public void DestroyObstacle()
    {
        Utilities.DebugLog("TerrainObstacle.DestroyObstacle ()");
        if (this.destroyedPrefab)
        {
            GameObject      destroyedObstacleGameObject = (GameObject)Instantiate(this.destroyedPrefab, this.gameObject.transform.position, this.gameObject.transform.rotation);
            TerrainObstacle destroyedObstacle           = destroyedObstacleGameObject.GetComponent <TerrainObstacle> ();
            float           obstacleScaleSign           = Mathf.Sign(this.transform.localScale.x);
            destroyedObstacle.transform.localScale = new Vector3(obstacleScaleSign * destroyedObstacle.transform.localScale.x, destroyedObstacle.transform.localScale.y, destroyedObstacle.transform.localScale.z);

            // Enable/disable pathfinding obstruction
            PolyNavObstacle polyNavObstacle = destroyedObstacleGameObject.GetComponent <PolyNavObstacle> ();
            if (polyNavObstacle)
            {
                polyNavObstacle.enabled = this.shouldStopUnitMovementWhenDestroyed;
            }

            this.isIntact = false;
            this.shouldRemoveFromListAndDestroyOnNextUpdate = true;
            destroyedObstacle.shouldAddToListOnNextUpdate   = true;
        }
        else
        {
            SpriteRenderer spriteRenderer = this.gameObject.GetComponent <SpriteRenderer> ();
            if (spriteRenderer)
            {
                spriteRenderer.color = new Color(1f, 1f, 1f, .2f);              // 20% transparent
            }
            this.isIntact = false;
        }
    }
    public void TakeDamage(float damage)
    {
        Utilities.DebugLog("TerrainObstacle.TakeDamage ()");
        this.health -= damage;
        if (this.health <= 0)
        {
            if (this.shouldCauseExplosionWhenDestroyed)
            {
                if (this.tcScript)
                {
                    GameObject     explosion      = (GameObject)Instantiate(this.tcScript.explosionPrefab, this.transform.position, Quaternion.identity);
                    ParticleSystem particleSystem = explosion.GetComponent <ParticleSystem> ();
                    if (particleSystem)
                    {
                        particleSystem.startSize = this.radius * PARTICLE_RADIUS;
                    }

                    //explosion.transform.position = new Vector2(explosion.transform.position.x + PROJECTILE_CREATION_POINT_OFFSET.x, explosion.transform.position.y + PROJECTILE_CREATION_POINT_OFFSET.y);
                    //Destroy (explosion, 1.0f);

                    // Deal splash damage
                    Utilities.DebugLog("Deal splash damage");
                    //this.tcScript.DealDamageToUnitsWithinRange (this.gameObject.transform.position, BALLISTIC_PROJECTILE_SPLASH_DAMAGE_RANGE + obstacle.radius, this.attack * BALLISTIC_PROJECTILE_SPLASH_DAMAGE_PERCENTAGE * 20.0f);
                    this.tcScript.DealDamageWithFalloffToUnitsWithinRange(this.gameObject.transform.position, BALLISTIC_PROJECTILE_SPLASH_DAMAGE_RANGE + this.radius * 1.5f, damage * 20.0f, this.gameObject);
                }
            }

            // Enable/disable pathfinding obstruction
            PolyNavObstacle polyNavObstacle = this.gameObject.GetComponent <PolyNavObstacle> ();
            polyNavObstacle.enabled = this.shouldStopUnitMovementWhenDestroyed;

            this.DestroyObstacle();
        }
    }
Beispiel #3
0
    // Use this for initialization
    void Start()
    {
        m_Obstacle = GetComponent<PolyNavObstacle>();
        m_Collider = GetComponent<Collider2D>();

