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C# Bullet类代码示例

本文整理汇总了C#中Bullet的典型用法代码示例。如果您正苦于以下问题:C# Bullet类的具体用法?C# Bullet怎么用?C# Bullet使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


Bullet类属于命名空间,在下文中一共展示了Bullet类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: ShootWeapon

 private void ShootWeapon(Vector2 PlayerCenter)
 {
     Bullet newBullet = new Bullet();
     newBullet.Shoot(PlayerCenter, new Vector2(Mouse.GetState().X, Mouse.GetState().Y) - Camera._position);
     _Shoot.Play();
     Bullets.Add(newBullet);
 }
开发者ID:ShadowMen,项目名称:ZombieSurvival,代码行数:7,代码来源:Weapon.cs

示例2: HealOnHit

	protected void HealOnHit(HittableObject target, Bullet bullet, RaycastHit rch, ref bool pierce)
	{
		Enemy e = target as Enemy;
		if (e == null) return;
		
		e.Heal(amt);
	}
开发者ID:ReinAkane,项目名称:Monotopia,代码行数:7,代码来源:RepairBullet.cs

示例3: ProcessHit

 //struct FishAndOddsMulti
 //{
 //    public FishAndOddsMulti(Fish f,int oddMulti)
 //    {
 //        F = f;
 //        OddMulti = oddMulti;
 //    }
 //    public Fish F;
 //    public int OddMulti;
 //}
 public static void ProcessHit(Bullet b , Fish f)
 {
     switch(f.HittableTypeS)
     {
         case "Normal":
             Process_NormalFish(b,f);
             break;
         case "AreaBomb":
             Process_AreaBomb(b,f);
             break;
         case "SameTypeBomb":
             Process_FishTypeBomb2(b,f);
             break;
         case "FreezeBomb":
             Process_FreezeBomb(b, f);
             break;
         case "SameTypeBombEx":
             Process_FishTypeBombEx(b, f);
             break;
         default:
             if (Evt_HitExtension != null)
                 Evt_HitExtension(b, f);
             break;
     }
 }
开发者ID:minh3d,项目名称:Fish,代码行数:35,代码来源:HitProcessor.cs

示例4: CreateWeb

    void CreateWeb(Bullet b, WebScoreScaleRatio webData,bool isLizi)
    {
        GameObject goWebBoom = Instantiate(webData.PrefabWebBoom) as GameObject;
        goWebBoom.transform.parent = transform;

        Ef_WebBubble efBubble = goWebBoom.GetComponent<Ef_WebBubble>();
        if (efBubble != null)
        {
            efBubble.ScaleTarget = webData.BubbleScale;
        }

        Ef_WebBoom[] efWebs = goWebBoom.GetComponentsInChildren<Ef_WebBoom>();
        foreach (Ef_WebBoom efWeb in efWebs)
        {
            efWeb.Prefab_GoSpriteWeb = webData.PrefabWeb;
            efWeb.NameSprite = webData.NameSprite;
            //Debug.Log(webData.NameSprite);
            efWeb.ScaleTarget = webData.Scale;
            efWeb.transform.localPosition *= webData.PositionScale;
            if(!isLizi)
                efWeb.ColorInitialize = Prefab_WebColorNormal.Colors[b.Owner.Idx % Prefab_WebColorNormal.Colors.Length];
        }

        Transform tsWeb = goWebBoom.transform;
        Transform tsBullet = b.transform;
        tsWeb.position = new Vector3(tsBullet.position.x, tsBullet.position.y, Defines.GlobleDepth_Web);
        tsWeb.rotation = tsBullet.rotation;
    }
开发者ID:minh3d,项目名称:Fish,代码行数:28,代码来源:Ef_WebGenerate.cs

示例5: onHit

 private void onHit(Vector3 position, Bullet bullet)
 {
     bullet.OnHit -= onHit;
     StartCoroutine(effectCoroutine(explosionsPull, bullet.transform.position, false));
     bullet.Rigidbody.velocity = Vector3.zero;
     bulletsPull.ReleaseObject(bullet);
 }
开发者ID:Mouserr,项目名称:TankSimulator,代码行数:7,代码来源:BulletsEmiter.cs

示例6: attack

		public void attack()
		{

			if (Engine.IsKeyDown(keyMap.attack) && Engine.Timer.Get("coolDown") <= 0)
			{

				bullet = new Bullet(direction);
				if (direction == Bullet.bulletsDirection.RIGHT)
				{
					bullet.X = this.X + Sprite.Width;
					bullet.Y = this.Y + Sprite.Height / 2;
				}
				if (direction == Bullet.bulletsDirection.LEFT)
				{
					bullet.X = this.X - bullet.Width;
					bullet.Y = this.Y + Sprite.Height / 2;
				}
				if (direction == Bullet.bulletsDirection.UP)
				{
					bullet.X = this.X + Sprite.Width / 2 - (bullet.Width / 2);
					bullet.Y = this.Y - bullet.Height;
				}
				if (direction == Bullet.bulletsDirection.DOWN)
				{
					bullet.X = this.X + Sprite.Width / 2 - (bullet.Width / 2);
					bullet.Y = this.Y + Sprite.Height;
				}
				bulletsShot.Add(bullet);
				Engine.SpawnObject("bullet", bullet);
				bullet.isShoot = true;
				Engine.Timer.Set("coolDown", 0.5f);
			}
		}
开发者ID:Insane-96,项目名称:Resumption,代码行数:33,代码来源:PlayerWater.cs

