Beispiel #1
0
    public bool DropItem()
    {
        Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit = new RaycastHit();

        if (Physics.Raycast(ray, out hit))
        {
            if (hit.transform.gameObject.CompareTag("Ground"))
            {
                transform.position = hit.point;
                gameObject.SetActive(true);
                PlaceBarricade();
                hapticFeedback = GetComponent <HapticFeedback>();
                hapticFeedback?.Activate();
                return(true);
            }
            else
            {
                ServiceLocator.Get <GameManager>().barricadeSpawner?.ResetBarricade();
                Destroy(gameObject);
                return(false);
            }
        }
        return(false);
    }
Beispiel #2
0
    public void restoring()
    {
        Player player = ServiceLocator.Get <LevelManager>().playerInstance.GetComponent <Player>();

        if (!player)
        {
            return;
        }
        if (fullHealth < minimumTowerHealth)
        {
            return;
        }

        // Lose Tower's health
        fullHealth -= towerLostCostValue;
        uiManager.UpdateTowerHealth(fullHealth);

        // Heal Player's health
        player.restoringHealth(towerHealCostValue);
        uiManager.UpdatePlayerHealth(player.health, player._maxHealth);

        hapticFeedback?.Activate();

        // Update tutorial2
        if (tutorial2)
        {
            tutorial2.usedHeal = true;
        }
    }
Beispiel #3
0
 public void GettingResource()
 {
     if (coolTimeImage.fillAmount >= 1)
     {
         Tower tower = ServiceLocator.Get <LevelManager>().towerInstance.GetComponent <Tower>();
         tower.GetComponent <Tower>().HealTower(healValue);
         coolTimeImage.fillAmount = 0;
         hapticFeedback           = GetComponent <HapticFeedback>();
         hapticFeedback?.Activate();
         // For tutorial
         if (tutorial2)
         {
             tutorial2.usedTrashToHeal = true;
         }
     }
 }
Beispiel #4
0
    private void Update()
    {
        //if (stunTime < Time.time)
        //{
        //    agent.isStopped = false;
        //}
        //else
        //{
        //    agent.isStopped = true;
        //    return;
        //}

        if (isStunned)
        {
            agent.isStopped = true;
            if (stunTime < Time.time)
            {
                isStunned = false;
            }
            else
            {
                return;
            }
        }

        if (!_player.isAlive || !enableControls)
        {
            return;
        }
        if (_lockedOnEnemyGO)
        {
            if (_lockedOnEnemyGO.CompareTag("Enemy"))
            {
                if (_lockedOnEnemyGO.GetComponent <Enemy>().IsDead)
                {
                    _lockedOnEnemyGO  = null;
                    _isTargetLockedOn = false;
                }
            }
            else if (_lockedOnEnemyGO.CompareTag("Boss"))
            {
                if (_lockedOnEnemyGO.GetComponent <Boss>().IsDead)
                {
                    _lockedOnEnemyGO  = null;
                    _isTargetLockedOn = false;
                }
            }
        }

        ActivateTargetLockedOn();

        if (!UnityEngine.EventSystems.EventSystem.current.IsPointerOverGameObject())
        {
            CalculateMovement();
        }

        if (_isRepairing)
        {
            _isRepairing = _RepairBarricade.GetComponent <Barricade>().CheckRepairValid(transform);
        }
        UpdateUI();

        if (isUsingAbility)
        {
            agent.isStopped = true;
        }

        CheckMoveIndicatorActive();

        if (Input.GetMouseButtonDown(0))
        {
            CheckSpawnBarricade();
            CheckSpawnResource();
        }
        if (Input.GetMouseButton(0))
        {
            CheckRestoring();
        }

        //if (Input.GetKeyDown(_PickUpButton) || CheckHoldDownClick("BarricadeSpawner"))
        //{
        //    if (!_isHoldingItem)
        //    {
        //        _Barricade = _player.DetectBarricadeSpawner();
        //        if (_Barricade == null)
        //            _isHoldingItem = false;
        //        else if (_Barricade.GetComponent<Barricade>().CanBePickedUp())
        //        {
        //            _Barricade.GetComponent<Barricade>().PickUp(gameObject);
        //            _isHoldingItem = true;
        //        }
        //    }
        //    else if (!CheckBarricadePickUp())
        //    {
        //        StartCoroutine(PlaceBarricade());
        //    }

        //}

        //if (Input.GetKeyDown(_PickUpButton) || CheckHoldDownClick("ResourceSpawner"))
        //{
        //    if(!_isDigging)
        //    {
        //        _isDigging = true;
        //        StartCoroutine(DiggingTrash());
        //    }

        //}

        //if (placeUIbutton.isButtonPressed || CheckHoldDownClick("Ground"))
        //{
        //    if (_isHoldingItem && _Barricade != null)
        //    {
        //        _isHoldingItem = false;
        //        StartCoroutine(PlaceBarricade());
        //    }

