Beispiel #1
0
        /// <summary>
        /// Finds the target within the specified conditions that has the at least one matching tag
        /// </summary>
        /// <param name="rHitInfo">RaycastHit with the hit information</param>
        /// <param name="rMinDistance">Distance from the camera to start the ray</param>
        /// <param name="rMaxDistance">Max distance to shoot the ray</param>
        /// <param name="rRadius">Radius of the ray (use 0 for a simple ray)</param>
        /// <param name="rLayerMask">Layers to collide with</param>
        /// <param name="rTags">Comma delimited tags where one must exist</param>
        /// <param name="rIgnore">Object that we'll ignore collision with</param>
        /// <param name="rIgnoreList">Objects that we'll ignore collisions with</param>
        /// <returns>Returns true if a collision occurs or false if not</returns>
        public virtual bool FindTarget(out RaycastHit rHitInfo, float rMinDistance, float rMaxDistance, float rRadius, int rLayerMask = -1, string rTags = "", Transform rIgnore = null, List <Transform> rIgnoreList = null)
        {
            bool lRayHit = false;

            rHitInfo = RaycastExt.EmptyHitInfo;

            RaycastHit[] lHitInfos;
            int          lHitCount = RaycastAll(out lHitInfos, rMinDistance, rMaxDistance, rRadius, rLayerMask, rIgnore, rIgnoreList);

            if (lHitCount > 0)
            {
                if (rTags == null || rTags.Length == 0)
                {
                    lRayHit  = true;
                    rHitInfo = lHitInfos[0];
                }
                else
                {
                    for (int i = 0; i < lHitCount; i++)
                    {
                        IAttributeSource lAttributeSource = lHitInfos[i].collider.gameObject.GetComponent <IAttributeSource>();
                        if (lAttributeSource != null && lAttributeSource.AttributesExist(rTags, false))
                        {
                            lRayHit  = true;
                            rHitInfo = lHitInfos[i];

                            break;
                        }
                    }
                }
            }

            return(lRayHit);
        }
Beispiel #2
0
        /// <summary>
        /// Casts a ray using the reticle and then validates the position
        /// </summary>
        /// <returns></returns>
        protected virtual bool Raycast(bool rUseReticle = true)
        {
            bool      lRayHit = false;
            Transform lOwner  = mOwner.transform;

            if (rUseReticle && TargetingReticle.Instance != null)
            {
                RaycastHit[] lHitInfos;
                int          lHitCount = TargetingReticle.Instance.RaycastAll(out lHitInfos, _MinDistance, _MaxDistance, _Radius, _CollisionLayers, lOwner);

                if (lHitCount > 0)
                {
                    if (_Tags == null || _Tags.Length == 0)
                    {
                        lRayHit  = true;
                        mHitInfo = lHitInfos[0];
                    }
                    else
                    {
                        for (int i = 0; i < lHitCount; i++)
                        {
                            IAttributeSource lAttributeSource = lHitInfos[i].collider.gameObject.GetComponent <IAttributeSource>();
                            if (lAttributeSource != null && lAttributeSource.AttributesExist(_Tags))
                            {
                                lRayHit  = true;
                                mHitInfo = lHitInfos[i];

                                break;
                            }
                        }
                    }
                }
            }
            else
            {
                Ray lRay = Camera.main.ScreenPointToRay(UnityEngine.Input.mousePosition);
                if (RaycastExt.SafeRaycast(lRay.origin, lRay.direction, out mHitInfo, _MaxDistance, _CollisionLayers, lOwner))
                {
                    if (_Tags == null || _Tags.Length == 0)
                    {
                        lRayHit = true;
                    }
                    else
                    {
                        IAttributeSource lAttributeSource = mHitInfo.collider.gameObject.GetComponent <IAttributeSource>();
                        if (lAttributeSource != null && lAttributeSource.AttributesExist(_Tags))
                        {
                            lRayHit = true;
                        }
                    }
                }
            }

            return(lRayHit);
        }
Beispiel #3
0
        /// <summary>
        /// Find a position by targeting down
        /// </summary>
        /// <returns></returns>
        public virtual bool FindPosition()
        {
            Transform lOwner = _Spell.Owner.transform;

            float lStep = (_MinDistance - _MinDistance) / 5f;

