWeapon);
                SetActiveWeapon();
            }
        }