Beispiel #1
0
    public void SetAimTarget(Vector3 aimDir)
    {
        //this.aimTargetPosition = aimTargetPosition;
        //Vector3 aimDir = (aimTargetPosition - parentObject.GetPosition()).normalized;

        //debugText = ""+usingSkeletonRight + " " + aimDir;

        // Decide if should use Right or Left Body Part
        if (!isShooting)
        {
            switch (UnitAnim.GetAnimDirFromVector(aimDir))
            {
            default:
            case UnitAnim.AnimDir.Down:
            case UnitAnim.AnimDir.DownRight:
            case UnitAnim.AnimDir.Right:
            case UnitAnim.AnimDir.UpRight:
            case UnitAnim.AnimDir.Up:
                if (!usingSkeletonRight)
                {
                    // Switch sides
                    usingSkeletonRight    = true;
                    activeAnimAimWeapon   = animAimWeaponRight;
                    activeAnimShootWeapon = animShootWeaponRight;
                    unitSkeleton.ReplaceAllBodyPartsInAnimation(activeAnimAimWeapon);
                }
                break;

            case UnitAnim.AnimDir.UpLeft:
            case UnitAnim.AnimDir.Left:
            case UnitAnim.AnimDir.DownLeft:
                if (usingSkeletonRight)
                {
                    // Switch sides
                    //CodeMonkey.CMDebug.TextPopup("ChangeLeft", parentObject.GetPosition());
                    usingSkeletonRight    = false;
                    activeAnimAimWeapon   = animAimWeaponLeft;
                    activeAnimShootWeapon = animShootWeaponLeft;
                    unitSkeleton.ReplaceAllBodyPartsInAnimation(activeAnimAimWeapon);
                }
                break;
            }
        }

        // Show on top of Body for all except Up
        bool weaponOnTopOfBody = UnitAnim.GetAnimDirFromVectorLimit4Directions(aimDir) != UnitAnim.AnimDir.Up;

        int bonusOffset = 2000;

        if (usingSkeletonRight)
        {
            activeAnimAimWeapon.ApplyAimDir(aimDir, positionOffset, weaponOnTopOfBody ? +bonusOffset : -bonusOffset);
            activeAnimShootWeapon.ApplyAimDir(aimDir, positionOffset, weaponOnTopOfBody ? +bonusOffset : -bonusOffset);
        }
        else
        {
            activeAnimAimWeapon.ApplyAimDir(CodeMonkey.Utils.UtilsClass.ApplyRotationToVector(aimDir, 180), positionOffset, weaponOnTopOfBody ? +bonusOffset : -bonusOffset);
            activeAnimShootWeapon.ApplyAimDir(CodeMonkey.Utils.UtilsClass.ApplyRotationToVector(aimDir, 180), positionOffset, weaponOnTopOfBody ? +bonusOffset : -bonusOffset);
        }
    }
Beispiel #2
0
 public void SetActive()
 {
     isActive                  = true;
     usingSkeletonRight        = true;
     activeAnimAimWeaponReload = animAimWeaponReloadRight;
     unitSkeleton.ReplaceAllBodyPartsInAnimation(activeAnimAimWeaponReload);
     unitSkeleton.GetSkeletonUpdater().SetHasVariableSortingOrder(true);
 }
Beispiel #3
0
 public void SetAnims(UnitAnim animAimWeaponRight, UnitAnim animAimWeaponLeft, UnitAnim animShootWeaponRight, UnitAnim animShootWeaponLeft)
 {
     this.animAimWeaponRight   = animAimWeaponRight.CloneDeep();
     this.animAimWeaponLeft    = animAimWeaponLeft.CloneDeep();
     this.animShootWeaponRight = animShootWeaponRight.CloneDeep();
     this.animShootWeaponLeft  = animShootWeaponLeft.CloneDeep();
     SetActive();
 }
Beispiel #4
0
 public void SetActive()
 {
     activeAnimAimWeaponRight   = animAimWeaponRight;
     activeAnimShootWeaponRight = animShootWeaponRight;
     unitSkeleton.ReplaceAllBodyPartsInAnimation(activeAnimAimWeaponRight);
     usingSkeletonNormal = true;
     unitSkeleton.GetSkeletonUpdater().SetHasVariableSortingOrder(true);
 }
Beispiel #5
0
        public static V_Object CreateSkeletonPresetAnim_DebugDash(Vector3 position, Color color, float frameRate = 1f)
        {
            Material material = new Material(GetWhitePixelMaterial());