            // Start at the center and spiral out
            for (float lDistance = _MaxDistance; lDistance >= _MinDistance; lDistance = lDistance - lStep)
            {
                //GraphicsManager.DrawLine(mMotionController.CameraTransform.position, mMotionController.CameraTransform.TransformPoint(lPosition), (lCount == 0 ? Color.red : lColor), null, 5f);

                RaycastHit lHitInfo;
                Vector3    lStart     = lOwner.position + _StartOffset + (lOwner.forward * lDistance);
                Vector3    lDirection = -lOwner.up;
                if (RaycastExt.SafeRaycast(lStart, lDirection, out lHitInfo, _MaxDistance, _CollisionLayers, lOwner))
                {
                    // Grab the gameobject this collider belongs to
                    GameObject lGameObject = lHitInfo.collider.gameObject;

                    // Don't count the ignore
                    if (lGameObject.transform == lOwner)
                    {
                        continue;
                    }

                    if (_Tags != null && _Tags.Length > 0)
                    {
                        IAttributeSource lAttributeSource = lGameObject.GetComponent <IAttributeSource>();
                        if (lAttributeSource == null || !lAttributeSource.AttributesExist(_Tags))
                        {
                            continue;
                        }
                    }

                    // Determine if we're done choosing a point
                    if (_Spell.Data.Positions == null)
                    {
                        _Spell.Data.Positions = new List <Vector3>();
                    }
                    _Spell.Data.Positions.Clear();

                    _Spell.Data.Positions.Add(lHitInfo.point);

                    return(true);
                }
            }

            // Return the target hit
            return(false);
        }
Beispiel #4
0
        /// <summary>
        /// Attempt to find a target that we can focus on. This approach uses a spiralling raycast
        /// </summary>
        /// <returns></returns>
        public virtual Transform FindTarget()
        {
            float lMaxRadius      = 8f;
            float lMaxDistance    = 20f;
            float lRevolutions    = 2f;
            float lDegreesPerStep = 27f;
            float lSteps          = lRevolutions * (360f / lDegreesPerStep);
            float lRadiusPerStep  = lMaxRadius / lSteps;

            float   lAngle    = 0f;
            float   lRadius   = 0f;
            Vector3 lPosition = Vector3.zero;
            //float lColorPerStep = 1f / lSteps;
            //Color lColor = Color.white;

            Transform lOwner = _Spell.Owner.transform;

            // We want our final revolution to be max radius. So, increase the steps
            lSteps = lSteps + (360f / lDegreesPerStep) - 1f;

            // Start at the center and spiral out
            int lCount = 0;

            for (lCount = 0; lCount < lSteps; lCount++)
            {
                lPosition.x = lRadius * Mathf.Cos(lAngle * Mathf.Deg2Rad);
                lPosition.y = lRadius * Mathf.Sin(lAngle * Mathf.Deg2Rad);
                lPosition.z = lMaxDistance;

                //GraphicsManager.DrawLine(mMotionController.CameraTransform.position, mMotionController.CameraTransform.TransformPoint(lPosition), (lCount == 0 ? Color.red : lColor), null, 5f);

                RaycastHit lHitInfo;
                Vector3    lStart     = lOwner.position + _StartOffset;
                Vector3    lDirection = lOwner.forward;
                if (RaycastExt.SafeRaycast(lStart, lDirection, out lHitInfo, _MaxDistance, _CollisionLayers, lOwner))
                {
                    // Grab the gameobject this collider belongs to
                    GameObject lGameObject = lHitInfo.collider.gameObject;

