Beispiel #1
0
    void OnTriggerExit(Collider _collider)
    {
        var tag   = _collider.gameObject.tag;
        var layer = _collider.gameObject.layer;

        if (layer == (int)Common.GAMEOBJECT_LAYER.GROUND_UNDER)
        {
            mCollision.isTrigger = false;
        }

        if (tag == Common.GetGameObjectTagName(Common.GAMEOBJECT_TAG.TOWER))
        {
            var tower = _collider.gameObject.GetComponent <UnitManagerTower>();
            if (tower.TeamId == mTeamId)
            {
                mUnitState &= ~UNIT_STATE.IS_HIT_TOWER;
            }
        }
        if (tag == Common.GetGameObjectTagName(Common.GAMEOBJECT_TAG.LADDER))
        {
            mUnitState &= ~UNIT_STATE.IS_HIT_LADDER;
        }
        if (tag == Common.GetGameObjectTagName(Common.GAMEOBJECT_TAG.CREATE_LOCATION))
        {
            var unitCreate = _collider.gameObject.GetComponent <UnitManagerCreateLocation>();
            mUnitState            &= ~UNIT_STATE.IS_HIT_CREATE_LOCATION;
            mCurrentCreateLocation = null;

            mUICreateUnitProperty.gameObject.SetActive(false);
            mUIUnitCreateLocationDish.gameObject.SetActive(false);

            mUIPlayerUnitProperty.SetIsInput(true);
        }
    }
Beispiel #2
0
 // set action
 private void    setAction(UNIT_STATE state)
 {
     for (int i = 0; i < m_Units.Length; ++i)
     {
         m_Units[i].SetAction(state);
     }
 }
Beispiel #3
0
    /**********************************************************************************/
    // обработчик смерти
    // может переопределяться для специальной обработки смерти, к примеру боссами
    // данная функция должна быть подключена к m_armor компоненту
    //
    /**********************************************************************************/
    protected virtual void OnDead(DamageData finalStrikeData)
    {
        m_state = UNIT_STATE.FAILING;
        foreach (var animator in m_animators)
        {
            animator.SetTrigger("isFailing");
        }

        // сообщаем котроллеру о том, что нас можно не учитывать
        GameObjectMapController.GetInstance().ReleaseUnitFromMap(this);

        // сообщаем зданию производившему это существо о  том, что юнит погиб и оно может производить следующий объект
        if (m_productionBase != null)
        {
            m_productionBase.ReleaseProduction(m_unitID);
        }

        // проверяем дроп
        CheckUnitDrop();

        // увеличиваем счётчик очков игрока за убийство
        int killerID = finalStrikeData.Damager.Owner;

        if (killerID != Owner)
        {
            GameManager.GetInstance().IncreasePlayerScoreUnitLose((PLAYER)killerID, scoreCost);
        }
    }
Beispiel #4
0
    private IEnumerator Doge(Vector3 _dir)
    {
        if (!GetIsUnitState(UNIT_STATE.CAN_DOGE))
        {
            yield break;
        }
        mUnitState &= ~UNIT_STATE.CAN_DOGE;

        mFxDoge.SetActive(true);

        var velocity = _dir * 10f;

        this.gameObject.GetComponent <Rigidbody>().AddForce(velocity, ForceMode.VelocityChange);

        mCurrentStamina -= 2f;

        mIsDaamge = false;
        yield return(new WaitForSeconds(0.3f));

        mIsDaamge = true;
        yield return(new WaitForSeconds(0.5f));

        mFxDoge.SetActive(false);
        mUnitState |= UNIT_STATE.CAN_DOGE;
        yield return(null);
    }
Beispiel #5
0
    //-------------------------------------------------------------------------------------
    // set action
    //-------------------------------------------------------------------------------------
    public override void            SetAction(UNIT_STATE state)
    {
        m_State    = state;
        m_IsAction = true;

        m_Stater.Change(state);
    }
Beispiel #6
0
 private bool GetIsUnitState(UNIT_STATE _state)
 {
     if ((mUnitState & _state) == _state)
     {
         return(true);
     }
     return(false);
 }
Beispiel #7
0
 protected override void Awake()
 {
     base.Awake();
     animator         = GetComponent <Animator>();
     spriteRenderer   = GetComponent <SpriteRenderer>();
     state            = UNIT_STATE.IDLE;
     objectType       = OBJECT_TYPE.UNITS;
     actionDelayTimer = actionDelayDuration;
 }
Beispiel #8
0
    public void MoveTo(Vector2 pos)
    {
        Tilemap tilemap = TileSystem.Instance.TileMap;