        Debug.Assert(m_Obstacle != null && m_Collider != null);
    }
Beispiel #4
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	///Adds a PolyNavObstacle to the map.
	public void AddObstacle( PolyNavObstacle navObstacle ){

		if (!navObstacles.Contains(navObstacle)){
			navObstacles.Add(navObstacle);
			generateFlag = true;
		}
	}
Beispiel #5
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 ///Removes a PolyNavObstacle to the map.
 public void RemoveObstacle(PolyNavObstacle navObstacle)
 {
     if (navObstacles.Contains(navObstacle))
     {
         navObstacles.Remove(navObstacle);
         regenerateFlag = true;
     }
 }
 ///Adds a PolyNavObstacle to the map.
 public void AddObstacle(PolyNavObstacle navObstacle)
 {
     if (!navObstacles.Contains(navObstacle))
     {
         navObstacles.Add(navObstacle);
         regenerateFlag = true;
     }
 }
    ///Adds a PolyNavObstacle to the map.
    public void AddObstacle(PolyNavObstacle navObstacle)
    {
        navObstacle.gameObject.layer = obstaclesLayer;

        if (!navObstacles.Contains(navObstacle))
        {
            navObstacles.Add(navObstacle);
            GenerateMap();
        }
    }
Beispiel #8
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 void MonitorObstacle(PolyNavObstacle obstacle, bool active)
 {
     if (obstaclesMask == (obstaclesMask | 1 << obstacle.gameObject.layer))
     {
         if (active)
         {
             AddObstacle(obstacle);
         }
         else
         {
             RemoveObstacle(obstacle);
         }
     }
 }
    // Use this for initialization
    void Start()
    {
        Utilities.DebugLog("TerrainObstacle.Start ()");
        // Enable/disable pathfinding obstruction
        PolyNavObstacle polyNavObstacle = this.gameObject.GetComponent <PolyNavObstacle> ();

        if (polyNavObstacle)
        {
            polyNavObstacle.enabled = this.shouldStopUnitMovementWhenIntact;
        }

        Camera mainCamera = Camera.main;

        this.tcScript = mainCamera.GetComponent <TacticalCombat> ();
    }
Beispiel #10
0
 static int RemoveObstacle(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         PolyNav2D       obj  = (PolyNav2D)ToLua.CheckObject <PolyNav2D>(L, 1);
         PolyNavObstacle arg0 = (PolyNavObstacle)ToLua.CheckObject <PolyNavObstacle>(L, 2);
         obj.RemoveObstacle(arg0);
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
    void Start()
    {
        //Turns each tile with a collider attached to it into an obstacle on the nav mesh
        foreach (TileEditor.Tile tile in FindObjectsOfType <TileEditor.Tile>())
        {
            Collider2D col = tile.GetComponent <Collider2D>();

            if (col != null)
            {
                if (col.gameObject.layer != 10)
                {
                    PolyNavObstacle ob = tile.gameObject.AddComponent <PolyNavObstacle>();
                    ob.extraOffset = extraOffset;
                }
            }
        }
    }
Beispiel #12
0
    public override void OnInspectorGUI()
    {
        serializedObject.Update();
        MonoBehaviour       mono         = (MonoBehaviour)target;
        ProceduralWall      scriptTarget = mono.GetComponent <ProceduralWall>();
        PolyNavObstacle     pObstacle    = mono.GetComponent <PolyNavObstacle>();
        CompositeCollider2D collider     = mono.GetComponent <CompositeCollider2D>();

        base.OnInspectorGUI();

        if (GUILayout.Button("Build Wall"))
        {
            scriptTarget.Generate();
        }

        serializedObject.ApplyModifiedProperties();
    }
Beispiel #13
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    /// <summary>
    /// Instantiation of spawn logic per Transport
    /// </summary>
    private void Start()
    {
        // Grab the spawn point for this unit.
        _spawnController   = gameObject.GetComponent <TransportSpawnController>();
        _spawnPoint        = _spawnController.GetSpawnPoint();
        _destination       = _spawnController.GetDestination();
        _payloadMultiplier = _spawnController.PayloadMultiplier;
        _spawnController.TearDown();

        _navMapRef  = FindObjectOfType <PolyNav2D>();
        _myObstacle = gameObject.GetComponent <PolyNavObstacle>();

        // Move to spawn location.
        transform.position = _spawnPoint;

        // Apply movement towards destination.
        MoveToDestination();
    }
Beispiel #14
0
    // check if there is a vison blocker between the target and this object
    bool HasVisionBlock(Transform target)
    {
        if (ignoreVisionBlock)
        {
            return(false);
        }

        float   dist = Vector3.Distance(transform.position, target.position);
        Vector3 dir  = target.transform.position - transform.position;

        dir.Normalize();

