示例#1
0
    void Shoot()
    {
        GameObject bulletGameObject = (GameObject)Instantiate(bullet, firePoint.position, firePoint.rotation);
        MoveBullet bulletNew        = bulletGameObject.GetComponent <MoveBullet>();

        if (bulletNew != null)
        {
            bulletNew.Seek(target);
        }
    }
示例#2
0
 // Update is called once per frame
 void Update()
 {
     if (isFiring)
     {
         shotCd -= Time.deltaTime;
         if (shotCd <= 0)
         {
             MoveBullet newBullet = Instantiate(bullet, barrelEnd.position, barrelEnd.rotation) as MoveBullet;
             newBullet.speed = bulletSpeed;
             shotCd          = timeBetweenShots;
         }
     }
 }
示例#3
0
    void Update()
    {
        if (Input.GetAxisRaw("Fire1") > 0 && Time.fixedTime > lastShot + gunTimer)
        {
            Vector2 mousePos = Input.mousePosition;
            mousePos.x -= Screen.width / 2;
            mousePos.y -= Screen.height / 2;

            Vector3 position = new Vector3(transform.position.x + mousePos.normalized.x, transform.position.y, transform.position.z + mousePos.normalized.y);
            bullet = Instantiate(bulletPrefab, position, Quaternion.identity);
            shot   = bullet.GetComponent <MoveBullet>();

            lastShot = Time.time;
            shot.NewMove(bulletSpeed, mousePos);
        }
    }
示例#4
0
文件: Weapon.cs 项目: shiruke/GDD1
 public void Shoot()
 {
     if (shootCooldown <= 0 && reloadCooldown <= 0)
     {
         instantiate(fireEffect, transform.position);
         gunSound.Play();
         ammunitionCurrent--;
         UpdateAmmoCurrent();
         if (ammunitionCurrent == 0)
         {
             reloadCooldown = reloadTime;
             ammunitionCurrent = ammunitionMax;
         }
         shootCooldown = shootingRate;
         var shotTransform = Instantiate(bulletPrefab) as Transform;
         shotTransform.position = new Vector3(transform.position.x + player.GetObjectWidth(), transform.position.y, transform.position.z + 0.1f);
         MoveBullet move = shotTransform.gameObject.GetComponent<MoveBullet>();
         move.direction = new Vector2(1, Random.Range(-0.05f, 0.05f));
     }
 }
    void FixedUpdate()
    {
        if (Input.GetButtonDown("Fire"))
        {
            if (!sprite.flipY)
            {
                objectLocation = instantiateLocation.transform;
            }

            else
            {
                objectLocation = instantiateLocation2.transform;
            }

            MoveBullet obj = (Instantiate(Resources.Load("Bullet"), objectLocation.position, objectLocation.rotation) as GameObject).GetComponent <MoveBullet>();
            obj.bulletSpeed += (transform.position.x - prevX) * 10;
            obj.ShotBy       = transform.root.gameObject;
        }
        prevX = transform.position.x;
    }
示例#6
0
 //Default Methods
 void Start()
 {
     ricochet   = GetComponent <MoveBullet>();
     ricocheted = false;
 }