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using System.Collections; using System.Collections.Generic; using UnityEngine; public class Gun_Turret_2barrels : MonoBehaviour { [System.Serializable ] public class Assembly { public GameObject rotatingPart; public GameObject LeftPod; public GameObject RightPod; public Transform L_SPWN; public Transform R_SPWN; } public Assembly assembly; [SerializeField ] [System.Serializable ] public class Gun { [Header("Prefabs")] public GameObject bullet; public GameObject muzzleFlash; public AudioClip firingSound; public string animator_fire_bool_name; [Header("Settings")] public float repeatSearchPerSecond = 0.25f; public int range = 25; public float rotationSpeed = 15; public float CoolDownLeft = 0f; public float reloadingTime = 2.0f; public float firingForce = 1.0f; //public enum {Friend, Enemy, Neutral}; [Header("Aiming")] public CharacterStats target; public List <CharacterStats> possibleTargets = new List<CharacterStats> (); public enum Team { Friend, Enemy, Neutral} public Team team; [Header("Effects")] public float Damage = 10.0f; public float RangeOfDamage = 7.5f; } public Gun gun; [SerializeField] private GameController gc; public Animator anim; public bool freeFire = false; void OnDrawGizmosSelected() { Gizmos.color = Color.red; Gizmos.DrawWireSphere (this.transform.position, gun.range ); } // Use this for initialization void Start () { gc = GameObject.FindObjectOfType<GameController> (); anim = GetComponent <Animator > (); InvokeRepeating("search",0f, gun.repeatSearchPerSecond ); } // Update is called once per frame void Update () { if (gun.target != null) { gun.CoolDownLeft -= Time.deltaTime; } else { assembly.rotatingPart .transform.Rotate (Vector3.up * Time.deltaTime * gun.rotationSpeed); anim.SetBool (gun.animator_fire_bool_name, false); } } void search() { if (gun.team == Gun.Team.Friend) { foreach (GameObject gO in gc.teamSP.Feinde) { if (gO != null && (!gun.possibleTargets.Contains (gO.GetComponent <CharacterStats > ()))) gun.possibleTargets.Add (gO.GetComponent<CharacterStats> ()); // Debug.Log (gO.name); } } else if (gun.team == Gun.Team.Enemy) { foreach (GameObject gO in gc.teamSP.Freunde) { if (gO != null && (!gun.possibleTargets.Contains (gO.GetComponent <CharacterStats > ()))) gun.possibleTargets.Add (gO.GetComponent<CharacterStats> ()); // Debug.Log (gO.name); } } gun.target = null; float dist = Mathf.Infinity; foreach (CharacterStats e in gun.possibleTargets ) { float d = Vector3.Distance (this.transform.position, e.transform.position); //if (naechster == null || d < dist) if (gun.target == null && d < gun .range ) { // einstellungen .rotiert = false; gun.target = e; dist = d; } } //Debug.Log (naechster); //Debug.Log (enemies .Count ); if (gun.target == null) { return; } if (gun.target == null) { gun.possibleTargets.Clear (); return; } Vector3 dir = gun.target.transform.position - this.transform.position; Quaternion lookRot = Quaternion.LookRotation (dir); assembly.rotatingPart.transform.rotation = Quaternion.Euler (0, lookRot.eulerAngles.y, 0); Vector3 dirL = gun.target.transform.position - assembly.LeftPod.transform.position; Quaternion L_lookRot = Quaternion.LookRotation (dirL); assembly.LeftPod.transform.localRotation = Quaternion.Euler (L_lookRot.eulerAngles.x, 90, 0); Vector3 dirR = gun.target.transform.position - assembly.RightPod.transform.position; Quaternion R_lookRot = Quaternion.LookRotation (dirR); assembly.RightPod.transform.localRotation = Quaternion.Euler (R_lookRot.eulerAngles.x, 90, 0); if (gun.CoolDownLeft <= 0 && dir.magnitude <= gun.range) { gun.CoolDownLeft = gun.reloadingTime; if (gun.target.egS.health > 0) { if (Vector3.Distance (gun.target.transform.position, this.transform.position) < gun.range) { gun.firingForce = dir.magnitude; anim.SetBool (gun.animator_fire_bool_name, true); } } else { gun.target = null; anim.SetBool (gun.animator_fire_bool_name, false); search (); } } gun.possibleTargets.Clear (); } void fire_L() { fire (assembly .L_SPWN, gun.muzzleFlash , gun.firingSound ,gun.bullet , gun.firingForce ); } void fire_R() { fire (assembly .R_SPWN, gun.muzzleFlash , gun.firingSound ,gun.bullet , gun.firingForce ); } void fire(Transform spwn, GameObject muzfl, AudioClip firesnd, GameObject bull, float gunfirfor ) { gunfirfor += 10.0f; GameObject münf = Instantiate (muzfl, spwn.position, Quaternion.identity) as GameObject; GameObject bullet = Instantiate (bull, spwn.position, Quaternion.identity) as GameObject; AudioSource.PlayClipAtPoint (firesnd , spwn .position, 1.0f); bullet.transform.rotation = Quaternion.AngleAxis (90, Vector3.forward); bullet.transform.parent = null; bullet.GetComponent <Rigidbody > ().AddForce ( spwn .forward * gunfirfor , ForceMode.Impulse); } } |
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 void search() { if (gun.team == Gun.Team.Friend) { foreach (GameObject gO in gc.teamSP.Feinde) { if (gO != null && (!gun.possibleTargets.Contains (gO.GetComponent <CharacterStats > ()))) gun.possibleTargets.Add (gO.GetComponent<CharacterStats> ()); // Debug.Log (gO.name); } } else if (gun.team == Gun.Team.Enemy) { foreach (GameObject gO in gc.teamSP.Freunde) { if (gO != null && (!gun.possibleTargets.Contains (gO.GetComponent <CharacterStats > ()))) gun.possibleTargets.Add (gO.GetComponent<CharacterStats> ()); // Debug.Log (gO.name); } }
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foreach (GameObject gO in (gun.team == Gun.Team.Friend ? gc.teamSP.Feinde : gc.teamSP.Freunde)) { // ... } |
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 gun.target = null; float dist = Mathf.Infinity; foreach (CharacterStats e in gun.possibleTargets ) { float d = Vector3.Distance (this.transform.position, e.transform.position); //if (naechster == null || d < dist) if (gun.target == null && d < gun .range ) { // einstellungen .rotiert = false; gun.target = e; dist = d; } }
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1 2 3 4 5 6 7 8 9 10 if (gun.target == null) { return; } if (gun.target == null) { gun.possibleTargets.Clear (); return; }
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1 2 3 4 5 6 7 8 9 void fire_L() { fire (assembly .L_SPWN, gun.muzzleFlash , gun.firingSound ,gun.bullet , gun.firingForce ); } void fire_R() { fire (assembly .R_SPWN, gun.muzzleFlash , gun.firingSound ,gun.bullet , gun.firingForce ); }
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gun.target = null; float dist = Mathf.Infinity; foreach (CharacterStats c in gun.possibleTargets) { float d = Vector3.Distance (this.transform.position, c.transform.position); if (gun.target == null || d < dist) { gun.target = c; dist = d; } } if (gun.target == null) { return; } |
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gun.target = null; float dist = gun.range; foreach (CharacterStats c in gun.possibleTargets) { float d = Vector3.Distance (this.transform.position, c.transform.position); if (d < dist) { gun.target = c; dist = d; } } if (gun.target == null) { return; } |
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float dist = gun.range; foreach (GameObject gO in (gun.team == Gun.Team.Friend ? gc.teamSP.Feinde : gc.teamSP.Freunde)) { if (gO != null && (!gun.possibleTargets.Contains (gO.GetComponent <CharacterStats > ()))) { float d = Vector3.Distance (this.transform.position, c.transform.position); if (d < dist) { gun.target = gO.GetComponent <CharacterStats > (); dist = d; } } } |
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float dist = gun.range; foreach (GameObject gO in (gun.team == Gun.Team.Friend ? gc.teamSP.Feinde : gc.teamSP.Freunde)) { if (gO != null ) { float d = Vector3.Distance (this.transform.position, gO.transform.position); if (d < dist) { gun.target = gO.GetComponent <CharacterStats > (); dist = d; } } } |
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