示例#1
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 public void RemoveBullet(IBullet deadBullet)
 {
     if (deadBullet is Mover myMover)
     {
         myMover.Used = false;
     }
 }
示例#2
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 public Gun(float attack, float fireRate, float fireRange, IBullet bullet) : base(attack, fireRate, fireRange)
 {
     currentTime = fireRate;
     SetBullet(bullet);
     SetRemianBullet(maxBullet);
     SetReLoadingTime(0.5f);
 }
示例#3
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文件: Throw.cs 项目: Rogachev99/PUBG
        private void Handler_MakeShot(IMessage msg)
        {
            SolidBody BodyHolder = (Parent as Weapon).Owner?.Components?.GetComponent <SolidBody>();

            if (BodyHolder == null)
            {
                return;
            }
            //получаем гранату
            IBullet grenadeBullet = magazin.GetBullet();

            if (grenadeBullet == null)
            {
                return;
            }

            //получаем позицию игрока
            Vec2 position = (Vec2)BodyHolder.Body?.GetPosition();
            //определяем импульс
            float dX = msg.Location.X - position.X;
            float dY = (msg.Location.Y - position.Y);

            //нельзя бросить дальше дальности броска
            if (System.Math.Sqrt(dX * dX + dY * dY) > strength)
            {
                return;
            }
            Vec2 impulse = new Vec2(dX, dY);

            //создаем объект гранаты
            var grenade = BuilderGameObject.CreateGrenade(Parent.Model,
                                                          (Parent as Weapon).Owner.Components.GetComponent <SolidBody>().Shape.Location, impulse, grenadeBullet);
        }
示例#4
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        public void Start()
        {
            debugInput.Initialize();
            testStage = new TestStage(levelData);

            bulletFactory = new BulletFactory(originalBullet, levelData);

            // プレイヤー
            playerModel = new PlayerModel(testStage.LevelData, testStage);
            playerPresenter.Initialize(playerModel, debugInput, testStage);
            playerModel.OnAttackObservable.Subscribe(attacker => {
                // 弾生成
                if (playerBullet == null)
                {
                    playerBullet = bulletFactory.CreateBullet(attacker);

                    playerBullet.OnDestroy.Subscribe(_ => {
                        playerBullet = null;
                    }).AddTo(this);
                }
            }).AddTo(this);

            // 敵
            enemyArmy = new EnemyArmy(testStage);
        }
示例#5
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    IEnumerator ZZShotgun()
    {
        for (int i = 0; i >= 0; i++)
        {
            Vector3 vec = new Vector3(0, 0, 1);
            int     tj  = Random.Range(-8, 20);
            for (int j = -8; j < 28; j++)
            {
                GameObject bullet;

                if (i % 2 == 1)
                {
                    bullet = BulletUtil.LoadBullet("红边圆");
                }
                else
                {
                    bullet = BulletUtil.LoadBullet("蓝边圆");
                }



                bullet.transform.position = shooter.GetPos();

                bullet.transform.forward = Quaternion.AngleAxis(10 * j, Vector3.up) * vec;
                IBullet bulletInfo = bullet.GetComponent <IBullet>();
                bulletInfo.shooter = shooter;
                bulletInfo.speed   = 1.0f;
                bulletInfo.Fire();
            }

            Vector3 flowerVec = new Vector3(0, 0, 1);
            flowerVec = Quaternion.AngleAxis(Random.Range(0, 36) * 10, Vector3.up) * vec;
            for (int j = 0; j < 7; j++)
            {
                GameObject bullet;

                if (i % 2 == 1)
                {
                    bullet = BulletUtil.LoadBullet("红花");
                }
                else
                {
                    bullet = BulletUtil.LoadBullet("蓝花");
                }



                bullet.transform.position = shooter.GetPos() + new Vector3(0, 0.3f, 0);;

                bullet.transform.forward = Quaternion.AngleAxis(10 * j, Vector3.up) * flowerVec;
                IBullet bulletInfo = bullet.GetComponent <IBullet>();

                bulletInfo.shooter = shooter;

                bulletInfo.speed = 1.0f;
                bulletInfo.Fire();
            }
            yield return(new WaitForSeconds(3.5f));
        }
    }
示例#6
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    IEnumerator ZZShotgun()
    {
        Vector3 vec = GetVec();

        for (int i = -9; i < 36; i++)
        {
            GameObject bullet = BulletUtil.LoadBullet(shooter.GetBulletName());

            bullet.transform.position = shooter.GetPos();

            bullet.transform.forward = Quaternion.AngleAxis(20 * i, Vector3.up) * vec;
            IBullet bulletInfo = bullet.GetComponent <IBullet>();
            bulletInfo.shooter = shooter;
            bulletInfo.speed   = 5;
            bulletInfo.delay   = 0;

            bulletInfo.Fire();

