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using UnityEngine;
public class TracerRound : MonoBehaviour
{
public GameObject bullet;
public GameObject bulletSpawnPos;
private TracerTarget target;
private MoveTransform move;
private bool done;
private void Start()
{
move = GetComponent<MoveTransform>();
bullet = Object.Instantiate(bullet, bulletSpawnPos.transform.position, bulletSpawnPos.transform.rotation);
bullet.GetComponent<ProjectileHit>().damage *= base.transform.localScale.x;
GetComponentInParent<SpawnedAttack>().CopySpawnedAttackTo(bullet);
target = bullet.GetComponent<TracerTarget>();
GetComponentInParent<ProjectileHit>().AddHitActionWithData(Hit);
bullet.GetComponentInParent<ProjectileHit>().AddHitActionWithData(Hit);
}
public void Hit(HitInfo hit)
{
if ((bool)hit.transform.root.GetComponent<Player>())
{
base.transform.SetParent(null);
base.gameObject.AddComponent<RemoveAfterSeconds>().seconds = 10f;
base.gameObject.AddComponent<FollowTransform>().target = hit.transform;
}
}
private void Update()
{
if (target != null)
{
target.SetPos(base.transform.position, Vector3.Cross(Vector3.forward, base.transform.forward), move);
}
if (bullet == null && !done)
{
done = true;
GetComponentInChildren<ParticleSystem>().Stop();
}
}
}
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