示例7: Gun

 public Gun(GameplayScreen gameplayScreen, GameCharacter owner)
     : base(gameplayScreen, owner)
 {
     _bullet = new Bullet(ImageManager.BulletTexture);
     coolDownTime = 0.8;
     coolDownElapsed = 0;
 }
开发者ID:ruairitobrien,项目名称:Nathaniel-WP7,代码行数:7,代码来源:Gun.cs

示例8: AddThreat

 public void AddThreat(Bullet threat, Vector2 collisionPosition, float timeToCollision)
 {
     if (!AlreadyHasThisBullet(threat.transform))
     {
         threats.Add(new Threat(threat.transform, collisionPosition, timeToCollision));
     }
 }
开发者ID:adahera222,项目名称:Squid-Arena,代码行数:7,代码来源:AIControls.cs

示例9: Start

    /// <summary>
    /// Gets all necessary references.
    /// </summary>
    void Start()
    {
        photonView = this.GetComponent<PhotonView>();
        myBullet = this.GetComponent<Bullet>();

        isMine = photonView.isMine;
    }
开发者ID:dearzhangle,项目名称:UNION-OpenSource-MOBA,代码行数:10,代码来源:BulletNetworkLayer.cs

示例10: Awake

    public static BulletManager instance; // 다른 곳에서 참조하지 못하도록 static 변수로 선언

    void Awake()
    {
        instance = this;
        bullet[0].skillBorder.enabled = true;
        bullet[1].skillBorder.enabled = false;
        selected = bullet[0];
    }
开发者ID:gus5345,项目名称:Unity_DomainWar,代码行数:9,代码来源:BulletManager.cs

示例11: drawBullet

    public void drawBullet(Bullet theBullet)
    {
        gameCanvas.Children.Add(theBullet.getBulletShape());

        TranslateTransform initialTransform = new TranslateTransform(theBullet.getBulletX(), theBullet.getBulletY());
        theBullet.getBulletShape().RenderTransform = initialTransform;
    }
开发者ID:Beansy,项目名称:Asteroids,代码行数:7,代码来源:GameController.cs

示例12: InstantiateBullet

    void InstantiateBullet(Bullet bullet, int angle)
    {
        var obj = Instantiate( bullet, transform.position, Quaternion.AngleAxis(angle - 90, Vector3.forward) ) as Bullet;
        //Debug.Log ("Obj is " + obj );

        obj.transform.parent = Manager.RootBullet.transform;
    }
开发者ID:k-yokozawa,项目名称:Unity_STG,代码行数:7,代码来源:SpShot_A.cs

示例13: Start

    new void Start()
    {
        base.Start();

        m_bullet = CreateBullet(m_firingDescs[0], m_gunPoint.transform.position) as Bullet;
        StartCoroutine(EffectShield());
    }
开发者ID:yakolla,项目名称:MarineVsAlien,代码行数:7,代码来源:ShieldPassiveLauncher.cs

示例14: Handle_BulletHit

 void Handle_BulletHit(bool isMiss, Player p, Bullet b, Fish f)
 {
     if (!isMiss)
     {
         b.SelfDestroy();
     }
 }
开发者ID:minh3d,项目名称:Fish,代码行数:7,代码来源:Module_Bullet.cs

示例15: OnCollisionEnter

    void OnCollisionEnter(Collision collision) {
        Debug.Log("Enemy was hit by Collision:" + collision.transform.name);
        playerBullet = collision.gameObject.GetComponent<Bullet>();

        if(playerBullet == null) {
            playerWeapon = (Weapon)GameConstants.findPlayerInProject().GetComponent<ToonCharacter_Inventory>().getPlayerWeapon();
        }

        if (playerBullet != null) {
            this.GetComponent<BaseEnemy>().health -= GameConstants.getPlayerAttackDamage();
            Destroy(collision.gameObject);
        } else if (playerWeapon != null) {
            if (collision.transform.name.Equals(playerWeapon.transform.name)) {
                //Make Enemy Damage from Melee
                if (collision.transform.gameObject.GetComponent<Inventory>() is IWeapon) {
                    if (GameConstants.findPlayerInProject().GetComponent<ToonCharacter_DamageEnemyOneTime>().isAttacking) {
                        if (!GameConstants.findPlayerInProject().GetComponent<ToonCharacter_DamageEnemyOneTime>().oneHit) {
                            this.GetComponent<BaseEnemy>().health -= GameConstants.getPlayerAttackDamage();
                        }

                        //Set Only One Time Damage per Animation
                        GameConstants.findPlayerInProject().GetComponent<ToonCharacter_DamageEnemyOneTime>().oneHit = true;
                    }
                }
            }
        } 
    }
开发者ID:VtheunforgivenV,项目名称:DigitaleSpiele,代码行数:27,代码来源:Enemy_OnHit.cs


注:本文中的Bullet类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。