public override IEnumerator LaunchAction1() { m_sTransforms.Weapon.root.networkView.RPC("Action1", RPCMode.All); HitDamageInfo Attack = AeRaycasts.ShootingRaycast(m_sTransforms.WeaponSpawnPoint, Vector3.forward, m_sStats.Range, m_sStats.Force, (int)m_sStats.WeaponDamage, WeaponID); AeCore.m_pCoreGame.MyStats.PlayerComponents.m_pHud.AddKnockBack(); m_sTransforms.Weapon.Translate(new Vector3(0, 0.001f, 0.015f)); if (Attack.isEnnemy) { AeCore.m_pCoreGame.m_pNetworkHandler.ServerInformations.GetCurrentMode().SendAttack(Attack); } yield return(null); }
public override IEnumerator LaunchAction1() { m_sTransforms.Weapon.root.networkView.RPC("Action1", RPCMode.All); yield return(new WaitForSeconds(0.2f)); HitDamageInfo Attack = AeRaycasts.ShootingRaycast(m_sTransforms.WeaponSpawnPoint, Vector3.forward, m_sStats.Range, m_sStats.Force, (int)m_sStats.WeaponDamage, WeaponID); if (Attack.isEnnemy) { AeCore.m_pCoreGame.m_pNetworkHandler.ServerInformations.GetCurrentMode().SendAttack(Attack); } yield return(null); }
public override IEnumerator DoAction1CallBack() { hasAttack = true; m_sTransforms.componentsManager.m_pAnimator.PlayAction1(); m_sTransforms.Sounds.SoundAction1.Play(); yield return(new WaitForSeconds(0.2f)); HitDamageInfo HitInfo = AeRaycasts.ShootingRaycast(m_sTransforms.WeaponSpawnPoint, Vector3.forward, m_sStats.Range, m_sStats.Force, (int)m_sStats.WeaponDamage, WeaponID); if (HitInfo.isEnnemy || HitInfo.damageLocation == "PlayerRag" || HitInfo.damageLocation == "Player") { GameObject Impact = MonoBehaviour.Instantiate(m_sTransforms.Particles.Blood, HitInfo.hit.point + (HitInfo.hit.normal * 0.01f), Quaternion.LookRotation(HitInfo.hit.normal)) as GameObject; MonoBehaviour.Destroy(Impact, 2.0f); } else if (HitInfo.damageLocation == "Untagged") { GameObject Impact = MonoBehaviour.Instantiate(m_sTransforms.Particles.Concrete, HitInfo.hit.point + (HitInfo.hit.normal * 0.01f), Quaternion.LookRotation(HitInfo.hit.normal)) as GameObject; Impact.transform.GetChild(1).gameObject.SetActive(false); MonoBehaviour.Destroy(Impact, 2.0f); } else if (HitInfo.damageLocation == "Wood") { GameObject Impact = MonoBehaviour.Instantiate(m_sTransforms.Particles.Wood, HitInfo.hit.point + (HitInfo.hit.normal * 0.01f), Quaternion.LookRotation(HitInfo.hit.normal)) as GameObject; Impact.transform.GetChild(1).gameObject.SetActive(false); MonoBehaviour.Destroy(Impact, 2.0f); } else if (HitInfo.damageLocation == "Metal") { GameObject Impact = MonoBehaviour.Instantiate(m_sTransforms.Particles.Metal, HitInfo.hit.point + (HitInfo.hit.normal * 0.01f), Quaternion.LookRotation(HitInfo.hit.normal)) as GameObject; Impact.transform.GetChild(1).gameObject.SetActive(false); MonoBehaviour.Destroy(Impact, 2.0f); } else if (HitInfo.damageLocation == "WeaponsParry") { GameObject Impact = MonoBehaviour.Instantiate(m_sTransforms.Particles.Metal, HitInfo.hit.point + (HitInfo.hit.normal * 0.01f), Quaternion.LookRotation(HitInfo.hit.normal)) as GameObject; Impact.transform.GetChild(1).gameObject.SetActive(false); MonoBehaviour.Destroy(Impact, 2.0f); } yield return(new WaitForSeconds(m_sStats.FireRate)); hasAttack = false; }
