示例#1
0
    /// <summary> Fires the weapon once </summary>
    public void Shoot()
    {
        if (reload_timer < ReloadSpeed * 2)
        {
            return;
        }
        Ammunition current_ammo = ParentShip.CurrentAmmo;

        if (!ParentShip.SubstractAmmo(current_ammo, 1u) || ooo_time > 0)
        {
            return;
        }
        if (heat > 1)
        {
            ooo_time = init_ooo_time;
            return;
        }

        // Spawn the bullet
        Bullet.Spawn(
            current_ammo,
            Transform.position + (Transform.rotation * ShootPos),
            Transform.rotation,
            SceneGlobals.ReferenceSystem.RelativeVelocity(ParentShip.Velocity) + Transform.forward * BulletSpeed,
            ParentShip.Friendly
            );

        //Spawn Objects
        Vector3    hull_spawn_pos = Transform.position + (Transform.rotation * EjectPos / 2);
        GameObject hull_obj       = Object.Instantiate(empty_hull, hull_spawn_pos, Transform.rotation * Quaternion.Euler(-90, 0, 0));

        hull_obj.name = "Hull: " + current_ammo.ToString();

        // Initialize the hull
        const double hull_mass = 2e-4;          // 200g
        Hull         hull_inst = new Hull(hull_obj, hull_mass, SceneGlobals.ReferenceSystem.RelativeVelocity(ParentShip.Velocity));

        hull_inst.Velocity       -= HullSpeed * EjectPos.normalized;
        hull_inst.AngularVelocity = HandyTools.RandomVector * 10f;

        HullAttachment hull_script = Loader.EnsureComponent <HullAttachment>(hull_obj);

        hull_script.instance = hull_inst;

        // Plays the sound
        if (ParentShip.IsPlayer)
        {
            Globals.audio.ShootingSound("gettling");
        }

        reload_timer = 0.0f;

        heat += .05f;
    }
示例#2
0
    public void Shoot()
    {
        if (delta_time < reload_speed || !Enabled)
        {
            return;
        }
        if (heat >= 1)
        {
            ooo_time = init_ooo_time;
            return;
        }
        for (int i = 0; i < muzzle_positions.Length; i++)
        {
            if (!ParentShip.SubstractAmmo(ammo_type, 1))
            {
                return;
            }

            // Initialize Bullet
            Bullet.Spawn(
                ammo_type,
                Position + barrels.rotation * muzzle_positions [i],
                BarrelRot,
                SceneGlobals.ReferenceSystem.RelativeVelocity(ParentShip.Velocity) + BarrelRot * Vector3.back * muzzle_velocity,
                ParentShip.Friendly
                );

            // Initialize Hull

            // ---------
            // To Come
            // ---------
        }

        if (anim != null)
        {
            anim.SetTrigger("fire");
        }
        if (ParentShip.IsPlayer)
        {
            Globals.audio.ShootingSound(sound_name);
        }

        heat      += .2f;
        delta_time = 0f;
    }