Beispiel #1
0
    public override NodeState RunNode(float p_delta)
    {
        _location = _tree.GetBlackBoardElement <Vector3Int>(_locationFlag);

        GameObject entObject       = _entity.GetGameObject();
        Vector3    entityPosition  = entObject.transform.position;
        Vector3    entityDirection = (_location - entObject.transform.position).normalized;
        Vector3    nextStep        = entObject.transform.position + (entityDirection * Time.deltaTime);


        if (Vector3.Distance(nextStep, _location) >= Vector3.Distance(entityPosition, _location))
        {
            entObject.transform.position = _location;

            return(NodeState.Success);
        }

        if (Vector3.Distance(nextStep, _location) < Vector3.Distance(entityPosition, _location))
        {
            _entity.GetGameObject().transform.position += entityDirection * Time.deltaTime;

            return(NodeState.Running);
        }
        return(NodeState.Failed);
    }
Beispiel #2
0
    private NodeState ForwardSwing(float p_delta, Vector3Int p_anchorPoint, Script_IEntity p_attackerEntity, Script_IEntity p_targetEntity)
    {
        GameObject attackerObject = p_attackerEntity.GetGameObject();
        GameObject targetObject   = p_targetEntity.GetGameObject();

        Vector3 forwardSwingPoint = (targetObject.transform.position - attackerObject.transform.position).normalized;

        Vector3 nextPosition      = attackerObject.transform.position + (forwardSwingPoint * p_delta);
        float   forwardSwingSpeed = p_attackerEntity.GetStats()._attackSpeed * 3;

        if (Vector3.Distance(p_anchorPoint, nextPosition) > _swingDistance)
        {
            attackerObject.transform.position = p_anchorPoint + (forwardSwingPoint * _swingDistance);
            Script_Projectile projectile = new Script_Projectile(_manager, p_attackerEntity, p_targetEntity, _projectileColor);
            _manager.CreateProjectile(projectile as Script_IProjectile);

            _tree.SetBlackboardElement(_isForwardSwingFlag, false);

            return(NodeState.Success);
        }
        else
        {
            attackerObject.transform.position += forwardSwingPoint * p_delta * forwardSwingSpeed;
        }
        return(NodeState.Running);
    }
Beispiel #3
0
    public override NodeState RunNode(float p_delta)
    {
        Script_IEntity targetEntity   = _tree.GetBlackBoardElement <Script_IEntity>(_targetEnemyFlag);
        bool           isForwardSwing = _tree.GetBlackBoardElement <bool> (_isForwardSwingFlag);

        if (targetEntity == null || targetEntity.GetGameObject() == null)
        {
            return(NodeState.Failed);
        }

        if (isForwardSwing)
        {
            NodeState success = ForwardSwing(p_delta, _entityToAttack.GetGridLocation(), _entityToAttack, targetEntity);
            if (success == NodeState.Success)
            {
                Script_Projectile projectile = new Script_Projectile(_manager, _entityToAttack, targetEntity, _projectileColor);
                _manager.CreateProjectile(projectile);
                return(NodeState.Success);
            }
        }
        else if (!isForwardSwing)
        {
            BackSwing(p_delta, _entityToAttack.GetGridLocation(), _entityToAttack, targetEntity);
        }
        return(NodeState.Running);
    }
    public override NodeState RunNode(float p_delta)
    {
        Script_IEntity targetEntity   = _tree.GetBlackBoardElement <Script_IEntity>(_targetEnemyFlag);
        bool           isForwardSwing = _tree.GetBlackBoardElement <bool> (_isForwardSwingFlag);

        if (targetEntity == null || targetEntity.GetGameObject() == null)
        {
            return(NodeState.Failed);
        }


        if (isForwardSwing)
        {
            NodeState success = ForwardSwing(p_delta, _entityToAttack.GetGridLocation(), _entityToAttack, targetEntity);
            if (success == NodeState.Success)
            {
                targetEntity.TakeDamage(_entityToAttack, _entityToAttack.GetStats()._damage);
                return(NodeState.Success);
            }
        }
        else if (!isForwardSwing)
        {
            BackSwing(p_delta, _entityToAttack.GetGridLocation(), _entityToAttack, targetEntity);
        }
        return(NodeState.Running);
    }
    private NodeState ForwardSwing(float p_delta, Vector3Int p_anchorPoint, Script_IEntity p_attackerEntity, Script_IEntity p_targetEntity)
    {
        GameObject attackerObject = p_attackerEntity.GetGameObject();
        GameObject targetObject   = p_targetEntity.GetGameObject();

        Vector3 forwardSwingPoint = (targetObject.transform.position - attackerObject.transform.position).normalized;
        Vector3 nextPosition      = attackerObject.transform.position + (forwardSwingPoint * p_delta);

        float forwardSwingSpeed = p_attackerEntity.GetStats()._attackSpeed * 3;
        float upSwingSpeed      = forwardSwingSpeed * 0.5f;


        if (attackerObject == targetObject)
        {
            NodeState state = JumpForwardAnimation(p_attackerEntity, upSwingSpeed);
            if (state == NodeState.Success)
            {
                return(state);
            }
        }
        else
        {
            if (Vector3.Distance(p_anchorPoint, nextPosition) > _swingDistance)
            {
                attackerObject.transform.position = p_anchorPoint + (forwardSwingPoint * _swingDistance);
                _tree.SetBlackboardElement(_isForwardSwingFlag, false);
                return(NodeState.Success);
            }
            else
            {
                attackerObject.transform.position += forwardSwingPoint * p_delta * forwardSwingSpeed;
            }
        }
        return(NodeState.Running);
    }
    public override NodeState RunNode(float p_delta)
    {
        Script_IEntity targetEntity = _tree.GetBlackBoardElement <Script_IEntity>(_targetEnemyFlag);

