Shoot
How do I use Shoot
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
Line | Code | Ex.. |
---|---|---|
26 |
transform.GetComponent |
1 |
20 | if(isReadyToShoot){ | 2 |
26 | ShootBullet (); | 3 |
30 | void ShootBullet(){ | 4 |
82 | ShootingStart(); | 5 |
87 | ShootingStart(); | 6 |
115 | void ShootingStart() | 7 |
127 | IEnumerator ShootingRoutine_01() | 8 |
136 | void Enemy_01_ShootCircle() | 9 |
169 | IEnumerator ShootingRoutine_02() | 10 |
File name: BossController.cs
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21 void Update () {
22 if (transform.position != targetPoint.position) {
23 transform.position = Vector3.MoveTowards (transform.position, targetPoint.position, speed * Time.deltaTime);
24 } else {
25 transform.GetComponent
26 transform.GetComponent
27 }
28 }
File name: BossShoot.cs
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19 void Update () {
20 if(isReadyToShoot){
21 fireRate = Random.Range(4, 6);
22 firstDelay += Time.deltaTime;
23 if (firstDelay >= fireRate) {
24 if (!fireBullet) {
25 fireBullet = true;
26 if (GameObject.FindGameObjectWithTag ("Player") != null) {
27 GameObject newBullet = Instantiate (bullet, new Vector3 (transform.position.x, 0.3f, transform.position.z), Quaternion.identity) as GameObject;
28 Transform target = GameObject.FindGameObjectWithTag ("Player").transform;
29 newBullet.GetComponent
30 } else {
31 GameObject newBullet = Instantiate (bullet, new Vector3 (transform.position.x, 0.3f, transform.position.z), Quaternion.identity) as GameObject;
32 newBullet.GetComponent
33 }
34 }
35
36 if (fireBullet) {
37 secondDelay += Time.deltaTime;
38 if (secondDelay >= 0.5f) {
39 secondDelay = 0;
40 firstDelay = 0;
41 if (GameObject.FindGameObjectWithTag ("Player") != null) {
42 GameObject newBullet = Instantiate (bullet, new Vector3 (transform.position.x, 0.3f, transform.position.z), Quaternion.identity) as GameObject;
43 Transform target = GameObject.FindGameObjectWithTag ("Player").transform;
44 newBullet.GetComponent
45 } else {
46 GameObject newBullet = Instantiate (bullet, new Vector3 (transform.position.x, 0.3f, transform.position.z), Quaternion.identity) as GameObject;
47 newBullet.GetComponent
48 }
49 fireBullet = false;
50 }
51 }
52 }
53
54 }
55
56
57 }
File name: PlayerShoot.cs
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24 void Update () {
25 if (GameplayController.instance.gameInProgress) {
26 ShootBullet ();
27 }
28 }
File name: PlayerShoot.cs
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30 void ShootBullet(){
31 if (GameController.instance != null) {
32 switch(GameController.instance.weaponLevel){
33 case 1:
34 time += Time.deltaTime;
35
36 if (time >= delay) {
37 time = 0;
38 Vector3[] position = new[] {
39 new Vector3 (transform.position.x - 0.15f, transform.position.y + 0.4f, 0),
40 new Vector3 (transform.position.x + 0.15f, transform.position.y + 0.4f, 0)
41 };
42
43 for (int i = 0; i < position.Length; i++) {
44 GameObject newBullet = Instantiate (bullet, position [i], Quaternion.identity) as GameObject;
45 newBullet.GetComponent
46 }
47
48 if (GameController.instance != null) {
49 if (GameController.instance.isMusicOn) {
50 transform.GetComponent
51 }
52 }
53 }
54 break;
55
56 case 2:
57 time += Time.deltaTime;
58
59 if (time >= delay) {
60 time = 0;
61 Vector3[] position = new[] {
62 new Vector3 (transform.position.x - 0.15f, transform.position.y + 0.4f, 0),
63 new Vector3 (transform.position.x + 0.15f, transform.position.y + 0.4f, 0),
64 new Vector3 (transform.position.x, transform.position.y + 0.4f, 0)
65 };
66
67 for (int i = 0; i < position.Length; i++) {
68 GameObject newBullet = Instantiate (bullet, position [i], Quaternion.identity) as GameObject;
69 newBullet.GetComponent
70 }
71
72 if (GameController.instance != null) {
73 if (GameController.instance.isMusicOn) {
74 transform.GetComponent
75 }
76 }
77 }
78 break;
79
80 case 3:
81 time += Time.deltaTime;
82
83 if (time >= delay) {
84 time = 0;
85 Vector3[] position = new[] {
86 new Vector3 (transform.position.x - 0.05f, transform.position.y + 0.4f, 0),
87 new Vector3 (transform.position.x - 0.15f, transform.position.y + 0.4f, 0),
88 new Vector3 (transform.position.x + 0.05f, transform.position.y + 0.4f, 0),
89 new Vector3 (transform.position.x + 0.15f, transform.position.y + 0.4f, 0)
90 };
91