            material.color = color;
            V_Object vObject = V_Object.CreateSkeletonPresetAnim(position, material, UnitAnim.GetUnitAnim("EffectDash"), frameRate, new Vector3(0, 1, 0), new Vector3(3f, 1f, 1f), 100);

            return(vObject);
        }
 public void CinematicLookDown(float timer)
 {
     state = State.Busy;
     rigidbody3D.velocity = Vector3.zero;
     //characterBase.GetUnitAnimation().PlayAnimForced(UnitAnimType.GetUnitAnimType(""), new Vector3(0, -1), 1f, null, null, null);
     characterBase.GetUnitAnimation().PlayAnimForced(UnitAnim.GetUnitAnim("dBareHands_Victory"), 1f, null, null, null);
     FunctionTimer.Create(() => {
         state = State.Normal;
     }, timer);
 }
Beispiel #7
0
    public V_UnitSkeleton_Composite_WeaponInvert(V_Object parentObject, V_UnitSkeleton unitSkeleton, UnitAnim animAimWeaponRight, UnitAnim animAimWeaponRightInvertV, UnitAnim animShootWeaponRight, UnitAnim animShootWeaponRightInvertV)
    {
        this.parentObject                = parentObject;
        this.unitSkeleton                = unitSkeleton;
        this.animAimWeaponRight          = animAimWeaponRight.Clone();
        this.animAimWeaponRightInvertV   = animAimWeaponRightInvertV.Clone();
        this.animShootWeaponRight        = animShootWeaponRight.Clone();
        this.animShootWeaponRightInvertV = animShootWeaponRightInvertV.Clone();

        SetInactive();
    }
 public void PlayJumpAnim(Vector3 moveDir)
 {
     if (moveDir.x >= 0)
     {
         unitAnimation.PlayAnim(UnitAnim.GetUnitAnim("dBareHands_JumpRight"));
     }
     else
     {
         unitAnimation.PlayAnim(UnitAnim.GetUnitAnim("dBareHands_JumpLeft"));
     }
 }
        private static ECS_UnitAnim ConvertVAnimToAnim(UnitAnim unitAnim)
        {
            List <ECS_Skeleton_Anim> skeletonAnimList = new List <ECS_Skeleton_Anim>();

            foreach (V_Skeleton_Anim vSkeletonAnim in unitAnim.GetAnims())
            {
                skeletonAnimList.Add(ConvertVAnimToAnim(vSkeletonAnim));
            }
            return(new ECS_UnitAnim {
                anims = skeletonAnimList.ToArray()
            });
        }
    public void Damage(CharacterBattle attacker, int damageAmount)
    {
        //damageAmount = 1; Debug.Log("##### No Damage");
        Vector3 bloodDir = (GetPosition() - attacker.GetPosition()).normalized;

        Blood_Handler.SpawnBlood(GetPosition(), bloodDir);

        SoundManager.PlaySound(SoundManager.Sound.CharacterDamaged);
        DamagePopup.Create(GetPosition(), damageAmount, false);
        healthSystem.Damage(damageAmount);
        DamageFlash();
        playerBase.GetUnitAnimation().PlayAnimForced(hitUnitAnimType, GetTargetDir(), 1f, (UnitAnim unitAnim) => {
            PlayIdleAnim();
        }, null, null);