        state = UNIT_STATE.MOVE;
        animator.SetInteger("state", 1);
        path = new Queue <TileScript>(
            TileSystem.Instance.GetFoundPath(
                currentTile,
                TileSystem.Instance.GetTileScript(pos)));
    }
Beispiel #9
0
    private IEnumerator GetItem(ItemData _data)
    {
        if (!GetIsUnitState(UNIT_STATE.IS_GET_ITE))
        {
            yield break;
        }
        mUnitState &= ~UNIT_STATE.IS_GET_ITE;

        mPropertyList.Add(_data);

        yield return(new WaitForEndOfFrame());

        mUnitState |= UNIT_STATE.IS_GET_ITE;
    }
Beispiel #10
0
    /**********************************************************************************/
    // обработчик отключения юнита
    // дожидается окончания анимации смерти
    // снимает все наложенные на существо эффекты и везвращает в пулл ObjectFactory
    //
    /**********************************************************************************/
    protected virtual void OnFailing()
    {
        // предполагаем, что все аниматоры синхронизованы по тайменгам между собой
        // используем первый аниматор для индикации конца анимации
        Animator animator = m_animators[0];

        if (animator.GetCurrentAnimatorStateInfo(0).IsName("Base_Layer.EndOfAnimation"))
        {
            gameObject.SetActive(false);
            m_state = UNIT_STATE.DIED;

            // деактивируем все эффекты
            m_effectMaster.DeactivateEffects();

            // ресетим модификаток скорости
            speedMultiplier = 1.0f;
            ObjectFactory.GetInstance().ReturnObjectToCash(gameObject, GOType);       // возвращаем объект в кеш фабрики объектов
        }
    }
Beispiel #11
0
    private IEnumerator Jump()
    {
        if (!GetIsUnitState(UNIT_STATE.IS_JUMP))
        {
            yield break;
        }
        mUnitState &= ~UNIT_STATE.IS_JUMP;
        mCurrentJumpCount++;

        this.transform.GetComponent <Rigidbody>().AddForce(Vector3.up * 800f);
        yield return(new WaitForEndOfFrame());

        if (mCurrentJumpCount < mLimitJumpCount)
        {
            mUnitState |= UNIT_STATE.IS_JUMP;
        }

        yield return(null);
    }
Beispiel #12
0
    protected virtual void Move()
    {
        if (path == null || path.Count <= 0)
        {
            state = UNIT_STATE.IDLE;
            animator.SetInteger("state", 0);
            return;
        }

        Vector3 direction = (path.Peek().transform.position + new Vector3(1.25f, 1.25f)) - transform.position;

        lastTile = currentTile;

        // Set sprite direction
        animator.SetFloat("moveX", direction.x);
        animator.SetFloat("moveY", direction.y);
        if (direction.x < 0.0f)
        {
            spriteRenderer.flipX = true;
        }
        else if (direction.x > 0.0f)
        {
            spriteRenderer.flipX = false;
        }

        if (direction.sqrMagnitude < 0.01f)
        {
            currentTile.UnitExitTile(this.gameObject);
            currentTile = path.Peek();
            currentTile.UnitEnterTile(this.gameObject);
            path.Dequeue();
        }

        Vector3 newPosition = transform.position + direction.normalized * moveSpeed * Time.deltaTime;

        transform.position = newPosition;
    }
Beispiel #13
0
 public void AttackTarget(BaseObject go)
 {
     target = go;
     state  = UNIT_STATE.ATTACK;
     path   = new Queue <TileScript>(TileSystem.Instance.GetFoundPath(currentTile, go.CurrentTile, false));
 }
Beispiel #14
0
    void FixedUpdate()
    {
        if (mIsDead)
        {
            this.transform.GetComponent <Rigidbody>().isKinematic = true;
            return;
        }
        else
        {
            this.transform.GetComponent <Rigidbody>().isKinematic = false;
        }

        if (!GetIsUnitState(UNIT_STATE.IS_PUSE))
        {
            //------------
            //	左右奥行き移動
            var moveX = Input.GetAxisRaw("joycon_horizontal_" + mPlayerId);
            var moveZ = Input.GetAxisRaw("joycon_vertical_" + mPlayerId) * 0.75f;               //	奥行きの移動を通常の半分に制限
            var moveY = 0f;
            if (GetIsUnitState(UNIT_STATE.IS_HIT_LADDER))
            {
                this.transform.GetComponent <Rigidbody>().useGravity = false;
                if (moveZ != 0)
                {
                    moveY = Mathf.Abs(moveZ);
                }
                if (moveX != 0)
                {
                    moveY = Mathf.Abs(moveX);
                }
            }

            var moveVelocity = new Vector3(moveX, moveY, moveZ) * MoveValue;
            if (moveX != 0 && moveZ != 0)
            {
                moveVelocity = moveVelocity * 0.75f;
            }

            if (GetIsUnitState(UNIT_STATE.IS_DASH))
            {
                moveVelocity = moveVelocity * 1.5f;
            }

