void fire() { weaponSound = sounds[1]; RaycastHit hit; PS = weapON.GetComponentInChildren <ParticleSystem>(); if (Ammo.ammo > 0) { PS.Play(); if (weaponSound.isPlaying == false) { weaponSound.Play(); } Ammo.ammo--; } if (Physics.Raycast(Camera.main.transform.position, Camera.main.transform.forward, out hit, 100f) && Ammo.ammo != 0) { if (hit.transform.tag == "enemy") { zh = hit.transform.GetComponent <zombieHealth>(); zh.health -= 10; } } StartCoroutine("Reload"); }
// Use this for initialization void Start() { ZH = GetComponent <zombieHealth>(); zombieAnim = GetComponent <Animator>(); nma = GetComponent <NavMeshAgent>(); player = GameObject.Find("character"); }
// Start is called before the first frame update void Start() { theZombieHealthScript = GetComponent <zombieHealth>(); animatedRigTransformsChildren = animatedRig.GetComponentsInChildren <Transform>(); ragdollChildrenTransforms = ragdollRig.GetComponentsInChildren <Transform>(); ragdollObject.SetActive(false); }
// Update is called once per frame void Update() { RaycastHit hit; if (Physics.Raycast(Camera.main.transform.position, Camera.main.transform.forward, out hit, 100f) && Ammo.ammo != 0) { if (hit.transform.tag == "enemy") { zh = hit.transform.GetComponent <zombieHealth>(); if (zh.health == 0) { allScore += 10; scoreText.text = "score : " + allScore; saveScore(); } } } }
void fire1shot() { weaponSound = sounds[2]; RaycastHit hit; PS = weapON.GetComponentInChildren <ParticleSystem>(); if (Ammo.ammo1shot > 0) { PS.Play(); Ammo.ammo1shot--; weaponSound.Play(); } if (Physics.Raycast(Camera.main.transform.position, Camera.main.transform.forward, out hit, 100f) && Ammo.ammo != 0) { if (hit.transform.tag == "enemy") { zh = hit.transform.GetComponent <zombieHealth>(); zh.health -= 34; } } StartCoroutine("Reload1Weapon"); }
void RaycastSegment(Vector3 start, Vector3 end, Bullet bullet) { Vector3 direction = end - start; float range = direction.magnitude; ray.origin = start; ray.direction = direction; if (Physics.Raycast(ray, out hitInfo, range)) { Debug.DrawLine(ray.origin, hitInfo.point, Color.red, 1.0f); target tgt = hitInfo.transform.GetComponent <target>(); if (tgt != null) { tgt.damageTake(damage); } zombieHealth chesttgt = hitInfo.transform.GetComponent <zombieHealth>(); if (chesttgt != null) { chesttgt.damageTake(damage); } hitEffect.transform.position = hitInfo.point; hitEffect.transform.forward = hitInfo.normal; hitEffect.Emit(1); bullet.tracer.transform.position = hitInfo.point; bullet.time = maxLifetime; } else { if (bullet.tracer != null) { bullet.tracer.transform.position = end; } } }
// Use this for initialization void Start() { CHH = GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterHealth>(); zh = GetComponent <zombieHealth>(); }