            GameObject bullet2 = BulletUtil.LoadBullet(shooter.GetBulletName());

            bullet2.transform.position = shooter.GetPos();

            bullet2.transform.forward = Quaternion.AngleAxis(20 * i, Vector3.down) * vec;
            IBullet bulletInfo2 = bullet2.GetComponent <IBullet>();
            bulletInfo2.shooter = shooter;
            bulletInfo2.speed   = 5;
            bulletInfo2.delay   = 0;

            bulletInfo2.Fire();
            yield return(new WaitForSeconds(0.1f));
        }
    }
示例#7
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    public override bool OnHit(IBullet bullet)
    {
        if (brickState != BrickState.Full || bullet.CanDestroyConcrete)
        {
            DieBy(bullet);
        }
        else
        {
            switch (bullet.Direction)
            {
            case Direction.Down:
                SetBrickState(BrickState.Bottom);
                break;

            case Direction.Up:
                SetBrickState(BrickState.Top);
                break;

            case Direction.Left:
                SetBrickState(BrickState.Left);
                break;

            case Direction.Right:
                SetBrickState(BrickState.Right);
                break;
            }

            if (bullet.Group == GroupType.Players)
            {
                AudioManager.s_Instance.PlayFxClip(AudioManager.AudioClipType.TargetHit);
            }
        }

        return(true);
    }
        public void OnBulletCollision(object sender, BulletCollisionEventArgs args)
        {
            IBullet bullet = args.Bullet;

            bullet.Clear();
            bullets.Remove(bullet);
        }
示例#9
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    private IEnumerator FireCoroutine(Transform target, GameObject bulletPrefab)
    {
        if (target != null && bulletPrefab != null)
        {
            if (anim != null && anim.runtimeAnimatorController != null)
            {
                foreach (AnimationClip clip in anim.runtimeAnimatorController.animationClips)
                {
                    if (clip.name == "Attack")
                    {
                        anim.SetTrigger("attack");
                        break;
                    }
                }
            }

            // Chờ hết thời gian chờ thì đánh tiếp
            yield return(new WaitForSeconds(fireDelay));

            if (target != null)
            {
                GameObject arrow  = Instantiate(bulletPrefab, firePoint.position, firePoint.rotation);
                IBullet    bullet = arrow.GetComponent <IBullet>();
                bullet.SetDamage(damage);
                bullet.Fire(target);

                if (sfx != null && AudioManager.instance != null)
                {
                    AudioManager.instance.PlayAttack(sfx);
                }
            }
        }
    }
 public void InstantiateBullet(IBullet bullet)
 {
     bullet.GameObject  = GameObject.Instantiate(_prefabs[bullet.BulletType.ToString()]);
     bullet.Collider2D  = bullet.GameObject.GetComponent <Collider2D>() as Collider2D;
     bullet.RigidBody2D = bullet.GameObject.GetComponent <Rigidbody2D>() as Rigidbody2D;
     bullet.GameObject.SetActive(false);
 }
示例#11
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    public void BulletRefresh(IBullet newBullet)
    {
        //Tip:	When got bullet will be Avtive the Function.
        //		And Init will call ones.