            //------------
            // 向き変更 : 移動先 or エイムターゲット(+移動量下げる)
            if (mUnitBattleTarget == null)
            {
                if (moveX != 0 || moveZ != 0)
                {
                    var lookDir = new Vector3(moveVelocity.x, 0f, moveVelocity.z);
                    mBody.rotation = Quaternion.LookRotation(lookDir);
                }
            }
            else
            {
                var look = mUnitBattleTarget.transform.position;
                look.y = mBody.transform.position.y;
                mBody.transform.LookAt(look);
                moveVelocity = moveVelocity * 0.75f;
            }

            //-----------
            //	キャラクター移動
            this.transform.position += moveVelocity;

            //-----------
            //	歩きアニメーション
            if (moveX != 0 || moveZ != 0)
            {
                if (!mAnimation.IsPlaying("Attack"))
                {
                    mBody.gameObject.GetComponent <Animation>().CrossFade("Walk");
                }
            }

            //------------
            //	スキル
            if (Input.GetButtonDown("joycon_button_1_" + mPlayerId) && Input.GetButtonDown("joycon_button_3_" + mPlayerId))
            {
                OnSkill(2);
            }
            else if (Input.GetButtonDown("joycon_button_1_" + mPlayerId))
            {
                OnSkill(0);
                //	motion
                if (!mAnimation.IsPlaying("Attack"))
                {
                    mAnimation.CrossFade("Attack");
                }
            }
            else if (Input.GetButtonDown("joycon_button_3_" + mPlayerId))
            {
                OnSkill(1);
            }

            //------------
            //	通り抜け
            if (Input.GetButton("joycon_sr_" + mPlayerId))
            {
                mUnitState |= UNIT_STATE.IS_MOVE_DOWN;
            }
            else
            {
                mUnitState &= ~UNIT_STATE.IS_MOVE_DOWN;
            }
        }

        if (!mAnimation.isPlaying)
        {
            mBody.GetComponent <Animation>().CrossFade("Wait");
        }

        if (!GetIsUnitState(UNIT_STATE.IS_HIT_LADDER))
        {
            this.transform.GetComponent <Rigidbody>().useGravity = true;
            this.transform.GetComponent <Rigidbody>().AddForce(Vector3.up * -20f);
        }
    }
Beispiel #15
0
    void OnTriggerStay(Collider _collider)
    {
        var tag   = _collider.gameObject.tag;
        var layer = _collider.gameObject.layer;

        if (layer == (int)Common.GAMEOBJECT_LAYER.FIELD && tag == Common.GetGameObjectTagName(Common.GAMEOBJECT_TAG.SEMITRANSPARENT))
        {
            if (GetIsUnitState(UNIT_STATE.IS_MOVE_DOWN))
            {
                mCollision.isTrigger = true;
            }
        }

        if (tag == Common.GetGameObjectTagName(Common.GAMEOBJECT_TAG.ITEM) && GetIsUnitState(UNIT_STATE.IS_GET_ITE))
        {
            var itemObj = _collider.gameObject.GetComponent <ItemObject>();
            if (mPropertyList.Count < PropertyMax)
            {
                StartCoroutine(GetItem(itemObj.Data));
                Destroy(itemObj.gameObject);
            }
        }

        if (tag == Common.GetGameObjectTagName(Common.GAMEOBJECT_TAG.TOWER))
        {
            var tower = _collider.gameObject.GetComponent <UnitManagerTower>();
            if (tower.TeamId == mTeamId)
            {
                mUnitState |= UNIT_STATE.IS_HIT_TOWER;
            }
        }

        if (tag == Common.GetGameObjectTagName(Common.GAMEOBJECT_TAG.CREATE_LOCATION))
        {
            var unitCreateLocation = _collider.gameObject.GetComponent <UnitManagerCreateLocation>();
            if (unitCreateLocation.PropertyDishData != null)
            {
            }
        }

        if (tag == Common.GetGameObjectTagName(Common.GAMEOBJECT_TAG.LADDER))
        {
            mUnitState |= UNIT_STATE.IS_HIT_LADDER;
        }