        //}
        if (_isHoldingItem)
        {
            return;
        }

        //if (Input.GetKeyDown(_RepairButton) || CheckHoldDownClick("Barricade") || repairUIbutton.isButtonPressed)
        //{
        //    _RepairBarricade = _player.DetectBarricade();
        //    if (_RepairBarricade == null)
        //        _isHoldingItem = false;
        //    else if (!_isRepairing)
        //    {
        //        _isRepairing = true;
        //        _RepairBarricade.GetComponent<Barricade>().inRangeRepair = true;
        //        StartCoroutine(_RepairBarricade.GetComponent<Barricade>().Repair());
        //    }
        //}

        if (/*(Input.GetKeyDown(_AttackButton) && attackEnabled) ||*/ (autoAttack /*&& CheckCoolDownTimes()*/ && _isTargetLockedOn))
        {
            if (currentAttackCoolDown < Time.time)
            {
                StartCoroutine(_player.Attack());
                currentAttackCoolDown = Time.time + attackCoolDown;
            }
        }

        if ((Input.GetKeyDown(_PoisonAttackButton) || poisonUIbutton.isButtonPressed) && poisonAttackEnabled)
        {
            if (currentPoisonAttackCoolDown < Time.time)
            {
                if (!animator.GetCurrentAnimatorStateInfo(0).IsName("Fleas") && !isUsingUltimate)
                {
                    usedFleasAbility = true;
                    agent.isStopped  = true;
                    isUsingAbility   = true;
                    animator.SetTrigger("Fleas");
                    StartCoroutine(_player.PoisonAttack());
                    hapticPoisonAbility?.Activate();
                    currentPoisonAttackCoolDown = Time.time + poisonAttackCoolDown;
                }
            }
        }

        if (Input.GetKeyDown(_LockTargetButton))
        {
            if (_isTargetLockedOn && !_lockedOnEnemyGO)
            {
                _isTargetLockedOn = false;
            }

            if (_isTargetLockedOn)
            {
                GameObject prevTarget = _lockedOnEnemyGO;
                CheckTargetLockedOn();

                if (_lockedOnEnemyGO != null && prevTarget != _lockedOnEnemyGO)
                {
                    //Deselect
                    if (prevTarget.CompareTag("Boss") && _lockedOnEnemyGO.CompareTag("Enemy"))
                    {
                        prevTarget?.GetComponent <Boss>().SwitchOnTargetIndicator(false);
                        _lockedOnEnemyGO?.GetComponent <Enemy>().SwitchOnTargetIndicator(true);
                    }
                    else if (prevTarget.CompareTag("Enemy") && _lockedOnEnemyGO.CompareTag("Enemy"))
                    {
                        prevTarget?.GetComponent <Enemy>().SwitchOnTargetIndicator(false);
                        _lockedOnEnemyGO?.GetComponent <Enemy>().SwitchOnTargetIndicator(true);
                    }
                    else if (prevTarget.CompareTag("Enemy") && _lockedOnEnemyGO.CompareTag("Boss"))
                    {
                        prevTarget?.GetComponent <Enemy>().SwitchOnTargetIndicator(false);
                        _lockedOnEnemyGO?.GetComponent <Boss>().SwitchOnTargetIndicator(true);
                    }
                }
                else
                {
                    _lockedOnEnemyGO = prevTarget;
                }
            }
            else
            {
                CheckTargetLockedOn();
                if (_lockedOnEnemyGO)
                {
                    //Select
                    _isTargetLockedOn = true;
                    if (_lockedOnEnemyGO.CompareTag("Enemy"))
                    {
                        _lockedOnEnemyGO.GetComponent <Enemy>()?.SwitchOnTargetIndicator(true);
                    }
                    else if (_lockedOnEnemyGO.CompareTag("Boss"))
                    {
                        _lockedOnEnemyGO.GetComponent <Boss>()?.SwitchOnTargetIndicator(true);
                    }
                }
                else
                {
                    _isTargetLockedOn = false;
                }
            }
        }

        if ((Input.GetKeyDown(_UltimateButton) || ultUIbutton.isButtonPressed) && ultimateAttackEnabled)
        {
            //_player.UltimateAttack();
            //if (!animator.GetCurrentAnimatorStateInfo(0).IsName("Ultimate"))
            //    animator.SetTrigger("Ultimate");
            ultUIbutton.isButtonPressed = false;
            if (_player._ultimateCharge >= 100.0f)
            {
                hapticUltAbility?.Activate();
            }
            StartCoroutine(_player.UltimateAttack());
        }

        if (Input.GetKeyDown(_ReleaseLockButton))
        {
            if (_isTargetLockedOn)
            {
                //Deselect
                _isTargetLockedOn = false;
                _lockedOnEnemyGO.GetComponent <Enemy>().SwitchOnTargetIndicator(false);
                _lockedOnEnemyGO = null;
            }
        }

        if ((Input.GetKeyDown(_Intimidate) || intimidateUIbutton.isButtonPressed) && intimidateAttackEnabled)
        {
            if (currentIntimidateAttackCoolDown < Time.time)
            {
                if (!animator.GetCurrentAnimatorStateInfo(0).IsName("Intimidate") && !isUsingUltimate)
                {
                    usedStunAbility = true;
                    isUsingAbility  = true;
                    agent.isStopped = true;
                    animator.SetTrigger("Intimidate");
                    hapticIntimidateAbility?.Activate();
                    StartCoroutine(_player.IntimidateAttack(/*_lockedOnEnemyGO*/));
                }
                currentIntimidateAttackCoolDown = Time.time + intimidateAttackCoolDown;
            }
        }

        //ActivateTargetLockedOn();
    }