        if (IsDead())
        {
            if (!IsPlayerTeam())
            {
                // Enemy
                if (characterType != Character.Type.EvilMonster && characterType != Character.Type.EvilMonster_2 && characterType != Character.Type.EvilMonster_3)
                {
                    // Don't spawn Flying Body for Evil Monster
                    FlyingBody.Create(GameAssets.i.pfEnemyFlyingBody, GetPosition(), bloodDir);
                    SoundManager.PlaySound(SoundManager.Sound.CharacterDead);
                }
                gameObject.SetActive(false);
            }
            else
            {
                // Player Team
                stats.special = 0;
                SoundManager.PlaySound(SoundManager.Sound.OooohNooo);
            }
            playerBase.GetUnitAnimation().PlayAnimForced(UnitAnim.GetUnitAnim("LyingUp"), 1f, null);
            healthWorldBar.Hide();
            transform.localScale = new Vector3(-1, 1, 1);
            //gameObject.SetActive(false);
            //Destroy(gameObject);
        }
        else
        {
            // Knockback

            /*
             * transform.position += bloodDir * 5f;
             * if (hitUnitAnim != null) {
             *  state = State.Busy;
             *  enemyBase.PlayHitAnimation(bloodDir * (Vector2.one * -1f), SetStateNormal);
             * }
             */
        }
    }
Beispiel #11
0
 static UnitAnimEnum()
 {
     V_Animation.Init();
     FieldInfo[] fieldInfoArr = typeof(UnitAnimEnum).GetFields(BindingFlags.Static | BindingFlags.Public);
     foreach (FieldInfo fieldInfo in fieldInfoArr)
     {
         if (fieldInfo != null)
         {
             fieldInfo.SetValue(null, UnitAnim.GetUnitAnim(fieldInfo.Name));
         }
     }
 }
Beispiel #12
0
    public V_UnitSkeleton_Composite_WeaponReload(V_Object parentObject, V_UnitSkeleton unitSkeleton, UnitAnim animAimWeaponReloadRight, UnitAnim animAimWeaponReloadLeft)
    {
        this.parentObject             = parentObject;
        this.unitSkeleton             = unitSkeleton;
        this.animAimWeaponReloadRight = animAimWeaponReloadRight.Clone();
        this.animAimWeaponReloadLeft  = animAimWeaponReloadLeft.Clone();

        SetPositionOffset(new Vector3(0, -2));

        isReloading = false;
        SetInactive();
    }
Beispiel #13
0
    //private string debugText = "";

    public V_UnitSkeleton_Composite_Weapon(V_Object parentObject, V_UnitSkeleton unitSkeleton, UnitAnim animAimWeaponRight, UnitAnim animAimWeaponLeft, UnitAnim animShootWeaponRight, UnitAnim animShootWeaponLeft)
    {
        this.parentObject         = parentObject;
        this.unitSkeleton         = unitSkeleton;
        this.animAimWeaponRight   = animAimWeaponRight.CloneDeep();
        this.animAimWeaponLeft    = animAimWeaponLeft.CloneDeep();
        this.animShootWeaponRight = animShootWeaponRight.CloneDeep();
        this.animShootWeaponLeft  = animShootWeaponLeft.CloneDeep();

        SetPositionOffset(new Vector3(0, -2));
        SetInactive();

        //CodeMonkey.CMDebug.TextUpdater(() => debugText, Vector3.zero, parentObject.GetLogic<V_IObjectTransform>().GetTransform());
    }
        private static bool DoesUnitAnimHaveConstantFrameCount(UnitAnim unitAnim)
        {
            V_Skeleton_Anim[] anims = unitAnim.GetAnims();
            int firstFrameCount     = anims[0].frames.Length;

            for (int i = 1; i < anims.Length; i++)
            {
                if (anims[i].frames.Length != firstFrameCount)
                {
                    return(false);
                }
            }

            return(true);
        }
Beispiel #15
0
    public void SetAimTarget(Vector3 aimTargetPosition)
    {
        this.aimTargetPosition = aimTargetPosition;

        Vector3 aimDir = (aimTargetPosition - parentObject.GetPosition()).normalized;