        this.mBullet = newBullet;
    }
示例#12
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    void ZZShotgun()
    {
        IBullet[] bullets = new IBullet[40];
        Vector3   vec     = new Vector3(0, 0, 1);

        for (int i = 0; i < 18; i++)
        {
            GameObject bullet = BulletUtil.LoadBullet(shooter.GetBulletName());

            bullet.transform.position = shooter.GetPos();

            bullet.transform.forward = Quaternion.AngleAxis(20 * i, Vector3.up) * vec;
            IBullet bulletInfo = bullet.GetComponent <IBullet>();
            bulletInfo.shooter = shooter;
            bulletInfo.Fire();
            bullets[i]       = bulletInfo;
            bulletInfo.speed = 5.0f;
        }

        if (count % 2 == 0)
        {
            for (int j = 0; j < 18; j++)
            {
                GameObject bullet = BulletUtil.LoadBullet("米粒");

                bullet.transform.position = shooter.GetPos();
                bullet.transform.forward  = Quaternion.AngleAxis(20 * j, Vector3.up) * vec1;
                IBullet bulletInfo = bullet.GetComponent <IBullet>();
                bulletInfo.shooter = shooter;
                bulletInfo.speed   = 5;
                bulletInfo.Fire();
            }
            vec1 = Quaternion.AngleAxis(10, Vector3.up) * vec1;
        }
    }
示例#13
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    IEnumerator ZZShotgun()
    {
        for (int i = 0; i < 4; i++)
        {
            Vector3 vec = new Vector3(0, 0, 1);

            Vector3 flowerVec = new Vector3(0, 0, 1);
            flowerVec = Quaternion.AngleAxis(Random.Range(0, 36) * 10, Vector3.up) * vec;
            for (int j = 0; j < 7; j++)
            {
                GameObject bullet;
                bullet = BulletUtil.LoadBullet(shooter.GetBulletName());



                bullet.transform.position = shooter.GetPos();

                bullet.transform.forward = Quaternion.AngleAxis(10 * j, Vector3.up) * flowerVec;
                IBullet bulletInfo = bullet.GetComponent <IBullet>();

                bulletInfo.shooter = shooter;

                bulletInfo.speed = 1.5f;
                bulletInfo.Fire();
            }
            yield return(new WaitForSeconds(2.0f));
        }
    }
示例#14
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文件: Shot.cs 项目: Rogachev99/PUBG
        private void HaveAttacked(SolidBody attacked, Vec2 position, float angle, IBullet bullet)
        {
            PointF locationObject = attacked.Shape.Location;
            ulong  idParent       = (Parent as Weapon).Owner.ID;

            float newDistance = VectorMethod.DefineDistance(position, new Vec2(locationObject.X, locationObject.Y));

            Parent.Model.AddOutgoingMessage(new MakedShot(idParent, angle, newDistance));

            if (attacked == null)
            {
                return;
            }

            var damageMsg = new GotDamage(idParent, bullet.Damage);

            attacked.Parent.Update(damageMsg);

            //определяем убили ли мы противника
            Healthy healthyAttacked = attacked.Parent.Components.GetComponent <Healthy>();

            if (healthyAttacked == null)
            {
                return;
            }
            //если убили засчитываем фраг
            if (healthyAttacked.HP < bullet.Damage)
            {
                (Parent as Weapon).Owner.Update(new MakedKill(idParent));
            }
        }
示例#15
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    IEnumerator ZZShotgun()
    {
        Vector3[] bulletsPos = new Vector3[20];
        float     distance   = 0.4f;
        Vector3   vec        = new Vector3(0, 0, 1);

        for (int a = 0; a < 1; a++)
        {
            for (int i = 0; i < 20; i++)
            {
                bulletsPos[i] = shooter.GetPos() + Quaternion.AngleAxis(18 * i, Vector3.up) * vec * distance;
                distance     += 0.2f;
            }

            for (int i = 0; i < 20; i++)
            {
                for (int j = -8; j < 29; j++)
                {
                    GameObject bullet2 = BulletUtil.LoadBullet(shooter.GetBulletName());

                    bullet2.transform.position = bulletsPos[i];

                    bullet2.transform.forward = Quaternion.AngleAxis(10 * j, Vector3.up) * vec;
                    IBullet bulletInfo2 = bullet2.GetComponent <IBullet>();
                    bulletInfo2.shooter = shooter;
                    bulletInfo2.Fire();
                    bulletInfo2.speed = 3.0f;
                }
                yield return(new WaitForSeconds(0.1f));
            }
        }
    }
示例#16
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    private IBullet GetOrCreateBullet()
    {
        IBullet bullet = null;

        try
        {
            bullet = _bullets.Dequeue();
        }
        catch (Exception)
        {
            // ignore
        }

        if (bullet != null)
        {
            return(bullet);
        }

        var bulletGameObject = UnityEngine.Object.Instantiate(_weaponData.BulletPrefab, Vector3.zero, Quaternion.identity);

