Nextrek
Diff Revisions
133
vs
134
for /3DSpace/Assets/Custum/Scripts/Missile.cs
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@@ -11,17 +11,18 @@ |
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private float _timer = 0; |
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private int autoDestructionCountDown = 5; |
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private float _speed = 300; |
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private float _speed = 350; |
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private static float ROTATION_SPEED = 1.0f; |
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private float hitpower = 100000; |
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private float hitPower = 100000; |
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//private bool isActive = false; |
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public void SetTarget(GameObject trans) |
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{ |
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target = trans; |
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//isActive = true; |
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private Transform firedBy; |
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// "Fired By" Reference to ignore collision detection for the ship that fired the laser |
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public void SetFiredBy(Transform who) { |
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firedBy = who; |
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} |
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void Update() |
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@@ -72,24 +73,14 @@ |
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if (Physics.Raycast(startPosition, _direction, out _hit, _distance*5)) |
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{ |
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Debug.Log("raycast: " + _hit.transform.gameObject.tag); |
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if (_hit.transform.gameObject.tag=="Enemy") |
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{ |
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//Quaternion _rotation = Quaternion.FromToRotation(Vector3.up, _hit.normal); |
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Instantiate(impactEffect, _hit.point, _hit.transform.rotation); |
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EnemyShip es = _hit.transform.GetComponent<EnemyShip>(); |
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if(es!=null) |
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{ |
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es.getHitted(hitpower); |
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} |
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else |
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{ |
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BigEnemyFly bes = _hit.transform.GetComponent<BigEnemyFly>(); |
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if (bes != null) |
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{ |
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//bes.getHitted(hitpower); |
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} |
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} |
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if (_hit.transform != firedBy && !_hit.collider.isTrigger) |
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{ |
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Quaternion _rotation = Quaternion.FromToRotation(Vector3.up, _hit.normal); |
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Instantiate(impactEffect, _hit.point, _rotation); |
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GameManager.HandleWeaponHit(_hit, hitPower, firedBy, explosionEffect, _rotation); |
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Destroy(gameObject); |
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} |
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} |