        // Decide if should use Inverted Vertical Body Part
        if (!isShooting)
        {
            switch (UnitAnim.GetAnimDirFromVector(aimDir))
            {
            default:
            case UnitAnim.AnimDir.Down:
            case UnitAnim.AnimDir.DownRight:
            case UnitAnim.AnimDir.Right:
            case UnitAnim.AnimDir.UpRight:
            case UnitAnim.AnimDir.Up:
                if (!usingSkeletonNormal)
                {
                    // Switch sides
                    usingSkeletonNormal        = true;
                    activeAnimAimWeaponRight   = animAimWeaponRight;
                    activeAnimShootWeaponRight = animShootWeaponRight;
                    unitSkeleton.ReplaceAllBodyPartsInAnimation(activeAnimAimWeaponRight);
                }
                break;

            case UnitAnim.AnimDir.UpLeft:
            case UnitAnim.AnimDir.Left:
            case UnitAnim.AnimDir.DownLeft:
                if (usingSkeletonNormal)
                {
                    // Switch sides
                    usingSkeletonNormal        = false;
                    activeAnimAimWeaponRight   = animAimWeaponRightInvertV;
                    activeAnimShootWeaponRight = animShootWeaponRightInvertV;
                    unitSkeleton.ReplaceAllBodyPartsInAnimation(activeAnimAimWeaponRight);
                }
                break;
            }
        }

        // Show on top of Body for all except Up
        bool weaponOnTopOfBody = UnitAnim.GetAnimDirFromVectorLimit4Directions(aimDir) != UnitAnim.AnimDir.Up;

        activeAnimAimWeaponRight.ApplyAimDir(aimDir, new Vector3(0, -2), weaponOnTopOfBody ? +1000 : -1000);
        activeAnimShootWeaponRight.ApplyAimDir(aimDir, new Vector3(0, -2), weaponOnTopOfBody ? +1000 : -1000);
    }
    public void SleezerTripUp()
    {
        // Get tripped up by Sleezer
        state = State.Tripped;
        playerBase.GetUnitAnimation().PlayAnimForced(UnitAnim.GetUnitAnim("LyingUp"), 1f, null);

        /*
         * FunctionTimer.Create(() => {
         *  ChatBubble.Create(transform, new Vector3(3.5f, 5), "Oh Sleezer! You're so silly!");
         * }, 5f);
         */
        FunctionTimer.Create(() => {
            state = State.Normal;
            playerBase.PlayIdleAnim();
        }, 5f);
    }
Beispiel #17
0
    public void SetWeaponType(WeaponType weaponType)
    {
        switch (weaponType)
        {
        default:
        case WeaponType.Rifle:
            unitSkeletonCompositeWeapon.SetAnims(UnitAnim.GetUnitAnim("dMarine_AimWeaponRight"), UnitAnim.GetUnitAnim("dMarine_AimWeaponLeft"), UnitAnim.GetUnitAnim("dMarine_ShootWeaponRight"), UnitAnim.GetUnitAnim("dMarine_ShootWeaponLeft"));
            break;

        case WeaponType.Pistol:
            unitSkeletonCompositeWeapon.SetAnims(UnitAnim.GetUnitAnim("Aim_PistolRight"), UnitAnim.GetUnitAnim("Aim_PistolLeft"), UnitAnim.GetUnitAnim("Aim_PistolShootRight"), UnitAnim.GetUnitAnim("Aim_PistolShootLeft"));
            break;

        case WeaponType.Shotgun:
            unitSkeletonCompositeWeapon.SetAnims(UnitAnim.GetUnitAnim("Aim_ShotgunRight"), UnitAnim.GetUnitAnim("Aim_ShotgunLeft"), UnitAnim.GetUnitAnim("Aim_ShotgunShootRight"), UnitAnim.GetUnitAnim("Aim_ShotgunShootLeft"));
            break;
        }
    }
    public void PlayAnimationWoodChop(Vector3 lookAtPosition, Action onAnimationCompleted)
    {
        state = State.Animating;
        string anim = "WoodDownRight";