        bullet = bulletGameObject.GetComponent <IBullet>();
        bullet.BulletRecycle += OnBulletRecycle;

        return(bullet);
    }
示例#17
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    public IBullet Spawn(Vector3 position, Quaternion rotation, IBullet prefab)
    {
        int            key     = prefab.GetHashCode();
        bool           hasKey  = BulletPool.ContainsKey(key);
        List <IBullet> bullets = new List <IBullet>();

        if (hasKey)
        {
            bullets = BulletPool[key]?.Where(b => b.gameObject.activeSelf == false).ToList();
        }
        else
        {
            BulletPool.Add(key, bullets);
        }



        if (!hasKey || bullets.Count() == 0)
        {
            GameObject newBulletObject = Instantiate(prefab.gameObject, position, rotation);

            IBullet newBullet = newBulletObject.GetComponent <IBullet>();
            BulletPool[key].Add(newBullet);
            return(newBullet);
        }

        IBullet bullet;

        bullet = bullets.First();
        bullet.gameObject.SetActive(true);
        bullet.transform.position = position;
        bullet.transform.rotation = rotation;
        return(bullet);
    }
示例#18
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 /// <summary>
 /// Removes the bullet from the SolarSystem.
 /// </summary>
 /// <param name="bullet">The removing SolarSystem.</param>
 public void RemoveIBullet(IBullet bullet)
 {
     if (bulletDict.ContainsKey(bullet.Name))
     {
         bulletDict.Remove(bullet.Name);
     }
 }
示例#19
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    public void BulletRefresh(IBullet newBullet)
    {
        //Tip:	When got bullet will be Avtive the Function.
        //		And Init will call ones.

        this.mBullet = newBullet;
    }
示例#20
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            protected override void AddBullets(Vector launchPosition)
            {
                IBullet bullet = Ammo.Create(launchPosition);

                ImbueBullet(bullet);
                BulletAdder(bullet);
            }
示例#21
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    public IBullet GetBullet()
    {
        IBullet bulletToShoot = bulletManager.GetBullet(BulletID);

        bulletToShoot.gameObject.transform.position = ShootStartPosition.position;
        bulletToShoot.OnDestroy += OnBulletDestroy;
        return(bulletToShoot);
    }
示例#22
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 private float AddShield(IBullet bullet)
 {
     if (bullet.bulletType == BulletType.bullet || bullet.bulletType == BulletType.bustBullet)
     {
         return(0);
     }
     return(bullet.damage * currentShildStats.damageResist);
 }
示例#23
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文件: Gun.cs 项目: flcl42/TestApp
 public string Fire(IBullet Bullet)
 {
     if (Bullet.Caliber == Caliber)
     {
         return(Bullet.Fire());
     }
     return("improper caliber");
 }
示例#24
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    void RightDiagonalMoving(IBullet bullet)
    {
        Vector3 distanceUp        = new Vector3(bullet.MoveSpeed * Time.fixedDeltaTime, bullet.MoveSpeed * Time.fixedDeltaTime, 0);
        Vector3 distanceDown      = new Vector3(-bullet.MoveSpeed * Time.fixedDeltaTime, -bullet.MoveSpeed * Time.fixedDeltaTime, 0);
        Vector2 newBulletPosition = bullet.Aim == Team.Enemy ? bullet.GameObject.transform.position + distanceUp : bullet.GameObject.transform.position + distanceDown;

        bullet.RigidBody2D.MovePosition(Vector2.MoveTowards(bullet.GameObject.transform.position, newBulletPosition, 1f));
    }
示例#25
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 protected override void SetReferences()
 {
     transform               = instance.transform;
     rigidbody2D             = instance.GetComponent <Rigidbody2D>();
     spriteRenderer          = instance.GetComponent <SpriteRenderer>();
     bullet                  = instance.GetComponent <IBullet>();
     bullet.bulletPoolObject = this;
 }
示例#26
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 private void OnBulletDestroy(IBullet bullet)
 {
     if (!BulletDestroyer)
     {
         return;
     }
     GameObject.Destroy(bullet.gameObject);
 }
示例#27
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文件: Clip.cs 项目: flcl42/TestApp
 public Clip(IBullet Bullet, int Capacity)
 {
     Bullets = new Stack <IBullet>(Capacity);
     for (int i = 0; i < Capacity; i++)
     {
         Bullets.Push(Bullet);
     }
 }
 private void OnBulletDestroy(IBullet bullet)
 {
     if (!BulletDestroyer)
     {
         return;
     }
     bullet.DestroyBehaviour();
 }
示例#29
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文件: Gun.cs 项目: willem810/SpyHunt
    public void Fire()
    {
        animator.Play("fire");
        IBullet bullet = BulletManager.Instance.Spawn(BarrelEnd.position, transform.rotation, bulletPrefab);

