示例#1
0
    // Update is called once per frame
    void Update()
    {
        //Translate the projectile in the up direction cause bullet travels on  Y axis
        myTransform.Translate(Vector3.up * bulletSpeed * Time.deltaTime);

        // TODO: ADd particle effects here
        particleemitter.minSize = .1f;
        particleemitter.minSize = .4f;


        // if the ray hits something then execute this code.

        if (Physics.Raycast(myTransform.position, myTransform.up, out hit, range, layerMask) &&
            alreadyhitsomething == false)
        {
            particleAnimator.force = particleForce;

            if (hit.transform.tag == "enemy1" && isbullet1)
            {
                /* // Dynamically create a fixedjoint to stick bullets to the enemy
                 * var joint = myTransform.gameObject.AddComponent<FixedJoint>();
                 * joint.connectedBody = hit.transform.rigidbody;
                 * projectileSpeed = 0;    this fails.
                 */
                alreadyhitsomething = true;
                bulletSpeed         = 0;
                // myTransform.collider.enabled = false;
                myTransform.collider.isTrigger = true;
                // myTransform.parent = hit.transform.gameObject.transform;
                myTransform.parent = hit.transform;


                // bacteria takes damage
                aibacteria = hit.collider.gameObject.GetComponent <AiBacteria>();
                aibacteria.takeDamage();   // bacteria takes damage

                Debug.Log("enemy(bacteria) is hit");
            }
            else if (hit.transform.tag == "enemy2" && isbullet2)
            {
                alreadyhitsomething            = true;
                bulletSpeed                    = 0;
                myTransform.collider.isTrigger = true;
                myTransform.parent             = hit.transform;

                // bacteria takes damage
                AiBacteria aibacteria = hit.collider.gameObject.GetComponent <AiBacteria>();
                aibacteria.takeDamage(); // bacteria takes damage
                Debug.Log("enemy(bacteria) is hit");

                if (aibacteria.alreadydead)
                {
                    // particleemitter.minSize = .4f;
                    // particleemitter.minSize = .8f;
                    particleAnimator.force = new Vector3(0, 5, 0);
                    Instantiate(bulletexplosion, hit.point, Quaternion.identity);
                }
            }
            else if (hit.transform.tag == "enemy4" && isbullet3)
            {
                alreadyhitsomething            = true;
                bulletSpeed                    = 0;
                myTransform.collider.isTrigger = true;
                myTransform.parent             = hit.transform;

                // bacteria takes damage
                AiBacteria aibacteria = hit.collider.gameObject.GetComponent <AiBacteria>();
                aibacteria.takeDamage(); // bacteria takes damage
                Debug.Log("enemy(bacteria) is hit");

                if (aibacteria.alreadydead)
                {
                    // particleemitter.minSize = .4f;
                    // particleemitter.minSize = .8f;
                    particleAnimator.force = new Vector3(0, 5, 0);
                    Instantiate(bulletexplosion, hit.point, Quaternion.identity);
                }
            }


            else
            {
                Instantiate(bulletexplosion, hit.point, Quaternion.identity);
                // TODO: Add particle effects here
                Destroy(myTransform.gameObject);
            }
        }
    }
示例#2
0
    // Update is called once per frame
    void Update()
    {
        //Translate the projectile in the up direction cause bullet travels on  Y axis
        myTransform.Translate(Vector3.up * bulletSpeed * Time.deltaTime);

        // TODO: ADd particle effects here
        particleemitter.minSize = .1f;
        particleemitter.minSize = .4f;

        // if the ray hits something then execute this code.

        if (Physics.Raycast(myTransform.position, myTransform.up, out hit, range, layerMask) &&
            alreadyhitsomething == false)
        {
            particleAnimator.force = particleForce;

            if (hit.transform.tag == "enemy1" && isbullet1)
            {
                /* // Dynamically create a fixedjoint to stick bullets to the enemy
                 var joint = myTransform.gameObject.AddComponent<FixedJoint>();
                 joint.connectedBody = hit.transform.rigidbody;
                 projectileSpeed = 0;    this fails.
                 */
                alreadyhitsomething = true;
                bulletSpeed = 0;
               // myTransform.collider.enabled = false;
                myTransform.collider.isTrigger = true;
                   // myTransform.parent = hit.transform.gameObject.transform;
                myTransform.parent = hit.transform;

                // bacteria takes damage
              aibacteria = hit.collider.gameObject.GetComponent<AiBacteria>();
                  aibacteria.takeDamage(); // bacteria takes damage

                   Debug.Log("enemy(bacteria) is hit");

            }
            else if (hit.transform.tag == "enemy2" && isbullet2)
            {

                alreadyhitsomething = true;
                bulletSpeed = 0;
                myTransform.collider.isTrigger = true;
                myTransform.parent = hit.transform;

                // bacteria takes damage
                AiBacteria aibacteria = hit.collider.gameObject.GetComponent<AiBacteria>();
                aibacteria.takeDamage(); // bacteria takes damage
                Debug.Log("enemy(bacteria) is hit");

                if (aibacteria.alreadydead)
                {
                    // particleemitter.minSize = .4f;
                    // particleemitter.minSize = .8f;
                    particleAnimator.force = new Vector3(0, 5, 0);
                    Instantiate(bulletexplosion, hit.point, Quaternion.identity);
                }

            }
            else if (hit.transform.tag == "enemy4" && isbullet3)
            {

                alreadyhitsomething = true;
                bulletSpeed = 0;
                myTransform.collider.isTrigger = true;
                myTransform.parent = hit.transform;

                // bacteria takes damage
                AiBacteria aibacteria = hit.collider.gameObject.GetComponent<AiBacteria>();
                aibacteria.takeDamage(); // bacteria takes damage
                Debug.Log("enemy(bacteria) is hit");

                if (aibacteria.alreadydead)
                {
                    // particleemitter.minSize = .4f;
                    // particleemitter.minSize = .8f;
                    particleAnimator.force = new Vector3(0, 5, 0);
                    Instantiate(bulletexplosion, hit.point, Quaternion.identity);
                }
            }

            else
            {

                Instantiate(bulletexplosion,hit.point, Quaternion.identity);
                // TODO: Add particle effects here
                Destroy(myTransform.gameObject);
            }

        }
    }