示例#1
0
    // function collision  position center based
    void collision_Hit(GameObject bullet, GameObject Destroyed_Object)
    {
        //need to add checking for enemyhealth////////////////
        enemyHp hp = Destroyed_Object.GetComponent <enemyHp>();

        if (bullet.transform.CompareTag("bullet"))
        {
            hp.minus(dmg);
        }
        else if (bullet.transform.CompareTag("bullet2"))
        {
            hp.minus(dmg2);
        }
        if (!hp.survive())
        {
            bloomPool.startBullet(Destroyed_Object.transform);
            if (Destroyed_Object.transform.CompareTag("enemy2"))
            {
                Destroyed_Object.GetComponent <setFollower>().setFree();
            }
            Remove_Test(Destroyed_Object);

            Destroyed_Object.SetActive(false);
            death += 1;
            playerHealth.score += 1;
        }
        bloomPool.startBullet(Destroyed_Object.transform);

        if (!bullet.transform.CompareTag("bullet2"))
        {
            Remove_Test(bullet);

            bullet.SetActive(false);
        }

        /*
         * ///////////////////////////////////////
         * bloomPool.startBullet(Destroyed_Object.transform);
         *
         * Remove_Test(Destroyed_Object);
         * if (!bullet.transform.CompareTag("bullet2"))
         * {
         *  Remove_Test(bullet);
         *
         *  bullet.SetActive(false);
         * }
         * Destroyed_Object.SetActive(false);
         * death += 1;*/
    }
示例#2
0
    private void iftests()
    {
        if (chasing)
        {
            if (shooting == false && Vector3.Dot(target.position, transform.position) > 0 && Vector3.Angle(target.position - transform.position, transform.forward) < angle)
            {
                shooting = true;
                GameObject bullet = ebulletList.GetBullet();

                /*
                 * if (bul1)
                 * {
                 *  bullet.GetComponent<Rigidtransform>().velocity = Vector3.zero;
                 *  bullet.GetComponent<Rigidtransform>().angularVelocity = Vector3.zero;
                 *
                 * }
                 */
                bullet.GetComponent <TrailRenderer>().Clear();

                ebulletList.startBullet(cannonhole);
                StartCoroutine(off(bullet));
                StartCoroutine("cannon");
            }
        }
    }
示例#3
0
 private void turret_fire()
 {
     if (!shooting && Vector3.Angle(target.position - transform.position, transform.forward) < angle)
     {
         shooting = true;
         GameObject bullet = ebulletList.GetBullet();
         bullet.GetComponent <TrailRenderer>().Clear();
         ebulletList.startBullet(cannonhole);
         StartCoroutine(off(bullet));
         StartCoroutine("cannon");
     }
 }
示例#4
0
    IEnumerator fire()
    {
        pace = false;
        //target = aimZone.lockon(scope.transform);

        //bullet.SetActive(true);
        ammo = bulletList.GetBullet();

        /*
         * if (bul1) {
         *  bullet.GetComponent<TrailRenderer>().Clear();
         *  bullet.GetComponent<Rigidtransform>().velocity = Vector3.zero;
         *  bullet.GetComponent<Rigidtransform>().angularVelocity = Vector3.zero;
         *
         * }
         */
        bulletList.startBullet(foward.transform);
        StartCoroutine(off(ammo, bTime));

        yield return(firerate);

        pace = true;
        ammo = null;
    }