        bullet.Fire();
        GunFireParticles.ForEach(p => p.Play());
    }
示例#30
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 /// <summary>
 /// Inserts the bullet to the SolarSystem.
 /// </summary>
 /// <param name="bullet">The inserting bullet.</param>
 public void AddIBullet(IBullet bullet)
 {
     if (!bulletDict.ContainsKey(bullet.Name))
     {
         bulletDict.Add(bullet.Name, bullet);
         bullet.ChangeVisible(active);
     }
 }
示例#31
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 public override bool OnHit(IBullet bullet)
 {
     if (bullet.Group == GroupType.Players)
     {
         AudioManager.s_Instance.PlayFxClip(AudioManager.AudioClipType.EnvironmentHit);
     }
     return(true);
 }
 public BulletView(IBullet bullet, Texture2D texture)
 {
     if (bullet == null)
         throw new ArgumentNullException("bullet");
     if (texture == null)
         throw new ArgumentNullException("texture");
     _bullet = bullet;
     _bullet.Destroyed += BulletOnDestroyed;
     _texture = texture;
     _bodyTextureCenter = new Vector2(_texture.Width, _texture.Height) / 2;
 }
示例#33
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    void Start()
    {
        mGui = guiMain;
        mKeyboardInput = kbInput;
        mPlayer = player;
        mBullet = bullet;
        mPlayer.BulletRefresh(mBullet);
        mPlayerCtrl = new PlayerCtrl(mPlayer, camera, Setting.PLAYER_SPEED);
        mEngine = new Engine();

        mKeyboardInput.Init(mPlayerCtrl);
        mGui.Init(mPlayerCtrl, mEngine);
    }
示例#34
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 /// <summary>
 /// Removes the bullet from the SolarSystem.
 /// </summary>
 /// <param name="bullet">The removing SolarSystem.</param>
 public void RemoveIBullet(IBullet bullet)
 {
     if (bulletDict.ContainsKey(bullet.Name)) {
         bulletDict.Remove(bullet.Name);
     }
 }
示例#35
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 private void OnShootted(IBullet e)
 {
     EventHandler<IBullet> handler = Shootted;
     if (handler != null)
     {
         handler(this, e);
     }
 }
 public IView Create(IBullet bullet)
 {
     return new BulletView(bullet, _bulletTexture);
 }
示例#37
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 /// <summary>
 /// Gets damage to hitted target from bullet.
 /// </summary>
 /// <param name="bullet">The bullet that hit the target.</param>
 /// <param name="hittedObject">The object that is hit.</param>
 public void BulletHit(IBullet bullet, IGameObject hittedObject)
 {
     hittedObject.TakeDamage(damageCounter.CountDamage(hittedObject, bullet));
 }
示例#38
0
 /// <summary>
 /// Inserts the bullet to the SolarSystem.
 /// </summary>
 /// <param name="bullet">The inserting bullet.</param>
 public void AddIBullet(IBullet bullet)
 {
     if (!bulletDict.ContainsKey(bullet.Name)) {
         bulletDict.Add(bullet.Name, bullet);
         bullet.ChangeVisible(active);
     }
 }
示例#39
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 /// <summary>
 /// Randomize bullet attack power and count real damage. The result is returned if it is greater than 0. When the result 
 /// is lower then 0 so function returns 0 (attack cannot "heal").
 /// </summary>
 /// <param name="gameObject">The object which defends itself.</param>
 /// <param name="bullet">The bullet that hit the object.</param>
 /// <returns>Calculated damage when it is greater then 0.</returns>
 public int CountDamage(IGameObject gameObject, IBullet bullet)
 {
     var damage = GetRandomizeAttack(bullet.Attack) - gameObject.DeffPower;
     return damage > 0 ? damage : 0;
 }