public override IEnumerator DoAction1CallBack() { ammoLeft--; HitDamageInfo HitInfo = AeRaycasts.ShootingRaycast(m_sTransforms.WeaponSpawnPoint, Vector3.forward, m_sStats.Range, m_sStats.Force, (int)m_sStats.WeaponDamage, WeaponID); DoRecoil(); GameObject TrailBull = MonoBehaviour.Instantiate(Trailbullet, MuzzleFlash.position, MuzzleFlash.rotation) as GameObject; m_sTransforms.Sounds.SoundAction1.Play(); MonoBehaviour.Destroy(TrailBull, 3.0f); if (HitInfo.physicsFailed) { Vector3 forward = m_sTransforms.WeaponSpawnPoint.TransformDirection(Vector3.forward); TrailBull.transform.LookAt((m_sTransforms.WeaponSpawnPoint.position + (forward * m_sStats.Range))); } else { TrailBull.transform.LookAt(HitInfo.hit.point); } if (HitInfo.isEnnemy || HitInfo.damageLocation == "PlayerRag" || HitInfo.damageLocation == "Player") { if (HitInfo.isEnnemy) { if (AeTools.damageLocationToInt(HitInfo.damageLocation) != -1) { AeTools.CreateParticle(m_sTransforms.Particles.Blood, HitInfo, true); } else { AeTools.CreateParticle(m_sTransforms.Particles.Metal, HitInfo, false); } } else { AeTools.CreateParticle(m_sTransforms.Particles.Blood, HitInfo, true); } } else if (HitInfo.damageLocation == "Untagged") { AeTools.CreateParticle(m_sTransforms.Particles.Concrete, HitInfo, true); } else if (HitInfo.damageLocation == "Wood") { AeTools.CreateParticle(m_sTransforms.Particles.Wood, HitInfo, true); } else if (HitInfo.damageLocation == "Metal") { AeTools.CreateParticle(m_sTransforms.Particles.Metal, HitInfo, true); } MuzzleFlash.localRotation = Quaternion.AngleAxis(Random.Range(0, 359), Vector3.forward); LightIndex++; if (LightIndex > m_sTransforms.Lights.Count - 1) { LightIndex = 0; } hasShot = true; m_sTransforms.Lights[LightIndex].gameObject.SetActive(true); MuzzleFlash.gameObject.SetActive(true); yield return(new WaitForSeconds(0.05f)); m_sTransforms.Lights[LightIndex].gameObject.SetActive(false); MuzzleFlash.gameObject.SetActive(false); yield return(new WaitForSeconds(m_sStats.FireRate - 0.05f)); hasShot = false; }
public override IEnumerator ActionCallBack() { HitDamageInfo info = AeRaycasts.ShootingRaycast(SpawnPoint, Vector3.forward, Range, Force, Damage, m_iItemID); if (info.physicsFailed) { Vector3 point = SpawnPoint.position + SpawnPoint.TransformDirection(Vector3.forward) * Range; info.hit.point = point; info.hit.normal = point; } float distance = Mathf.Round(Vector3.Distance(SpawnPointGraphic.transform.position, info.hit.point) * 2.0f); int vertexs = (int)(distance / sizeByVertex); vertexs += 1; float timeWait = ((distance / sizeByVertex) * timeBetweenVertex); canFire = false; if (componentsManager.m_pNetworkCaller.networkView.isMine) { Beams[0].parent.collider.enabled = true; } componentsManager.m_pWeaponHandler.StartCoroutine(GenerateNormalVertex(vertexs, info.hit.point)); for (int i = 1; i < Beams.Count; i++) { componentsManager.m_pWeaponHandler.StartCoroutine(GenerateSinusoidalVertex(i, vertexs, info.hit.point)); } float t = 0.0f; while (t < timeWait) { for (int j = 0; j < Beams.Count; j++) { Beams[j].Rotate(); } t += Time.deltaTime; yield return(null); } DoExplosion(AeTools.CreateParticle(ParticleOnHit, info, true, info.physicsFailed == false ? 0.4f : 0.0f)); float t2 = 0.0f; while (t2 < ShowTime) { for (int j = 0; j < Beams.Count; j++) { Beams[j].Rotate(); } t2 += Time.deltaTime; yield return(null); } Beams[0].parent.collider.enabled = false; resetBeams(); yield return(new WaitForSeconds(Cooldown)); canFire = true; }