                    // Don't count the ignore
                    if (lGameObject.transform == lOwner)
                    {
                        continue;
                    }
                    if (lHitInfo.collider is TerrainCollider)
                    {
                        continue;
                    }

                    if (_Tags != null && _Tags.Length > 0)
                    {
                        IAttributeSource lAttributeSource = lGameObject.GetComponent <IAttributeSource>();
                        if (lAttributeSource == null || !lAttributeSource.AttributesExist(_Tags))
                        {
                            continue;
                        }
                    }

                    if (RequiresRigidbody && lGameObject.GetComponent <Rigidbody>() == null)
                    {
                        continue;
                    }
                    if (RequiresActorCore && lGameObject.GetComponent <ActorCore>() == null)
                    {
                        continue;
                    }
                    if (RequiresCombatant && lGameObject.GetComponent <ICombatant>() == null)
                    {
                        continue;
                    }

                    // Store the target
                    if (_Spell.Data.Targets == null)
                    {
                        _Spell.Data.Targets = new List <GameObject>();
                    }
                    _Spell.Data.Targets.Clear();

                    _Spell.Data.Targets.Add(lGameObject);

                    return(lGameObject.transform);
                }

                // Increment the spiral
                lAngle += lDegreesPerStep;
                lRadius = Mathf.Min(lRadius + lRadiusPerStep, lMaxRadius);

                //lColor.r = lColor.r - lColorPerStep;
                //lColor.g = lColor.g - lColorPerStep;
            }

            // Return the target hit
            return(null);
        }
Beispiel #5
0
        /// <summary>
        /// Called when the action is first activated
        /// <param name="rPreviousSpellActionState">State of the action prior to this one activating</param>
        public override void Activate(int rPreviousSpellActionState = -1, object rData = null)
        {
            base.Activate(rPreviousSpellActionState, rData);

            mActivations   = 0;
            mBatchDelay    = 0f;
            mLastBatchTime = 0f;

            if (_Spell != null && _Spell.Data != null)
            {
                SpellData lSpellData = _Spell.Data;

                Transform lCenter         = null;
                Vector3   lCenterPosition = PositionOffset;
                GetBestPosition(SearchRootIndex, rData, _Spell.Data, PositionOffset, out lCenter, out lCenterPosition);

                // Ignore any existing targets for future tests
                if (IgnorePreviousTargets && lSpellData.Targets != null && lSpellData.Targets.Count > 0)
                {
                    if (lSpellData.PreviousTargets == null)
                    {
                        lSpellData.PreviousTargets = new List <GameObject>();
                    }

                    for (int i = 0; i < lSpellData.Targets.Count; i++)
                    {
                        if (!lSpellData.PreviousTargets.Contains(lSpellData.Targets[i]))
                        {
                            lSpellData.PreviousTargets.Add(lSpellData.Targets[i]);
                        }
                    }
                }

                // Remove any existing targets
                if (Replace)
                {
                    if (lSpellData.Targets != null)
                    {
                        lSpellData.Targets.Clear();
                        lSpellData.Targets = null;
                    }
                }

                // Find new targets
                if (lCenterPosition != Vector3Ext.Null)
                {
                    Collider[]        lColliders = null;
                    List <GameObject> lTargets   = null;

                    int lCount = RaycastExt.SafeOverlapSphere(lCenterPosition, Radius, out lColliders, CollisionLayers, _Spell.Owner.transform, null, true);
                    if (lColliders != null && lCount > 0)
                    {
                        if (lTargets == null)
                        {
                            lTargets = new List <GameObject>();
                        }