        if (lookAtPosition.x > transform.position.x)
        {
            anim = "WoodDownRight";
        }
        else
        {
            anim = "WoodDownLeft";
        }
        animatedWalker.unitAnimation.PlayAnimForced(UnitAnim.GetUnitAnim(anim), 1f, () => {
            state = State.Idle;
            if (onAnimationCompleted != null)
            {
                onAnimationCompleted();
            }
        });
    }
Beispiel #19
0
    //获取动画(根据是否是重载的动画)
    public AnimationClip GetClip(UnitAnim anim, bool overrided)
    {
        for (int i = 0; i < clips.Count; i++)
        {
            if (clips[i].Key.name == anim.ToString())
            {
                //如果是返回重载动画,且有重载的动画
                if (overrided && clips[i].Value != null)
                {
                    return(clips[i].Value);
                }
                else
                {
                    return(clips[i].Key);
                }
            }
        }

        Debug.LogError("未能找到动画:" + anim.ToString());

        return(null);
    }
Beispiel #20
0
    private void Start()
    {
        Transform bodyTransform = transform.Find("Body");

        unitSkeleton  = new V_UnitSkeleton(1f, bodyTransform.TransformPoint, (Mesh mesh) => bodyTransform.GetComponent <MeshFilter>().mesh = mesh);
        unitAnimation = new V_UnitAnimation(unitSkeleton);

        idleUnitAnim   = GameAssets.UnitAnimTypeEnum.dSwordTwoHandedBack_Idle;
        walkUnitAnim   = GameAssets.UnitAnimTypeEnum.dSwordTwoHandedBack_Walk;
        hitUnitAnim    = null;
        attackUnitAnim = null;

        idleUnitAnim   = UnitAnimType.GetUnitAnimType("dBareHands_Idle");
        walkUnitAnim   = UnitAnimType.GetUnitAnimType("dBareHands_Walk");
        hitUnitAnim    = UnitAnimType.GetUnitAnimType("dBareHands_Hit");
        attackUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_PunchQuickAttack");

        animatedWalker = new AnimatedWalker(unitAnimation, idleUnitAnim, walkUnitAnim, 1f, .75f);

        state = State.Normal;

        FunctionTimer.Create(() => unitAnimation.PlayAnimForced(UnitAnim.GetUnitAnim("dBareHands_JumpRight"), 1f, null), 2f);
    }
Beispiel #21
0
    public void SetWeaponType(WeaponType weaponType)
    {
        switch (weaponType)
        {
        default:
        case WeaponType.Rifle:
            UnitAnim rifleReloadRightUnitAnim = UnitAnim.GetUnitAnim("dMarine_ReloadRifleRight").CloneDeep();
            rifleReloadRightUnitAnim.SetFrameRateMod(1.4f);
            UnitAnim rifleReloadLeftUnitAnim = UnitAnim.GetUnitAnim("dMarine_ReloadRifleLeft").CloneDeep();
            rifleReloadLeftUnitAnim.SetFrameRateMod(1.4f);

            unitSkeletonCompositeWeaponReload.SetAnims(rifleReloadRightUnitAnim, rifleReloadLeftUnitAnim);
            //unitSkeletonCompositeWeaponReload.SetAnims(UnitAnim.GetUnitAnim("dMarine_ReloadRifleRight"), UnitAnim.GetUnitAnim("dMarine_ReloadRifleLeft"));
            unitSkeletonCompositeWeapon.SetAnims(UnitAnim.GetUnitAnim("dMarine_AimWeaponRight"), UnitAnim.GetUnitAnim("dMarine_AimWeaponLeft"), UnitAnim.GetUnitAnim("dMarine_ShootWeaponRight"), UnitAnim.GetUnitAnim("dMarine_ShootWeaponLeft"));
            break;

        case WeaponType.Pistol:
            UnitAnim pistolReloadRightUnitAnim = UnitAnim.GetUnitAnim("Aim_PistolReloadRight").CloneDeep();
            pistolReloadRightUnitAnim.SetFrameRateMod(1.4f);
            UnitAnim pistolReloadLeftUnitAnim = UnitAnim.GetUnitAnim("Aim_PistolReloadLeft").CloneDeep();
            pistolReloadLeftUnitAnim.SetFrameRateMod(1.4f);