        RaycastHit2D[] hits =
            Physics2D.RaycastAll(transform.position, dir, dist);
        foreach (RaycastHit2D hit in hits)
        {
            Transform hitTrans = hit.transform;
            if (hit.collider.isTrigger || hitTrans == transform)
            {
                continue;
            }

            ObjectIdentity oi = hitTrans.GetComponent <ObjectIdentity> ();
            if (oi)
            {
                return(oi.isVisionBlocker());
            }

            if (hit.collider && hit.collider.isTrigger == false &&
                hit.collider.GetComponent <SFPolygon>())
            {
                return(true);
            }


            PolyNavObstacle obstacle = hitTrans.GetComponent <PolyNavObstacle> ();
            if (obstacle)
            {
                return(true);
            }
        }

        return(false);
    }
Beispiel #15
0
    // check if there is a vison blocker between the target and this object
    bool HasVisionBlock(Transform target)
    {
        float   dist = Vector2.Distance(transform.position, target.position);
        Vector2 dir  = target.transform.position - transform.position;

        dir.Normalize();

        // assume at most 10 objects would in between
        RaycastHit2D[] hits = new RaycastHit2D[10];
        Physics2D.Raycast
            (transform.position, dir, raycastFilter, hits, dist);

        foreach (RaycastHit2D hit in hits)
        {
            Transform hitTrans = hit.transform;
            if (hitTrans == target || hitTrans == null)
            {
                continue;
            }

            if (hit.collider &&
                hit.collider.gameObject.layer == LayerMask.NameToLayer("HighWall"))
            {
                return(true);
            }

            // defined vision blocker
            ObjectIdentity oi = hitTrans.GetComponent <ObjectIdentity> ();
            if (oi && oi.isVisionBlocker())
            {
                return(true);
            }
            // defined polynavobstacle
            PolyNavObstacle obstacle = hitTrans.GetComponent <PolyNavObstacle> ();
            if (obstacle)
            {
                return(true);
            }
        }
        return(false);
    }
    private void Start()
    {
        float fireSize = hasLargeFire ? 0.3f : 0.1f;

        if (particles != null)
        {
            GameObject parts = Instantiate(particles, transform);
            parts.transform.localPosition = Vector3.zero;
            parts.transform.localScale    = new Vector3(fireSize, fireSize, fireSize);
        }
        else
        {
            Debug.Log("No particles associated with this debris controller.");
        }

        if (isPolyNav == true)
        {
            _myObstacle = gameObject.GetComponent <PolyNavObstacle>();
            _navMapRef  = FindObjectOfType <PolyNav2D>();
            _navMapRef.AddObstacle(_myObstacle);
        }
    }
Beispiel #17
0
    // Handle collisions
    void OnTriggerEnter2D(Collider2D other)
    {
        Utilities.DebugLog("Projectile.OnTriggerEnter2D ()");
        if (this.currentState == ProjectileState.PROJECTILE_STATE_ACTIVE)
        {
            // Check collision between projectile and Unit
            Unit unit = other.gameObject.GetComponent <Unit> ();
            if (unit)
            {
                if (unit.isPlayerControlled != this.isPlayerControlled &&
                    (!this.isBallisticProjectile || this.percentTravelled > 0.9f) &&
                    unit.currentState != Unit.UnitState.UNIT_STATE_PREPARING_FOR_CLOSE_COMBAT &&
                    unit.currentState != Unit.UnitState.UNIT_STATE_CLOSE_COMBAT &&
                    unit.currentState != Unit.UnitState.UNIT_STATE_DEAD &&
                    unit.currentState != Unit.UnitState.UNIT_STATE_DISABLED)
                {
                    // For bazooka only, decrease damage as it approaches its max range
                    float attackStrength = this.attack;
                    if (this.isBazooka)
                    {
                        attackStrength = attackStrength * ((1.0f - this.percentTravelled) * 0.5f + 0.5f);
                    }
                    unit.TakeDamage(attackStrength);

                    if (this.tcScript)
                    {
                        this.tcScript.projectilesList.Remove(this);
                    }

