void RpcDoShootEffect() { //play our particle system ParticleSystem pS = weaponManager.GetCurrentGraphics().muzzleFlash; if (!pS.isPlaying) { pS.Play(); } else if (pS.isPlaying) { pS.Stop(); } else if (pS.isPlaying) { pS.Stop(); } else if (!pS.isPlaying) { pS.Play(); } }
void RpcDoShootEffect() { if (weaponManager.GetCurrentGraphics()) { weaponManager.GetCurrentGraphics().muzzleFlash.Play(); } }
private void RpcDoShootEffects() { if (!weaponManager) { weaponManager = GetComponent <WeaponManager>(); } weaponManager.GetCurrentGraphics().muzzleFlash.Play(); }
void RpcDoShootEffect() { weaponManager.GetCurrentGraphics().muzzleFlash.Play(); weaponManager.GetCurrentWeapon().audioSource.Play(); Animator anim = weaponManager.GetCurrentGraphics().gameObject.GetComponent <Animator>(); anim.Play("Shoot", -1, 0.0f); }
void RpcDoShootEffect() { weaponManager.GetCurrentGraphics().muzzleFlash.Play(); int rand = Random.Range(-2, 2); if (rand == 0) { weaponManager.GetCurrentGraphics().bulletTracer.Play(); } }
void RpcDoShootEffect() { if (weaponManager == null) { weaponManager = GetComponent <WeaponManager>(); } else { weaponManager.GetCurrentGraphics().muzzleFlash.Play(); } }
void RpcPlayMuzzleFlash() { try { weaponManager.GetCurrentGraphics().muzzleFlash.Play(); } catch { return; } }
IEnumerator DoShootEffectCoroutine() { weaponManager.GetCurrentSounds().PlayShotSound(); WeaponGraphics weaponGraphics = weaponManager.GetCurrentGraphics(); weaponGraphics.muzzleFlash.Play(); weaponGraphics.laserRendered.enabled = true; yield return(new WaitForSeconds(weaponGraphics.laserTime)); weaponGraphics.laserRendered.enabled = false; }
void RpcDoShootEffects() { Debug.Log("Doing shoot effects!"); Debug.Log(weaponManager.GetCurrentGraphics().muzzleFlash); ParticleSystem _ps = weaponManager.GetCurrentGraphics().muzzleFlash; _ps.Clear(); if (!_ps.isPlaying) { _ps.Play(); } }
void Shoot() { currentWeapon.bullets--; weaponManager.GetCurrentGraphics().muzzleFlash.Play(); weaponManager.GetCurrentGraphics().GetComponent <AudioSource>().Play(); RaycastHit _hit; // see if draw is called if (!roundManager.draw) { gameManager.GameOver("You shot too early, wait until 'Draw' is called", 1); } else { Debug.Log("I may shoot"); if (Physics.Raycast(cam.transform.position, cam.transform.forward, out _hit, 200f, mask)) { if (_hit.collider.tag == "Opponent") { if (_hit.collider.name == "Cowboy " + GameManager.data.tips[GameManager.activeTip].Answer + "(Clone)") { SceneManager.LoadScene("Succes"); } else { gameManager.GameOver("Wrong opponent!", 2); gameOver = true; } } else { if (currentWeapon.bullets == 0) { Debug.Log("out of bullets"); gameManager.GameOver("Out of bullets!", 2); gameOver = true; return; } } GameObject _hitEffect = (GameObject)Instantiate(weaponManager.GetCurrentGraphics().hitEffectPrefab, _hit.point, Quaternion.LookRotation(_hit.normal)); Destroy(_hitEffect, 2f); } } }
void RpcDoShootEffect() { weaponManager.GetCurrentGraphics().muzzleFlash.Play(); if (firstShot) { firstShot = false; playerAudio.PlayOneShot(currentWeapon.firstShot, 0.25f); playerAudio.PlayOneShot(currentWeapon.tailSound, 0.25f); } else { playerAudio.PlayOneShot(currentWeapon.midShots[Random.Range(0, currentWeapon.midShots.Length)], 0.25f); playerAudio.PlayOneShot(currentWeapon.tailSound, 0.25f); } }