        if (tag == Common.GetGameObjectTagName(Common.GAMEOBJECT_TAG.CREATE_LOCATION))
        {
            var unitCreateLocation = _collider.gameObject.GetComponent <UnitManagerCreateLocation>();
            if (unitCreateLocation.TeamId == mTeamId)
            {
                mUnitState            |= UNIT_STATE.IS_HIT_CREATE_LOCATION;
                mCurrentCreateLocation = unitCreateLocation;
                if (mCurrentCreateLocation.PropertyDishData != null)
                {
                    mUnitState |= UNIT_STATE.IS_HIT_DISH_LOCATION;
                    if (!mUIUnitCreateLocationDish.gameObject.activeSelf)
                    {
                        mUIUnitCreateLocationDish.gameObject.SetActive(true);
                        mUIUnitCreateLocationDish.SetDishData(mCurrentCreateLocation.PropertyDishData);
                        mUICreateUnitProperty.gameObject.SetActive(false);
                    }
                }
                else
                {
                    mUnitState &= ~UNIT_STATE.IS_HIT_DISH_LOCATION;
                    if (!mUICreateUnitProperty.gameObject.activeSelf)
                    {
                        mUICreateUnitProperty.gameObject.SetActive(true);
                        mUICreateUnitProperty.SetPropertyList(mCurrentCreateLocation.ItemDataList, mCurrentCreateLocation.PropertyMax);
                        mUICreateUnitProperty.SetIsInput(false);

                        mUIUnitCreateLocationDish.gameObject.SetActive(false);
                    }
                }
            }
            else
            {
                mCurrentCreateLocation = null;
                mUnitState            &= ~UNIT_STATE.IS_HIT_CREATE_LOCATION;
                mUnitState            &= ~UNIT_STATE.IS_HIT_DISH_LOCATION;
            }
        }
    }
Beispiel #16
0
    protected override void Update()
    {
        base.Update();
        mUIStatusLevel.text    = "Lv." + mStatus.Level;
        mUIStatusHpGauge.value = mHpGauge.value;

        //------------------------------------
        //	地面についているか
        if (mUnitLeg.IsJump)
        {
            mUnitState       |= UNIT_STATE.IS_JUMP;
            mCurrentJumpCount = 0;
        }
        else
        {
            mUnitState &= ~UNIT_STATE.IS_JUMP;
        }

        //------------------------------------
        //	所持アイテムチェンジ
        //------------
        if (Input.GetButtonDown("joycon_sl_" + mPlayerId) && Input.GetButtonDown("joycon_sr_" + mPlayerId))
        {
            if (mUICreateUnitProperty.gameObject.activeSelf)
            {
                if (mUIPlayerUnitProperty.IsInput)
                {
                    mUICreateUnitProperty.SetIsInput(true);
                    mUIPlayerUnitProperty.SetIsInput(false);
                }
                else
                {
                    mUICreateUnitProperty.SetIsInput(false);
                    mUIPlayerUnitProperty.SetIsInput(true);
                }
            }
        }
        else if (Input.GetButtonDown("joycon_sr_" + mPlayerId))
        {
            if (mUIPlayerUnitProperty.IsInput)
            {
                mUIPlayerUnitProperty.UpdateInput(true);
            }
            else if (mUICreateUnitProperty.IsInput)
            {
                mUICreateUnitProperty.UpdateInput(true);
            }
        }
        else if (Input.GetButtonDown("joycon_sl_" + mPlayerId))
        {
            if (mUIPlayerUnitProperty.IsInput)
            {
                mUIPlayerUnitProperty.UpdateInput(false);
            }
            else if (mUICreateUnitProperty.IsInput)
            {
                mUICreateUnitProperty.UpdateInput(false);
            }
        }

        //------------------------------------
        //	アクションボタン
        if (Input.GetButton("joycon_button_2_" + mPlayerId))
        {
            mActionButtonTimer += Time.deltaTime;
            if (mActionButtonTimer > mButtonSwtichGapTime)
            {
                mUIButtonDescription.ButtonPushed(mActionButtonTimer - mButtonSwtichGapTime, mActionButtonSwitchTime - mButtonSwtichGapTime);
            }
            if (mActionButtonSwitchTime < mActionButtonTimer)
            {
                if (GetIsUnitState(UNIT_STATE.IS_HIT_CREATE_LOCATION))
                {
                    StartCoroutine(OnItemUseToCreateLocation());
                }
                else
                {
                    StartCoroutine(OnItemUse());
                }
                mUnitState        |= UNIT_STATE.IS_PUSHED_ACTION_BUTTON;
                mActionButtonTimer = -mButtonSwtichGapTime;
                mUIButtonDescription.ResetButtonPushed();
            }
        }
        if (Input.GetButtonUp("joycon_button_2_" + mPlayerId))
        {
            if (mActionButtonTimer > 0f &&
                mActionButtonTimer < mButtonSwtichGapTime &&
                !GetIsUnitState(UNIT_STATE.IS_PUSHED_ACTION_BUTTON))
            {
                if (GetIsUnitState(UNIT_STATE.IS_HIT_CREATE_LOCATION))
                {
                    if (GetIsUnitState(UNIT_STATE.IS_HIT_DISH_LOCATION))
                    {
                        StartCoroutine(OnTeakDishForCreateLocation());
                    }
                    else
                    {
                        StartCoroutine(OnItemDropToCreateLocation());
                    }
                }
                else
                {
                    StartCoroutine(OnItemDrop());
                }
            }
            mUnitState &= ~UNIT_STATE.IS_PUSHED_ACTION_BUTTON;
            mUIButtonDescription.ResetButtonPushed();
            mActionButtonTimer = 0;
        }

