Beispiel #1
0
        protected override void Update()
        {
            base.Update();
            m_phyChar.enabled = (Vehicle == null);
            if (Vehicle != null)
            {
                m_animCtrl.IsAnimated = false;
            }
            else
            {
                DoInputs();

                bool isMoving = (m_phyChar.Dir.sqrMagnitude >= 0.01);
                if (isMoving)
                {
                    //m_phyChar.Dir.Normalize();
                    m_camera2DFollowBehaviour.Target = transform;
                }
                else
                {
                    m_phyChar.Dir = Vector3.zero;
                }
            }

            int tileIdx = RpgMapHelper.GetTileIdxByPosition(transform.position);

            if (tileIdx != m_lastTileIdx || m_lastFogSightLength != FogSightLength)
            {
                RpgMapHelper.RemoveFogOfWarWithFade(transform.position, FogSightLength);
            }

            m_lastFogSightLength = FogSightLength;
            m_lastTileIdx        = tileIdx;
        }
        // Update is called once per frame
        void Update()
        {
            RpgMapHelper.DebugDrawRect(transform.position, CollRect, Color.white);
            if (Dir.sqrMagnitude > 0f)
            {
                // divide by n per second ( n:2 )
                m_speed += (MaxSpeed - m_speed) / Mathf.Pow(2f, Time.deltaTime);
            }
            else
            {
                m_speed /= Mathf.Pow(2f, Time.deltaTime);
            }
            Dir.z = 0f;
            transform.position += Dir * m_speed * Time.deltaTime;

            if (IsCollEnabled)
            {
                DoCollisions();
            }
        }
        protected override void Update()
        {
            if (m_playerCtrl == null)
            {
                return;
            }

            Color textColor = HelpText.GetComponent <Renderer>().material.color;

            textColor.a = Mathf.Clamp(0.2f + Mathf.Abs(Mathf.Sin(0.05f * Time.frameCount)), 0f, 1f);
            HelpText.GetComponent <Renderer>().material.color = textColor;

            if (m_isLanding)
            {
                if (VehicleType == eVehicleType.Aircraft)
                {
                    m_altitude = Mathf.Lerp(MaxAltitude, 0f, LandingTime * (1 - m_altitude / MaxAltitude) + Time.deltaTime);
                    //m_altitude -= m_altitude / 20;

                    if (m_altitude <= 0.01)
                    {
                        m_altitude = 0;
                        m_playerCtrl.SetVisible(true);
                    }
                }
            }
            else
            {
                // Empty vehicle logic
                if (m_playerCtrl.Vehicle == null)
                {
                    Vector3 vPos = transform.position;
                    bool    isPlayerCloseEnough = false;
                    if (VehicleType == eVehicleType.Boat)
                    {
                        m_animCtrl.IsAnimated = true; //Force to always animate
                        Rect rVert = new Rect(vPos.x + phyChar.CollRect.x, vPos.y + phyChar.CollRect.y - phyChar.CollRect.height, phyChar.CollRect.width, 3 * phyChar.CollRect.height);
                        Rect rHor  = new Rect(vPos.x + phyChar.CollRect.x - phyChar.CollRect.width, vPos.y + phyChar.CollRect.y, 3 * phyChar.CollRect.width, phyChar.CollRect.height);
                        RpgMapHelper.DebugDrawRect(Vector3.zero, rVert, Color.blue);
                        RpgMapHelper.DebugDrawRect(Vector3.zero, rHor, Color.green);
                        isPlayerCloseEnough = rVert.Contains(m_playerCtrl.transform.position) || rHor.Contains(m_playerCtrl.transform.position);
                    }
                    else //if (VehicleType == eVehicleType.Aircraft)
                    {
                        m_animCtrl.IsAnimated = false; //Force to don't animate
                        Rect rect = new Rect(vPos.x + phyChar.CollRect.x, vPos.y + phyChar.CollRect.y - phyChar.CollRect.height / 3, phyChar.CollRect.width, phyChar.CollRect.height);
                        RpgMapHelper.DebugDrawRect(Vector3.zero, rect, Color.blue);
                        isPlayerCloseEnough = rect.Contains(m_playerCtrl.transform.position);
                    }