            unitSkeletonCompositeWeaponReload.SetAnims(pistolReloadRightUnitAnim, pistolReloadLeftUnitAnim);
            unitSkeletonCompositeWeapon.SetAnims(UnitAnim.GetUnitAnim("Aim_PistolRight"), UnitAnim.GetUnitAnim("Aim_PistolLeft"), UnitAnim.GetUnitAnim("Aim_PistolShootRight"), UnitAnim.GetUnitAnim("Aim_PistolShootLeft"));
            break;

        case WeaponType.Shotgun:
            unitSkeletonCompositeWeaponReload.SetAnims(UnitAnim.GetUnitAnim("Aim_ShotgunReloadRight"), UnitAnim.GetUnitAnim("Aim_ShotgunReloadLeft"));
            unitSkeletonCompositeWeapon.SetAnims(UnitAnim.GetUnitAnim("Aim_ShotgunRight"), UnitAnim.GetUnitAnim("Aim_ShotgunLeft"), UnitAnim.GetUnitAnim("Aim_ShotgunShootRight"), UnitAnim.GetUnitAnim("Aim_ShotgunShootLeft"));
            break;
        }

        canShoot    = true;
        isReloading = false;
        unitSkeletonCompositeWeaponReload.SetInactive();
        unitSkeletonCompositeWeapon.SetActive();
    }
Beispiel #22
0
    public static void Play_LostToEvilMonster_1()
    {
        UIBlack.Show();
        OvermapHandler.StopOvermapRunning();

        List <World_Sprite> ropeWorldSpriteList = new List <World_Sprite>();

        ropeWorldSpriteList.Add(World_Sprite.Create(OvermapHandler.GetInstance().GetPlayer().GetPosition(), Vector3.one * 1f, GameAssets.i.s_Rope, Color.white, 100));
        ropeWorldSpriteList.Add(World_Sprite.Create(OvermapHandler.GetInstance().GetFollower(GameData.GetCharacter(Character.Type.Healer)).GetPosition(), Vector3.one * 1f, GameAssets.i.s_Rope, Color.white, 100));
        ropeWorldSpriteList.Add(World_Sprite.Create(OvermapHandler.GetInstance().GetFollower(GameData.GetCharacter(Character.Type.Tank)).GetPosition(), Vector3.one * 1.2f, GameAssets.i.s_Rope, Color.white, 100));
        ropeWorldSpriteList.Add(World_Sprite.Create(OvermapHandler.GetInstance().GetFollower(GameData.GetCharacter(Character.Type.Sleezer)).GetPosition(), Vector3.one * 0.7f, GameAssets.i.s_Rope, Color.white, 100));

        NPCOvermap randyOvermap = OvermapHandler.GetInstance().GetNPC(GameData.GetCharacter(Character.Type.Randy));

        randyOvermap.GetUnitAnimation().PlayAnimForced(UnitAnim.GetUnitAnim("dBareHands_IdleUp"), 1f, null);
        Vector3 randyStartingPosition = randyOvermap.GetPosition();

        randyOvermap.overrideOvermapRunning = true;

        Dialogue dialogue = Dialogue.GetInstance();