private void FireWeapon() { RaycastHit hitInfo; Vector3 dir = camForShootRaycast.transform.forward + Random.insideUnitSphere * currentWeapon.accuracy; if (Physics.Raycast(camForShootRaycast.transform.position, dir, out hitInfo, currentWeapon.range, layerMask)) { if (hitInfo.collider.tag == "Player") { CmdPlayerWasShot(hitInfo.collider.name, currentWeapon.damage); } SpawnWeaponImpact(hitInfo.point, hitInfo.normal); } AudioClip clip = currentWeapon.singleShotSound; if (clip) { audioSource.clip = clip; audioSource.pitch = Random.Range(0.9f, 1.2f); audioSource.Play(); } WeaponGraphics gfx = weaponManager.GetCurrentGraphics(); gfx.TriggerVisualFireEffect(); //TODO: apply a recoil }
void RpcDoShootEffect() { if (Vector3.Distance(transform.position, audioPosition) < 20f) { audioSource.Play(); } else if (Vector3.Distance(transform.position, audioPosition) < 50f) { audioSource.volume = 0.35f; audioSource.Play(); } else if (Vector3.Distance(transform.position, audioPosition) < 100f) { audioSource.volume = 0.1f; audioSource.Play(); } weaponManager.GetCurrentGraphics().muzzleFlash.Play(); }
void RpcDoMuzzleFlash() { weaponManager.GetCurrentGraphics().muzzleFlash.Play(); }
void RpcDoShootEffect() { _weaponManager.GetCurrentGraphics().MuzzleFlash.Play(); }
void Shoot() { if (Shop.activeSelf || pause.activeSelf) { return; } if (!infinity) { CurrentAmmo--; } if (CurrentAmmo <= 0) { CurrentAmmo = 0; // empty magazine sound weaponManager.GetCurrentGraphics().PlaySound(1); // weapon reload animation if (Ammo > 0) { Reload(); } return; } // muzzleflash effect, called every time we shoot weaponManager.GetCurrentGraphics().muzzleFlash.Play(); // shoot sound weaponManager.GetCurrentGraphics().PlaySound(0); // weapon shoot animation weaponAnimation.Fire(); Vector3 FirePos = cam.transform.position; FirePosForward = cam.transform.forward + (Random.Range(-Add, Add) * Vector3.Cross(cam.transform.up, cam.transform.forward)) + (Random.Range(-Add, Add) * cam.transform.up); RaycastHit hit; // checking what collider we shoot if (Physics.Raycast(FirePos, FirePosForward, out hit, currentWeapon.range, mask)) { // particales affect, whatever we hit GameObject _hitEffect = (GameObject)Instantiate(weaponManager.GetCurrentGraphics().hitEffect, hit.point, Quaternion.LookRotation(hit.normal)); Destroy(_hitEffect, 1f); GameObject _BulletHole = (GameObject)Instantiate(BulletHole, hit.point, Quaternion.FromToRotation(Vector3.up, hit.normal)); _BulletHole.transform.SetParent(hit.transform); Destroy(_BulletHole, 5f); if (hit.rigidbody != null) { hit.rigidbody.AddForce(-hit.normal * impactForce); } // we hit enemy? if (hit.collider.tag == "Enemy") { // check the enemy we hit for (int i = 0; i < enemies.Length; i++) { if (hit.transform.name == ("Enemy" + i)) { enemy = enemies[i].GetComponent <Enemy>(); } } // shoot method ShootPlayer(currentWeapon.damage); } else if (hit.collider.tag == "EnemyAI") { hit.transform.gameObject.GetComponent <AIHealth>().TakeDamamge(currentWeapon.damage); Destroy(_BulletHole); } else if (hit.collider.tag == "Explosive") { hit.transform.GetComponent <explosive>().Damage(10f); } else if (hit.collider.tag == "Box") { hit.transform.GetComponent <crate>().Damage(10f); } else if (hit.collider.tag == "zombie") { Destroy(_BulletHole); hit.transform.gameObject.GetComponent <ZombieAI>().ApplyDamage(currentWeapon.damage); GameObject _blood = (GameObject)Instantiate(blood, hit.point, Quaternion.FromToRotation(Vector3.up, hit.normal)); hit.transform.gameObject.GetComponent <ZombieAI>().bloodList.Add(_blood); _blood.transform.SetParent(hit.transform); Destroy(_blood, 3f); } else if (hit.collider.tag == "zombieHead") { Destroy(_BulletHole); hit.transform.gameObject.GetComponent <ZombieAI>().ApplyDamage(currentWeapon.damage * 3); // headShot GameObject _blood = (GameObject)Instantiate(blood, hit.point, Quaternion.FromToRotation(Vector3.up, hit.normal)); hit.transform.gameObject.GetComponent <ZombieAI>().bloodList.Add(_blood); _blood.transform.SetParent(hit.transform); Destroy(_blood, 3f); } else if (hit.collider.tag == "Beast") { Destroy(_BulletHole); hit.transform.gameObject.GetComponent <BeastAI>().ApplyDamage(currentWeapon.damage); hit.transform.gameObject.GetComponent <BeastAI>().anim.CrossFade("hit"); GameObject _blood = (GameObject)Instantiate(blood, hit.point, Quaternion.FromToRotation(Vector3.up, hit.normal)); hit.transform.gameObject.GetComponent <BeastAI>().bloodList.Add(_blood); _blood.transform.SetParent(hit.transform); Destroy(_blood, 3f); } else if (hit.collider.tag == "BeastHead") { Destroy(_BulletHole); hit.transform.gameObject.GetComponent <BeastAI>().ApplyDamage(currentWeapon.damage * 3); // headShot hit.transform.gameObject.GetComponent <BeastAI>().anim.CrossFade("hit"); GameObject _blood = (GameObject)Instantiate(blood, hit.point, Quaternion.FromToRotation(Vector3.up, hit.normal)); hit.transform.gameObject.GetComponent <BeastAI>().bloodList.Add(_blood); _blood.transform.SetParent(hit.transform); Destroy(_blood, 3f); } } }
void RpcDoShootEffect() { motor.RotateCamera(currentWeapon.recoil * BurstLong * 10); audioManager.ShootEffect.Play(); weaponManager.GetCurrentGraphics().muzzleFlash.Play(); }
private void RpcDoShootEffect() { weaponManager.GetCurrentGraphics().muzzleFlash.Play(); weaponManager.GetCurrentGraphics().gunAnimator.Play("Shoot"); }
void RpcDoHitEffect(Vector3 _pos, Vector3 _normal) { GameObject hitEffect = (GameObject)Instantiate(weaponManager.GetCurrentGraphics().hitEffectPrefab, _pos, Quaternion.LookRotation(_normal)); Destroy(hitEffect, 2f); }
private void RPC_PlayHitEffect(Vector3 _position, Vector3 _normal) { GameObject _hitEffectIns = Instantiate(weaponManager.GetCurrentGraphics().hitEffectPrefab, _position, Quaternion.LookRotation(_normal)); Destroy(_hitEffectIns, 2f); }
void RpcDoAttackAnimate() { _weaponManager.GetCurrentGraphics().effect.Play(); _animator.SetTrigger("Attacking"); }
[ClientRpc] //Attribute that can be put on methods of networkbehaviour classes to allow them to be onvoked by the clients of a server. //Its called on all clients when the shoot effect is needed. void RpcDoShootEffect() //It will control the behaviour of the muzzle effect { weaponManager.GetCurrentGraphics().muzzleFlash.Play(); //Reference to the muzzleflash attribute on weaponManager and enable to play it. }
void RpcDoShootEffect() { // Show the weapon's MuzzleFlash particles. weaponManager.GetCurrentGraphics().muzzleFlash.Play(); }
void RpcShootEffects() { weaponMannger.GetCurrentGraphics().muzzleFlash.Play(); }