                    HelpText.GetComponent <Renderer>().enabled = isPlayerCloseEnough;
                    if (isPlayerCloseEnough)
                    {
                        if (Input.GetKeyDown(KeyCode.Return))
                        {
                            m_playerCtrl.Vehicle = this;
                            HelpText.GetComponent <Renderer>().enabled = false;
                            m_playerCtrl.SetVisible(VehicleType == eVehicleType.Boat);
                            if (VehicleType == eVehicleType.Aircraft)
                            {
                                m_phyChar.IsCollEnabled = false;
                            }
                        }
                    }
                }
                // Occupied vehicle logic
                else if (m_playerCtrl.Vehicle == this)
                {
                    base.Update();
                    m_animCtrl.IsAnimated = true; //Force to always animate

                    if (VehicleType == eVehicleType.Aircraft)
                    {
                        m_altitude = Mathf.Lerp(0f, MaxAltitude, LandingTime * (m_altitude / MaxAltitude) + Time.deltaTime);
                        int sightLength = (int)(MaxAltitudeSightLength * (m_altitude / MaxAltitude));

                        int tileIdx = RpgMapHelper.GetTileIdxByPosition(transform.position);

                        if (tileIdx != m_lastTileIdx || m_lastFogSightLength != sightLength)
                        {
                            RpgMapHelper.RemoveFogOfWarWithFade(transform.position, sightLength);
                        }

                        m_lastFogSightLength = sightLength;
                        m_lastTileIdx        = tileIdx;
                    }

                    if (Input.GetKeyDown(KeyCode.Return))
                    {
                        int     dir         = VehicleType == eVehicleType.Boat ? (int)m_playerCtrl.AnimCtrl.CurrentDir : (int)CharAnimationController.eDir.DOWN;
                        Vector3 vDir        = VehicleType == eVehicleType.Boat ? m_playerCtrl.AnimCtrl.CurrentDirVect : new Vector3(0, -0.5f);
                        float   fMult       = _landingMult[dir];
                        Vector3 vLandingPos = transform.position + fMult * vDir * AutoTileMap.Instance.Tileset.TileWorldWidth;
                        vLandingPos.z = m_playerCtrl.transform.position.z;
                        bool isColliding = m_playerCtrl.PhyCtrl.IsColliding(vLandingPos);
                        RpgMapHelper.DebugDrawRect(vLandingPos, m_playerCtrl.PhyCtrl.CollRect, isColliding ? Color.red : Color.blue, 0.5f);

                        if (VehicleType == eVehicleType.Aircraft)
                        {
                            isColliding |= PhyCtrl.IsColliding(transform.position);
                            RpgMapHelper.DebugDrawRect(transform.position, PhyCtrl.CollRect, isColliding ? Color.red : Color.blue, 0.5f);
                        }

                        isColliding |= RpgMapHelper.GetAutoTileByPosition(vLandingPos, 0).IsWaterTile();

                        if (!isColliding)
                        {
                            m_vLandingPos = vLandingPos;
                            m_isLanding   = true;
                            PhyCtrl.Dir   = Vector3.zero;
                        }
                    }
                }
            }

            Vector3 vAnimSprPos = AnimCtrl.TargetSpriteRenderer.transform.localPosition;

            vAnimSprPos.y = m_altitude;
            AnimCtrl.TargetSpriteRenderer.transform.localPosition = vAnimSprPos;
            if (ShadowSprite != null)
            {
                float scale = (MaxAltitude - m_altitude / 3);
                ShadowSprite.transform.localScale = new Vector3(scale, scale, scale);
            }

