示例#1
0
    private void Start()
    {
        Vector3 towardsPlayer = Camera.main.transform.position - transform.position;

        transform.rotation = Quaternion.LookRotation(towardsPlayer, Vector3.up);

        spawnTime = Time.time;

        PistolTarget pistolTarget = GetComponent <PistolTarget>();

        if (pistolTarget != null)
        {
            pistolTarget.OnHit += (hitGameObject =>
            {
                Disappear();
                ParticleSystem.MainModule particleSystemMain = GetComponent <ParticleSystem>().main;
                particleSystemMain.simulationSpeed *= 3;
            });
        }
    }
示例#2
0
    public void OnTriggerPressed(object sender, ClickedEventArgs e)
    {
        PistolCharge pistolCharge = GetComponent <PistolCharge>();

        if (pistolCharge != null && pistolCharge.isActiveAndEnabled)
        {
            if (pistolCharge.currentShots < 1)
            {
                return;
            }
            pistolCharge.currentShots -= 1.0f;
        }

        PistolTarget closestPistolTarget = null;
        float        closestDistance     = float.PositiveInfinity;
        Vector3      pointOnTarget       = Vector3.zero;

        foreach (PistolTarget pistolTarget in PistolTarget.instances)
        {
            SphereCollider targetSphere = pistolTarget.sphereCollider;

            Vector3 targetPosition      = targetSphere.transform.TransformPoint(targetSphere.center);
            Vector3 localTargetPosition = muzzleTransform.InverseTransformPoint(targetPosition);

            float distanceMuzzleToTargetSphere = localTargetPosition.magnitude;
            if (distanceMuzzleToTargetSphere > 0) // else division by zero
            {
                var   angleToTarget          = Vector3.Angle(localTargetPosition, Vector3.forward);
                float additionalSlackDegrees = Mathf.Atan(targetSphere.radius / distanceMuzzleToTargetSphere) * Mathf.Rad2Deg;
                if (angleToTarget <= aimBotMaxAngleDegrees + additionalSlackDegrees)
                {
                    // ok, target is in viewcone of weapon's aimbot

                    Vector3 pointNearTarget = muzzleTransform.position + muzzleTransform.forward * Mathf.Max(distanceMuzzleToTargetSphere - targetSphere.radius, 0);
                    pointOnTarget = targetSphere.ClosestPoint(pointNearTarget); // this point would actually be shot at
                    Debug.DrawLine(muzzleTransform.position, pointOnTarget, Color.green);

                    RaycastHit raycastHit;
                    if (Physics.Raycast(muzzleTransform.position, (pointOnTarget - muzzleTransform.position).normalized, out raycastHit, float.MaxValue, Physics.DefaultRaycastLayers, QueryTriggerInteraction.Collide))
                    {
                        if (raycastHit.collider == targetSphere)
                        {
                            // ok, line of sight is free

                            closestDistance     = localTargetPosition.magnitude;
                            closestPistolTarget = pistolTarget;
                        }
                    }
                }
            }
        }

        Vector3 shotDirection;

        if (closestPistolTarget != null)
        {
            Debug.DrawLine(muzzleTransform.position, pointOnTarget, Color.blue, 1.0f);
            shotDirection = (pointOnTarget - muzzleTransform.position).normalized;

            closestPistolTarget.Hit();
        }
        else
        {
            shotDirection = muzzleTransform.forward;
        }

        if (muzzleFlashPrefab != null)
        {
            Instantiate(muzzleFlashPrefab, muzzleTransform.position, muzzleTransform.rotation);
        }

        {
            RaycastHit raycastHit;
            if (Physics.Raycast(muzzleTransform.position, shotDirection, out raycastHit, float.MaxValue, Physics.DefaultRaycastLayers, QueryTriggerInteraction.Collide))
            {
                if (bulletImpactPrefab != null && closestPistolTarget == null)
                {
                    Instantiate(bulletImpactPrefab, raycastHit.point, Quaternion.FromToRotation(Vector3.forward, raycastHit.normal), raycastHit.transform);
                }

                if (volumetricLineBehaviorPrefab != null)
                {
                    var volumetricLineBehavior = Instantiate(volumetricLineBehaviorPrefab);
                    volumetricLineBehavior.StartPos = muzzleTransform.position / volumetricLineBehaviorPrefab.transform.localScale.x;
                    volumetricLineBehavior.EndPos   = raycastHit.point / volumetricLineBehaviorPrefab.transform.localScale.x;
                }
            }
        }
    }