                        for (int i = 0; i < lCount; i++)
                        {
                            GameObject lGameObject = lColliders[i].gameObject;
                            if (lGameObject == _Spell.Owner)
                            {
                                continue;
                            }
                            if (RequireRigidbody && lGameObject.GetComponent <Rigidbody>() == null)
                            {
                                continue;
                            }
                            if (RequireActorCore && lGameObject.GetComponent <ActorCore>() == null)
                            {
                                continue;
                            }
                            if (RequireCombatant && lGameObject.GetComponent <ICombatant>() == null)
                            {
                                continue;
                            }
                            if (lSpellData.PreviousTargets != null && lSpellData.PreviousTargets.Contains(lGameObject))
                            {
                                continue;
                            }

                            if (_Tags != null && _Tags.Length > 0)
                            {
                                IAttributeSource lAttributeSource = lGameObject.GetComponent <IAttributeSource>();
                                if (lAttributeSource == null || !lAttributeSource.AttributesExist(_Tags))
                                {
                                    continue;
                                }
                            }

                            if (!lTargets.Contains(lGameObject))
                            {
                                lTargets.Add(lGameObject);
                            }
                        }

                        // Sort the list based on distance
                        if (lTargets.Count > 1)
                        {
                            lTargets = lTargets.OrderBy(x => Vector3.Distance(lCenterPosition, x.transform.position)).ToList <GameObject>();
                        }
                    }

                    // Choose what we want
                    if (lTargets != null && lTargets.Count > 0)
                    {
                        if (lSpellData.Targets == null)
                        {
                            lSpellData.Targets = new List <GameObject>();
                        }

                        // Any or nearest
                        if (SearchTypeIndex == 0 || SearchTypeIndex == 1)
                        {
                            for (int i = 0; i < lTargets.Count; i++)
                            {
                                if (!lSpellData.Targets.Contains(lTargets[i]))
                                {
                                    lSpellData.Targets.Add(lTargets[i]);
                                }
                                if (MaxTargets > 0 && lSpellData.Targets.Count >= MaxTargets)
                                {
                                    break;
                                }
                            }
                        }
                        // Furthest
                        else if (SearchTypeIndex == 2)
                        {
                            for (int i = lTargets.Count - 1; i >= 0; i--)
                            {
                                if (!lSpellData.Targets.Contains(lTargets[i]))
                                {
                                    lSpellData.Targets.Insert(0, lTargets[i]);
                                }
                                if (MaxTargets > 0 && lSpellData.Targets.Count >= MaxTargets)
                                {
                                    break;
                                }
                            }
                        }
                    }
                }

                if (lSpellData.Targets != null && lSpellData.Targets.Count > 0)
                {
                    if (!UseBatches)
                    {
                        OnSuccess();
                        return;
                    }
                }
            }

            // Immediately deactivate
            if (!UseBatches)
            {
                OnFailure();
            }
        }
Beispiel #6
0
        /// <summary>
        /// Casts a ray using the reticle and then validates the position
        /// </summary>
        /// <returns></returns>
        protected virtual bool Raycast(bool rUseReticle = true)
        {
            bool      lRayHit = false;
            Transform lOwner  = mOwner.transform;

            if (rUseReticle && TargetingReticle.Instance != null)
            {
                RaycastHit[] lHitInfos;
                int          lHitCount = TargetingReticle.Instance.RaycastAll(out lHitInfos, _MinDistance, _MaxDistance, _Radius, _CollisionLayers, lOwner);

                if (lHitCount > 0)
                {
                    if (_Tags == null || _Tags.Length == 0)
                    {
                        lRayHit  = true;
                        mHitInfo = lHitInfos[0];
                    }
                    else
                    {
                        for (int i = 0; i < lHitCount; i++)
                        {
                            IAttributeSource lAttributeSource = lHitInfos[i].collider.gameObject.GetComponent <IAttributeSource>();
                            if (lAttributeSource != null && lAttributeSource.AttributesExist(_Tags))
                            {
                                lRayHit  = true;
                                mHitInfo = lHitInfos[i];