            //+++fix overlay layer problem while landing
            if (VehicleType == eVehicleType.Aircraft)
            {
                Vector3 vCheckPos = m_animCtrl.TargetSpriteRenderer.transform.position;
                //Debug.DrawRay( vCheckPos, Vector3.right, Color.red );
                int bottomTile = RpgMapHelper.GetAutoTileByPosition(vCheckPos, 2).Id;
                vCheckPos.y += AutoTileMap.Instance.Tileset.TileWorldHeight;
                //Debug.DrawRay(vCheckPos, Vector3.right, Color.green);
                int topTile = RpgMapHelper.GetAutoTileByPosition(vCheckPos, 2).Id;
                if (
                    (bottomTile < 0 && topTile >= 0 && m_altitude > 0.30f) || // bottom tile is not overlay and top tile is overlay
                    (m_altitude > 0.02f && bottomTile < 0)    // taking off set Z over overlay layer only after bottom tile is not overlay
                    )
                {
                    GetComponent <IsoSpriteController>().enabled = false;
                    Vector3 vSprPos = m_animCtrl.TargetSpriteRenderer.transform.position;
                    vSprPos.z = AutoTileMap.Instance.FindLastLayer(eLayerType.Overlay).Depth - 0.1f;
                    m_animCtrl.TargetSpriteRenderer.transform.position = vSprPos;
                }
                else if (m_altitude <= 0.8)
                { // found an overlay tile? enable IsoSpriteController to adjust Z under overlay layer
                    GetComponent <IsoSpriteController>().enabled = true;
                }
            }
            //---
        }
Beispiel #4
0
        // Update is called once per frame
        void Update()
        {
            m_pathFindingBehaviour.TargetPos = m_player.transform.position;
            Vector3 vTarget = m_player.transform.position; vTarget.z = transform.position.z;

            Ray2D sightRay     = new Ray2D(transform.position, vTarget - transform.position);
            float distToTarget = (vTarget - transform.position).magnitude;

            float fSightBlockedDist = IsSightBlockedByBlockedTiles? RpgMapHelper.Raycast(sightRay, distToTarget) : -1f;

            // NOTE: fSightBlockedDist will be -1f if sight line is not blocked by blocked collision tile
            if (distToTarget >= SightDistance || fSightBlockedDist >= 0f)
            {
                // Move around
                m_pathFindingBehaviour.enabled = false;
                vTarget    = transform.position;
                m_fAngOff += Random.Range(-AngRandOff, AngRandOff);
                Vector3 vOffset = Quaternion.AngleAxis(m_fAngOff, Vector3.forward) * (AngRandRadious * Vector3.right);
                vTarget += vOffset;
                m_moving.Arrive(vTarget);
            }
            else // Follow the player
            {
                // stop following the path when closed enough to target
                m_pathFindingBehaviour.enabled = (vTarget - transform.position).magnitude > MinDistToReachTarget;
                if (!m_pathFindingBehaviour.enabled)
                {
                    m_fAngOff += Random.Range(-AngRandOff, AngRandOff);
                    Vector3 vOffset = Quaternion.AngleAxis(m_fAngOff, Vector3.forward) * (AngRandRadious * Vector3.right);
                    vTarget += vOffset;
                    Debug.DrawLine(transform.position, m_player.transform.position, Color.blue);
                    Debug.DrawRay(m_player.transform.position, vOffset, Color.blue);

                    m_moving.Arrive(vTarget);
                }
            }

            //+++avoid obstacles
            Vector3 vTurnVel = Vector3.zero;

            if (0 != (m_phyChar.CollFlags & PhysicCharBehaviour.eCollFlags.RIGHT))
            {
                vTurnVel.x = -m_moving.MaxSpeed;
            }
            else if (0 != (m_phyChar.CollFlags & PhysicCharBehaviour.eCollFlags.LEFT))
            {
                vTurnVel.x = m_moving.MaxSpeed;
            }
            if (0 != (m_phyChar.CollFlags & PhysicCharBehaviour.eCollFlags.DOWN))
            {
                vTurnVel.y = m_moving.MaxSpeed;
            }
            else if (0 != (m_phyChar.CollFlags & PhysicCharBehaviour.eCollFlags.UP))
            {
                vTurnVel.y = -m_moving.MaxSpeed;
            }
            if (vTurnVel != Vector3.zero)
            {
                m_moving.ApplyForce(vTurnVel - m_moving.Veloc);
            }
            //---

            //fix to avoid flickering of the creature when collides with wall
            if (Time.frameCount % 16 == 0)
            //---
            {
                if (!LockAnimDir)
                {
                    UpdateAnimDir();
                }
            }
        }