        bool isForwardSwing = _tree.GetBlackBoardElement <bool> (_isForwardSwingFlag);

        if (targetEntity == null || targetEntity.GetGameObject() == null)
        {
            return(NodeState.Failed);
        }

        if (isForwardSwing)
        {
            NodeState success = ForwardSwing(p_delta, _entityToAttack.GetGridLocation(), _entityToAttack, targetEntity);
            if (success == NodeState.Success)
            {
                Script_HealingVisualEffect healingEffect = new Script_HealingVisualEffect(_manager, targetEntity);
                _manager.CreateVisual(healingEffect);
                targetEntity.Heal(_entityToAttack.GetStats()._healPower);
                return(NodeState.Success);
            }
        }
        else if (!isForwardSwing)
        {
            BackSwing(p_delta, _entityToAttack.GetGridLocation(), _entityToAttack, targetEntity);
        }
        return(NodeState.Running);
    }
    private NodeState BackSwing(float p_delta, Vector3Int p_anchorPoint, Script_IEntity p_attackerEntity, Script_IEntity p_targetEntity)
    {
        GameObject attackerObject = p_attackerEntity.GetGameObject();
        GameObject targetObject   = p_targetEntity.GetGameObject();

        Vector3 backSwingPoint = (attackerObject.transform.position - targetObject.transform.position).normalized;
        Vector3 nextPosition   = attackerObject.transform.position + (backSwingPoint * p_delta);

        float backSwingSpeed = p_attackerEntity.GetStats()._attackSpeed;
        float downSwingSpeed = backSwingSpeed * 0.5f;

        if (attackerObject == targetObject)
        {
            JumpDownAnimation(p_attackerEntity, downSwingSpeed);
        }
        else
        {
            if (Vector3.Distance(p_anchorPoint, nextPosition) > _swingDistance)
            {
                attackerObject.transform.position = p_anchorPoint + (backSwingPoint * _swingDistance);
                _tree.SetBlackboardElement(_isForwardSwingFlag, true);
            }
            else
            {
                attackerObject.transform.position += backSwingPoint * p_delta * backSwingSpeed;
            }
        }
        return(NodeState.Running);
    }
Beispiel #8
0
    public override NodeState RunNode(float p_delta)
    {
        if (_entityToMove == null)
        {
            return(NodeState.Failed);
        }

        _targetEntity = _tree.GetBlackBoardElement <Script_IEntity>(_entityFlag);

        if (_targetEntity == null || _targetEntity.GetGameObject() == null)
        {
            return(NodeState.Failed);
        }


        int maxRange     = _grid.GetWidth() > _grid.GetHeight() ? _grid.GetWidth() : _grid.GetHeight();
        int currentRange = 1;

        List <Script_Tile> availableTiles = new List <Script_Tile> ();

        while (currentRange <= maxRange && availableTiles.Count == 0)
        {
            availableTiles = GetAvailableTilesSurroundingEntity(currentRange, _targetEntity);
        }

        if (availableTiles.Count == 0)
        {
            return(NodeState.Failed);
        }

        foreach (Script_Tile tile in availableTiles)
        {
            if (_entityToMove.GetGridLocation() == tile.GetGridPosition() || _entityToMove.GetGridLocation() == _targetEntity.GetGridLocation())
            {
                return(NodeState.Success);
            }
        }


        GameObject entityObject       = _entityToMove.GetGameObject();
        GameObject targetEntityObject = _targetEntity.GetGameObject();

        entityObject.transform.position += (targetEntityObject.transform.position - entityObject.transform.position).normalized * p_delta;
        return(NodeState.Running);
    }
    public override NodeState RunNode(float p_delta)
    {
        GameObject entObject      = _entity.GetGameObject();
        Vector3    entityPosition = entObject.transform.position;

        if (_tree.GetBlackBoardElement <Vector3> (_locationFlag) == entityPosition)
        {
            return(NodeState.Success);
        }
        return(NodeState.Failed);
    }
    private void JumpDownAnimation(Script_IEntity p_jumpingEntity, float p_speed)
    {
        GameObject jumpingObject = p_jumpingEntity.GetGameObject();
        float      groundHeight  = _manager.GetGrid().GetGridDepthPosition();

        if ((jumpingObject.transform.position.y - groundHeight) < groundHeight)
        {
            _tree.SetBlackboardElement(_isForwardSwingFlag, true);
        }
        else
        {
            jumpingObject.transform.position += new Vector3(0, -1, 0) * p_speed * Time.deltaTime;
        }
    }
    private NodeState JumpForwardAnimation(Script_IEntity p_jumpingEntity, float p_speed)
    {
        GameObject jumpingObject = p_jumpingEntity.GetGameObject();
        float      groundHeight  = _manager.GetGrid().GetGridDepthPosition();

        if ((jumpingObject.transform.position.y - groundHeight) > _swingDistance)
        {
            _tree.SetBlackboardElement(_isForwardSwingFlag, false);
            return(NodeState.Success);
        }
        else
        {
            jumpingObject.transform.position += new Vector3(0, 1.0f, 0) * p_speed * Time.deltaTime;
        }
        return(NodeState.Running);
    }