示例#1
0
    void ShootInstaHitZap(float intendedDamage)
    {
        //needed to damage enemy
        skaterBehaviour skaterStats = target.GetComponent <skaterBehaviour>();

        //do zapper stuff
        lightningZap.enabled     = true;
        lightningZap.StartObject = firePoint;
        //get the point of impact on enemy
        Vector3 enemyDir         = target.transform.position - firePoint.position;
        float   enemySurfaceDist = Mathf.Clamp(enemyDir.magnitude,
                                               enemyDir.magnitude - 2, enemyDir.magnitude - target.GetComponent <Renderer>().bounds.size.x);
        Vector3 enemyHitPoint = enemyDir.normalized * enemySurfaceDist;

        //use target.transform for now (need change in lightning script maybe)
        lightningZap.EndObject = target.transform;
        float zapDuration = (1f / TB.attackrate) / 2f;

        lightningZap.Duration = Mathf.Clamp(zapDuration, 0.03f, 0.2f);
        ln.enabled            = true;
        lightningZap.Trigger();
        //StartCoroutine(fadeLigtning((1 / TB.attackrate) / 2));
        //instatiate effect at lightningZap.endPosition
        skaterStats.TakeDamage(intendedDamage);
    }
示例#2
0
    void hitTarget()
    {
        Debug.Log("The bullet hit " + target.name);
        if (hitEffect != null)
        {
            GameObject effectInstance = (GameObject)Instantiate(hitEffect, transform.position, transform.rotation);
            Destroy(effectInstance, 4f);
        }
        Destroy(gameObject);
        skaterBehaviour targetsStats = target.GetComponent <skaterBehaviour>();

        targetsStats.TakeDamage(damage);
    }