92 for (int i = 0; i < position.Length; i++) {
93 GameObject newBullet = Instantiate (bullet, position [i], Quaternion.identity) as GameObject;
94 newBullet.GetComponent
95 }
96
97 if (GameController.instance != null) {
98 if (GameController.instance.isMusicOn) {
99 transform.GetComponent
100 }
101 }
102 }
103 break;
104
105 case 4:
106 time += Time.deltaTime;
107
108 if (time >= delay) {
109 time = 0;
110 Vector3[] position = new[] {
111 new Vector3 (transform.position.x - 0.10f, transform.position.y + 0.4f, 0),
112 new Vector3 (transform.position.x - 0.20f, transform.position.y + 0.4f, 0),
113 new Vector3 (transform.position.x + 0.10f, transform.position.y + 0.4f, 0),
114 new Vector3 (transform.position.x + 0.20f, transform.position.y + 0.4f, 0),
115 new Vector3 (transform.position.x, transform.position.y + 0.4f, 0)
116 };
117
118 for (int i = 0; i < position.Length; i++) {
119 GameObject newBullet = Instantiate (bullet, position [i], Quaternion.identity) as GameObject;
120 newBullet.GetComponent
121 }
122
123 if (GameController.instance != null) {
124 if (GameController.instance.isMusicOn) {
125 transform.GetComponent
126 }
127 }
128 }
129 break;
130
131 case 5:
132 time += Time.deltaTime;
133
134 if (time >= delay) {
135 time = 0;
136 Vector3[] position = new[] {
137 new Vector3 (transform.position.x - 0.05f, transform.position.y + 0.4f, 0),
138 new Vector3 (transform.position.x - 0.15f, transform.position.y + 0.4f, 0),
139 new Vector3 (transform.position.x - 0.25f, transform.position.y + 0.4f, 0),
140 new Vector3 (transform.position.x + 0.05f, transform.position.y + 0.4f, 0),
141 new Vector3 (transform.position.x + 0.15f, transform.position.y + 0.4f, 0),
142 new Vector3 (transform.position.x + 0.25f, transform.position.y + 0.4f, 0)
143 };
144
145 for (int i = 0; i < position.Length; i++) {
146 GameObject newBullet = Instantiate (bullet, position [i], Quaternion.identity) as GameObject;
147 newBullet.GetComponent
148 }
149
150 if (GameController.instance != null) {
151 if (GameController.instance.isMusicOn) {
152 transform.GetComponent
153 }
154 }
155 }
156 break;
157 }
158 }
159 }
File name: Enemy.cs
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66 public void Activation(Vector3 revealPosition, Vector3 _moveDirection)
67 {
68 transform.position = revealPosition;
69
70 if (enemyType == 2)
71 {
72 moveDirection = _moveDirection;
73 movingSpeed = 2;
74 }
75 else if (enemyType == 3)
76 {
77 movingSpeed = 1.2f;
78 }
79
80 life = lifeMax;
81
82 ShootingStart();
83 }
File name: Enemy.cs
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115 void ShootingStart()
116 {
117 switch (enemyType)
118 {
119 case 1: StartCoroutine("ShootingRoutine_01"); break;
120 case 2: StartCoroutine("ShootingRoutine_02"); break;
121 case 3: StartCoroutine("ShootingRoutine_03"); break;
122 case 4: StartCoroutine("ShootingRoutine_04"); break;
123 }
124 }
File name: Enemy.cs
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127 IEnumerator ShootingRoutine_01()
128 {
129 for (int i = 0; i < 2; i++)
130 {
131 yield return new WaitForSeconds(1f);
132 Enemy_01_ShootCircle();
133 }
134 }
File name: Enemy.cs
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136 void Enemy_01_ShootCircle()
137 {
138 int bulletSpeed = 2;
139
140 GameObject bullet = pools.GetPoolableObject("e_bullet");
141
142 Vector3 direction = new Vector3(0,0,-1);
143
144 //
145 for (int i = 0; i < 32; i++)
146 {
147 bullet = pools.GetPoolableObject("e_bullet");
148 if (bullet == null)
149 {
150 continue;
151 }
152
153 bullet.SetActive(true);
154 bullet.GetComponent
155
156 //creat circle of bullets
157 if (direction.x < 1 && direction.z == -1)
158 direction.x += 0.25f;
159 else if (direction.z < 1 && direction.x == 1)
160 direction.z += 0.25f;
161 else if (direction.x > -1 && direction.z == 1)
162 direction.x -= 0.25f;
163 else if (direction.x == -1 && direction.z > -1)
164 direction.z -= 0.25f;
165 }
166 }
File name: Enemy.cs
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169 IEnumerator ShootingRoutine_02()
170 {
171 while (true)
172 {
173 int bulletSpeed = 7;
174
175 yield return new WaitForSeconds(2f);
176
177 GameObject bullet = pools.GetPoolableObject("e_bullet");
178
179 if (bullet != null)
180 {
181 bullet.SetActive(true);
182 bullet.GetComponent
183 }
184 }
185 }
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