示例#1
0
    private void Hit()
    {
        float random_accu_min = -theCrosshair.GetAccuracy() - currentGun.accuracy;
        float random_accu_max = theCrosshair.GetAccuracy() + currentGun.accuracy;

        if (Physics.Raycast(theCam.transform.position, theCam.transform.forward + new Vector3(Random.Range(random_accu_min, random_accu_max), Random.Range(random_accu_min, random_accu_max), Random.Range(random_accu_min, random_accu_max)), out hitInfo, currentGun.range))
        {
            GameObject clone = Instantiate(hit_effect_prefab, hitInfo.point, Quaternion.LookRotation(hitInfo.normal));
            Destroy(clone, 2.0f);
        }
    }
示例#2
0
 private void Hit()
 {
     if (Physics.Raycast(theCam.transform.position, theCam.transform.forward +
                         new Vector3(Random.Range(-theCrosshair.GetAccuracy() - currentGun.accuracy, theCrosshair.GetAccuracy() + currentGun.accuracy),
                                     Random.Range(-theCrosshair.GetAccuracy() - currentGun.accuracy, theCrosshair.GetAccuracy() + currentGun.accuracy),
                                     0)
                         , out hitInfo, currentGun.range, layerMask))
     {
         GameObject clone = Instantiate(hit_effect_prefab, hitInfo.point, Quaternion.LookRotation(hitInfo.normal));
         Destroy(clone, 2f);
     }
 }
 private void Hit()
 {
     if (Physics.Raycast(theCam.transform.position, theCam.transform.forward +                                                                          //전방에 더함
                         new Vector3(Random.Range(-theCrosshair.GetAccuracy() - currentGun.accuracy, theCrosshair.GetAccuracy() + currentGun.accuracy), //상하좌우로 범위만큼 랜덤한 값을
                                     Random.Range(-theCrosshair.GetAccuracy() - currentGun.accuracy, theCrosshair.GetAccuracy() + currentGun.accuracy),
                                     0),
                         out hitInfo, currentGun.range, layerMask))//이번엔 position -> local로하면 어느 위치에 있던 항상 같은 좌표 값을 주기 때문, layerMask 추가
     {
         //hitino.point는 실제 좌표를 반환, LootRotation은 바라보는 방향, normal은 충돌한 곳의 표면을 반환함, 표면의 방향으로 나옴
         GameObject clone = Instantiate(hit_effect_prefab, hitInfo.point, Quaternion.LookRotation(hitInfo.normal));
         Destroy(clone, 2f);//프리펩이 계속 쌓이게 되어 삭제
     }
 }
    private void Hit()
    {
        if (Physics.Raycast(theCam.transform.position, theCam.transform.forward +
                            new Vector3(Random.Range(-theCrosshair.GetAccuracy() - currentGun.accuracy, theCrosshair.GetAccuracy() + currentGun.accuracy), // random : min-max by accuracy
                                        Random.Range(-theCrosshair.GetAccuracy() - currentGun.accuracy, theCrosshair.GetAccuracy() + currentGun.accuracy),
                                        0)
                            , out hitInfo, currentGun.range))
        {
            //point : coordinates ,normal : surface the ray hit
            GameObject clone = Instantiate(hit_effect_prefab, hitInfo.point, Quaternion.LookRotation(hitInfo.normal));

            Destroy(clone, 2.0f);
        }
    }
示例#5
0
 // 쏘는 족족 맞게 하기
 private void Hit()
 {
     // 충돌 검사
     if (Physics.Raycast(theCam.transform.position, theCam.transform.forward +
                         new Vector3(Random.Range(-theCrosshair.GetAccuracy() - currentGun.accuracy, theCrosshair.GetAccuracy() + currentGun.accuracy),
                                     Random.Range(-theCrosshair.GetAccuracy() - currentGun.accuracy, theCrosshair.GetAccuracy() + currentGun.accuracy),
                                     0)      // 카메라 현재 위치에서 직진으로 쏘는데 랜덤을 더해서 쏜다
                         , out hitInfo, currentGun.range))
     {
         // point -> 충돌한 곳의 실제 좌표를 반환, normal -> 충돌한 객체의 표면을 반환
         // 반환되는 타입 모를 때 var 사용 가능
         GameObject clone = Instantiate(hit_effect_prefab, hitInfo.point, Quaternion.LookRotation(hitInfo.normal));
         Destroy(clone, 2f);
     }
 }
示例#6
0
    private bool HitCheck()
    {
        // 충돌한게 있다면
        if (Physics.Raycast(transform.position, transform.forward +
                            new Vector3(Random.Range(-theCrosshair.GetAccuracy() - theGun.accuracy, theCrosshair.GetAccuracy() + theGun.accuracy),
                                        Random.Range(-theCrosshair.GetAccuracy() - theGun.accuracy, theCrosshair.GetAccuracy() + theGun.accuracy),
                                        0)
                            , out hitInfo, theGun.attackRange))
        {
            var clone = Instantiate(hit_effect, hitInfo.point, Quaternion.LookRotation(hitInfo.normal)); // 이펙트 표시
            Destroy(clone, 2f);
            return(true);
        }

        return(false);
    }
    private void Hit()
    {
        if (Physics.Raycast(theCam.transform.position, theCam.transform.forward +
                            new Vector3(Random.Range(-theCrosshair.GetAccuracy() - currentGun.accuracy, theCrosshair.GetAccuracy() + currentGun.accuracy),
                                        Random.Range(-theCrosshair.GetAccuracy() - currentGun.accuracy, theCrosshair.GetAccuracy() + currentGun.accuracy),
                                        0) //쏘는방향에 랜덤값(정확도에 영향을 받음)을 더해서 정확도를 좀더 사실적으로 구현
                            , out hitInfo, currentGun.range, layerMask))
        {
            GameObject clone = Instantiate(hitEffectPrefab, hitInfo.point, Quaternion.LookRotation(hitInfo.normal)); //총알이맞은 바로 그지점에서 충돌한 개체의 노말(위)방향으로 생성
            Destroy(clone, 2f);                                                                                      //생성된 이펙트를 2초후 제거하여 메모리 확보

            //동물일경우
            if (hitInfo.transform.tag == "NPC")
            {
                //동물에게 일정데미지 입힘
                //hitInfo.transform.GetComponent<Rhino>().Damage(currentCloseWeapon.damage,transform.position); //도끼의 데미지와 도끼의 현재위치를 넘겨줌
                SoundManager.instance.PlaySE("Animal_Hit");
                hitInfo.transform.GetComponent <Rhino>().Damage(1, transform.position); //실험용 데미지1
            }
        }
    }