        if (GetIsUnitState(UNIT_STATE.IS_HIT_CREATE_LOCATION))
        {
            if (mActionButtonTimer > mButtonSwtichGapTime)
            {
                mUIButtonDescription.SetText("料理を開始する");
            }
            else if (GetIsUnitState(UNIT_STATE.IS_HIT_DISH_LOCATION))
            {
                mUIButtonDescription.SetText("料理をとる");
            }
            else
            {
                mUIButtonDescription.SetText("食材をいれる");
            }
        }
        else
        {
            if (mActionButtonTimer > mButtonSwtichGapTime)
            {
                mUIButtonDescription.SetText("食べる!");
            }
            else
            {
                mUIButtonDescription.SetText("アイテムドロップ");
            }
        }

        //------------------------------------
        //	スティック押し込み
        if (Input.GetButtonDown("joycon_button_stick_" + mPlayerId))
        {
            if (mUnitBattleTarget == null)
            {
                if (mScoutUnitPlayer.NearUnitEnemy != null)
                {
                    mUnitBattleTarget = mScoutUnitPlayer.NearUnitEnemy;
                }
            }
            else
            {
                mUnitBattleTarget = null;
            }
            mAimBatlleTarget.SetTarget(mUnitBattleTarget == null ? null : mUnitBattleTarget.transform);
        }

        //------------------------------------
        //	ダッシュ
        if (Input.GetButton("joycon_button_0_" + mPlayerId))
        {
            mInteractiveButtonTimer += Time.deltaTime;
            if (mInteractiveButtonTimer > mInteractiveButtonSwitchTime)
            {
                mUnitState      |= UNIT_STATE.IS_DASH;
                mCurrentStamina -= Time.deltaTime;
                if (!mFxTireSmoke.isPlaying && !mFxTireSmoke.main.loop)
                {
                    mFxTireSmoke.Play();

                    var main = mFxTireSmoke.main;
                    main.loop = true;
                }
            }
        }
        else
        {
            var main = mFxTireSmoke.main;
            main.loop   = false;
            mUnitState &= ~UNIT_STATE.IS_DASH;
        }

        //------------
        //	ジャンプ
        if (Input.GetButtonUp("joycon_button_0_" + mPlayerId))
        {
            if (mInteractiveButtonTimer < mButtonSwtichGapTime)
            {
                if (mUnitBattleTarget == null)
                {
                    StartCoroutine(Jump());
                }
                else
                {
                    var moveX = Input.GetAxisRaw("joycon_horizontal_" + mPlayerId);
                    var moveZ = Input.GetAxisRaw("joycon_vertical_" + mPlayerId);
                    StartCoroutine(Doge(new Vector3(moveX, 0f, moveZ)));
                }
            }
            mUnitState &= ~UNIT_STATE.IS_DASH;
            mInteractiveButtonTimer = 0f;
        }

        //------------------------------------
        //	スタミナゲージ更新
        if (mCurrentStamina < 0f)
        {
            mCurrentHp -= Time.deltaTime * 0.5f;
        }
        else
        {
            mCurrentStamina -= Time.deltaTime * 0.5f;
        }
        mStaminaGauge.value = mCurrentStamina / mStatus.Stamina;
    }
Beispiel #17
0
 //-------------------------------------------------------------------------------------
 // set action
 //-------------------------------------------------------------------------------------
 public virtual void             SetAction(UNIT_STATE state)
 {
 }
Beispiel #18
0
 /**********************************************************************************************/
 // функция установки дефолтных параметров юнита
 //
 /**********************************************************************************************/
 public virtual void SetDefaultParameter()
 {
     m_state = UNIT_STATE.ACTIVE;
     m_armor.SetHealth(health);
 }