                    DestroyProjectileAccordingToType();
                }
            }

            // Check collision between projectile and obstacle
            TerrainObstacle obstacle = other.gameObject.GetComponent <TerrainObstacle> ();
            if (obstacle)
            {
                if (obstacle.isDestructible &&
                    (!this.isBallisticProjectile || this.percentTravelled > 0.9f) &&
                    (!this.isBazooka || this.distanceTravelled > 1.0f /*50.0f*/))
                {
                    // Stop projectile if applicable
                    if ((obstacle.isIntact && obstacle.shouldStopExplosivesWhenIntact && this.isBallisticProjectile && this.fullBallisticShift * 1.0f < obstacle.height * 2.5f) ||
                        (obstacle.isIntact && obstacle.shouldStopFireWhenIntact && this.isFlamethrower) ||
                        (obstacle.isIntact && obstacle.shouldStopBulletsWhenIntact && !this.isBallisticProjectile && !this.isFlamethrower) ||
                        (!obstacle.isIntact && obstacle.shouldStopExposivesWhenDestroyed && this.isBallisticProjectile) ||
                        (!obstacle.isIntact && obstacle.shouldStopFireWhenDestroyed && this.isFlamethrower) ||
                        (!obstacle.isIntact && obstacle.shouldStopBulletsWhenDestroyed && !this.isBallisticProjectile && !this.isFlamethrower))
                    {
                        DestroyProjectileAccordingToType();
                    }

                    // Cause damage to obstacle if applicable
                    if ((obstacle.isIntact && !obstacle.isImmuneToExplosiveDamage && this.isBallisticProjectile && this.fullBallisticShift * 1.0f < obstacle.height * 2.5f) ||
                        (obstacle.isIntact && !obstacle.isImmuneToFireDamage && this.isFlamethrower) ||
                        (obstacle.isIntact && !obstacle.isImmuneToBulletDamage && !this.isBallisticProjectile && !this.isFlamethrower))
                    {
                        obstacle.TakeDamage(this.attack);
                    }
                }
            }
            else
            {
                // Check collision between projectile and non-TerrainObstacle PolyNavObstacle
                PolyNavObstacle polyNavObstacle = other.gameObject.GetComponent <PolyNavObstacle> ();
                if (polyNavObstacle)
                {
                    //DestroyProjectileAccordingToType ();

                    float GENERIC_POLYNAV_OBSTACLE_HEIGHT = 200.0f;

                    if ((!this.isBallisticProjectile || this.percentTravelled > 0.9f) &&
                        (!this.isBazooka || this.distanceTravelled > 1.0f /*50.0f*/))
                    {
                        // Stop projectile if applicable
                        if ((this.isBallisticProjectile && this.fullBallisticShift * 1.0f < GENERIC_POLYNAV_OBSTACLE_HEIGHT * 2.5f) ||
                            (this.isFlamethrower) ||
                            (!this.isBallisticProjectile && !this.isFlamethrower))
                        {
                            DestroyProjectileAccordingToType();
                        }
                    }
                }
            }
        }
    }
Beispiel #18
0
    ///Removes a PolyNavObstacle to the map.
    public void RemoveObstacle(PolyNavObstacle navObstacle)
    {

        navObstacles.Remove(navObstacle);
        generateFlag = true;
    }
 ///Removes a PolyNavObstacle to the map.
 public void RemoveObstacle(PolyNavObstacle navObstacle)
 {
     navObstacles.Remove(navObstacle);
     GenerateMap();
 }
Beispiel #20
0
    public static void setMoveCollider(Transform who, bool onOff)
    {
        PolyNavObstacle col = who.GetComponentInChildren <PolyNavObstacle>(true);

        col.enabled = onOff;
    }
 // Use this for initialization
 void Start()
 {
     _comp     = GetComponent <CompositeCollider2D>();
     _obstacle = GetComponent <PolyNav.PolyNavObstacle>();
 }
Beispiel #22
0
 ///Removes a PolyNavObstacle to the map.
 public void RemoveObstacle(PolyNavObstacle navObstacle)
 {
     navObstacles.Remove(navObstacle);
     generateFlag = true;
 }