// Update is called once per frame void Update() { if (!pause.gamepaused) { if (Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.Alpha6)) { float step = 80f * Time.deltaTime; Vector3 var1 = new Vector3(0, -2.15f, 0); Vector3 v = new Vector3(0, 0, 1); if (gun.transform.rotation.z > -0.68f) { gun.transform.RotateAround(var1, v, -step); //Debug.Log(gun.transform.rotation.eulerAngles.z); if (gun.transform.rotation.z < -0.68f) { gun.transform.RotateAround(var1, v, step); } } } if (Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.Alpha4)) { float step = 80f * Time.deltaTime; Vector3 var1 = new Vector3(0, -2.15f, 0); Vector3 v = new Vector3(0, 0, 1); if (gun.transform.rotation.z < 0.68f) { gun.transform.RotateAround(var1, v, step); if (gun.transform.rotation.z > 0.68f) { gun.transform.RotateAround(var1, v, -step); } } } if ((Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.Alpha8)) && canShoot) { canShoot = false; GameObject bullet1 = Instantiate(bulletobj, gun.transform.position, gun.transform.rotation); bulletscript b = bullet1.AddComponent <bulletscript>() as bulletscript; b.obj = bullet1; if (bang) { b.bang = bang; } if (PlayerPrefs.GetInt("sound") == 1) { firebullet.Play(); } StartCoroutine(ShootDelay()); } if (Score.flagStop) { Destroy(this); } } }
void FireBullet() { if (!pause.gamepaused) { multibulletCount--; if (multibulletCount == 0) { curr_score = Score.scorecount; } bullettext.text = multibulletCount.ToString(); GameObject bullet1 = Instantiate(bulletobj, guntransform.position, guntransform.rotation); bulletscript b = bullet1.AddComponent <bulletscript>() as bulletscript; b.obj = bullet1; // bullet1.transform.rotation.Set(guntransform.rotation.x,guntransform.rotation.y,guntransform.rotation.z + 1.0f , guntransform.rotation.w); Quaternion rotation = new Quaternion(guntransform.rotation.x, guntransform.rotation.y, guntransform.rotation.z + 0.3f, guntransform.rotation.w); GameObject bullet2 = Instantiate(bulletobj, guntransform.position + new Vector3(0.2f, 0f, 0f), rotation); bulletscript b2 = bullet2.AddComponent <bulletscript>() as bulletscript; b2.obj = bullet2; //bullet2.transform.rotation.Set(guntransform.rotation.x, guntransform.rotation.y, guntransform.rotation.z + 3.0f, guntransform.rotation.w); rotation = new Quaternion(guntransform.rotation.x, guntransform.rotation.y, guntransform.rotation.z + 0.6f, guntransform.rotation.w); GameObject bullet3 = Instantiate(bulletobj, guntransform.position + new Vector3(0.4f, 0f, 0f), rotation); bulletscript b3 = bullet3.AddComponent <bulletscript>() as bulletscript; b3.obj = bullet3; rotation = new Quaternion(guntransform.rotation.x, guntransform.rotation.y, guntransform.rotation.z - 0.3f, guntransform.rotation.w); GameObject bullet4 = Instantiate(bulletobj, guntransform.position + new Vector3(-0.2f, 0f, 0f), rotation); bulletscript b4 = bullet4.AddComponent <bulletscript>() as bulletscript; b4.obj = bullet4; rotation = new Quaternion(guntransform.rotation.x, guntransform.rotation.y, guntransform.rotation.z - 0.6f, guntransform.rotation.w); GameObject bullet5 = Instantiate(bulletobj, guntransform.position + new Vector3(-0.4f, 0f, 0f), rotation); bulletscript b5 = bullet5.AddComponent <bulletscript>() as bulletscript; b5.obj = bullet5; } }
void Start() { reloadTimer = 0; bulletsUI = ammoUI.transform.GetChild(0).GetComponent <UnityEngine.UI.Text>(); magsUI = ammoUI.transform.GetChild(1).GetComponent <UnityEngine.UI.Text>(); reloadUI = ammoUI.transform.GetChild(2).GetComponent <UnityEngine.UI.Text>(); reloadBarContainer = ammoUI.transform.GetChild(3).gameObject; reloadBar = reloadBarContainer.transform.GetChild(0).GetComponent <RectTransform>(); nextFire = 0.0f; reallyWeakGun = new Gun(7, 20, 20, 7, 10, 1, 5, 72, 24, 2, 2); weakGun = new Gun(10, 10, 20, 13, 5, 1, 5, 72, 24, 2, 2); machinegun = new Gun(15, 5, 30, 19, 3, 1, 5, 72, 64, 3, 1); pistol = new Gun(100, 10, 100, 10, 100, 5, 10, 2000, 100, 5, 1); equipped = reallyWeakGun; bs = bullet.GetComponent <bulletscript>(); bulletPool = new Stack <GameObject>(); bulletsUI.text = equipped.magazine.ToString(); magsUI.text = equipped.Ammo.ToString(); }
void spawnBullet() { Vector3 spawnposition = transform.position; GameObject spawnObject = null; if (shootvertical) { if (shootpositive) { spawnposition.y += 0.5f; } else { spawnposition.y -= 0.5f; } } else { if (shootpositive) { spawnposition.x += 0.5f; } else { spawnposition.x -= 0.5f; } } if (posion) { spawnObject = (GameObject)Instantiate(Resources.Load("bullets"), spawnposition, Quaternion.identity); } else if (water) { spawnObject = (GameObject)Instantiate(Resources.Load("WaterBullet"), spawnposition, Quaternion.identity); } //Debug.Log("Spawn bullet "+ Time.time.ToString()); bulletscript bullet = (bulletscript)spawnObject.GetComponent("bulletscript"); bullet.positive = shootpositive; bullet.vertical = shootvertical; bullet.speed = bulletspeed; }