                                break;
                            }
                        }
                    }
                }
            }
            else
            {
                Ray lRay = Camera.main.ScreenPointToRay(UnityEngine.Input.mousePosition);
                lRayHit = RaycastExt.SafeRaycast(lRay.origin, lRay.direction, out mHitInfo, _MaxDistance, _CollisionLayers, lOwner);
            }

            // Since we don't seem to have a hit, test if we can use the max distance and shoot a ray down
            if (!lRayHit)
            {
                Transform lOrigin = TargetingReticle.Instance.RaycastRoot;
                if (lOrigin == null && Camera.main != null)
                {
                    lOrigin = Camera.main.transform;
                }
                if (lOrigin == null)
                {
                    lOrigin = transform;
                }

                Vector3 lStart = lOrigin.position + (lOrigin.forward * _MaxDistance);

                RaycastHit lHitInfo;
                if (RaycastExt.SafeRaycast(lStart, -lOwner.up, out lHitInfo, 10f, _CollisionLayers, lOwner, null, true))
                {
                    if (_Tags == null || _Tags.Length == 0)
                    {
                        lRayHit  = true;
                        mHitInfo = lHitInfo;
                    }
                    else
                    {
                        IAttributeSource lAttributeSource = lHitInfo.collider.gameObject.GetComponent <IAttributeSource>();
                        if (lAttributeSource != null && lAttributeSource.AttributesExist(_Tags))
                        {
                            lRayHit  = true;
                            mHitInfo = lHitInfo;
                        }
                    }
                }
            }

            return(lRayHit);
        }
Beispiel #7
0
        /// <summary>
        /// Called when the action is first activated
        /// <param name="rPreviousSpellActionState">State of the action prior to this one activating</param>
        public override void Activate(int rPreviousSpellActionState = -1, object rData = null)
        {
            base.Activate(rPreviousSpellActionState, rData);

            if (_Spell != null && _Spell.Data != null)
            {
                SpellData  lSpellData  = _Spell.Data;
                GameObject lGameObject = _Spell.Owner;

                // Ignore any existing targets for future tests
                if (ShiftToPreviousTargets && lSpellData.Targets != null && lSpellData.Targets.Count > 0)
                {
                    if (lSpellData.PreviousTargets == null)
                    {
                        lSpellData.PreviousTargets = new List <GameObject>();
                    }

                    for (int i = 0; i < lSpellData.Targets.Count; i++)
                    {
                        if (!lSpellData.PreviousTargets.Contains(lSpellData.Targets[i]))
                        {
                            lSpellData.PreviousTargets.Add(lSpellData.Targets[i]);
                        }
                    }
                }

                // Remove any existing targets
                if (Replace)
                {
                    if (lSpellData.Targets != null)
                    {
                        lSpellData.Targets.Clear();
                        lSpellData.Targets = null;
                    }
                }

                // Find new targets
                bool lAdd = true;

                if (lAdd && RequireRigidbody && lGameObject.GetComponent <Rigidbody>() == null)
                {
                    lAdd = false;
                }
                if (lAdd && RequireActorCore && lGameObject.GetComponent <ActorCore>() == null)
                {
                    lAdd = false;
                }
                if (lAdd && RequireCombatant && lGameObject.GetComponent <ICombatant>() == null)
                {
                    lAdd = false;
                }
                if (lAdd && lSpellData.PreviousTargets != null && lSpellData.PreviousTargets.Contains(lGameObject))
                {
                    lAdd = false;
                }

                if (lAdd && _Tags != null && _Tags.Length > 0)
                {
                    IAttributeSource lAttributeSource = lGameObject.GetComponent <IAttributeSource>();
                    if (lAttributeSource == null || !lAttributeSource.AttributesExist(_Tags))
                    {
                        lAdd = false;
                    }
                }

                if (lAdd & !lSpellData.Targets.Contains(lGameObject))
                {
                    lSpellData.Targets.Add(lGameObject);
                }

                if (lAdd)
                {
                    OnSuccess();
                    return;
                }
            }

            // Immediately deactivate
            OnFailure();
        }