        dialogue.SetDialogueActions(new List <Action>()
        {
            () => {
                dialogue.Show();
                dialogue.ShowLeftCharacter(GameAssets.i.s_PlayerDialogueSprite, false);
                dialogue.ShowLeftCharacterName(GameData.GetCharacterName(Character.Type.Player));
                dialogue.ShowLeftText("Oh come on, we had him! What happened?");
                dialogue.ShowRightCharacter(GameAssets.i.s_TankPortrait, true);
                dialogue.ShowRightCharacterName(GameData.GetCharacterName(Character.Type.Tank));
                dialogue.HideRightText();
            },
            () => {
                dialogue.ShowRightActiveTalkerHideLeft("Seems he overpowered us somehow...");
            },
            () => {
                dialogue.ShowRightCharacter(GameAssets.i.s_RandyPortrait, false);
                dialogue.ShowRightCharacterName(GameData.GetCharacterName(Character.Type.Randy));
                dialogue.ShowRightActiveTalkerHideLeft("Oh my, aren't you precious");
            },
            () => { dialogue.ShowRightText("You boys are quite fancy huhuhu"); },
            () => { dialogue.ShowLeftActiveTalkerHideRight("Who are you? Are you here to torture us?"); },
            () => { dialogue.ShowRightActiveTalkerHideLeft("Oh my, I could never torture such delicate specimens"); },
            () => { dialogue.ShowRightText("You are too pretty to be tied up"); },
            () => { dialogue.ShowRightText("Allow me to help you huhuhu"); },
            () => {
                // Randy Disappears in Smoke
                UIBlack.Hide();
                dialogue.Hide();

                // Untie Player
                randyOvermap.SetTargetMovePosition(OvermapHandler.GetInstance().GetPlayer().GetPosition() + new Vector3(0, -5));
                FunctionTimer.Create(() => {
                    ropeWorldSpriteList[0].DestroySelf();
                }, 1f);

                // Untie Healer
                FunctionTimer.Create(() => {
                    randyOvermap.SetTargetMovePosition(OvermapHandler.GetInstance().GetFollower(GameData.GetCharacter(Character.Type.Healer)).GetPosition() + new Vector3(+5, 0));
                }, 1f);
                FunctionTimer.Create(() => {
                    ropeWorldSpriteList[1].DestroySelf();
                }, 2f);

                // Untie Tank
                FunctionTimer.Create(() => {
                    randyOvermap.SetTargetMovePosition(OvermapHandler.GetInstance().GetFollower(GameData.GetCharacter(Character.Type.Tank)).GetPosition() + new Vector3(-5, 0));
                }, 2f);
                FunctionTimer.Create(() => {
                    ropeWorldSpriteList[2].DestroySelf();
                }, 3f);

                // Untie Sleezer
                FunctionTimer.Create(() => {
                    randyOvermap.SetTargetMovePosition(OvermapHandler.GetInstance().GetFollower(GameData.GetCharacter(Character.Type.Sleezer)).GetPosition() + new Vector3(-5, 0));
                }, 3f);
                FunctionTimer.Create(() => {
                    ropeWorldSpriteList[3].DestroySelf();
                }, 4f);

                // Go to disappear
                FunctionTimer.Create(() => {
                    randyOvermap.SetTargetMovePosition(randyStartingPosition);
                }, 4f);
                FunctionTimer.Create(() => {
                    OvermapHandler.GetInstance().SpawnSmoke(randyOvermap.GetPosition(), .0f, Vector3.one);
                }, 5f);
                FunctionTimer.Create(() => {
                    randyOvermap.Hide();
                }, 5.5f);

                FunctionTimer.Create(() => {
                    UIBlack.Show();
                    dialogue.Show();
                    dialogue.PlayNextAction();
                }, 7.5f);
            },
            () => {
                dialogue.ShowLeftActiveTalkerHideRight("Well that was weird...");
                dialogue.HideRightCharacterName();
                dialogue.HideRightCharacter();
            },
            () => {
                dialogue.ShowLeftText("But hey lets keep going! He's not getting away this time");
            },

            /*
             * () => {
             *  NPCOvermap npcOvermap = OvermapHandler.GetInstance().GetNPC(GameData.GetCharacter(Character.Type.Randy));
             *  npcOvermap.SetTargetMovePosition();
             *  dialogue.Hide();
             *  UIBlack.Hide();
             *  OvermapHandler.StartOvermapRunning();
             * },*/
            () => {
                dialogue.Hide();
                UIBlack.Hide();
                OvermapHandler.StartOvermapRunning();
                GameData.state = GameData.State.MovingToEvilMonster_2;
                Window_QuestPointer.Create(GameAssets.i.Map.Find("evilMonster_2").position, Color.white, Color.white);
            },
        }, true);
    }
Beispiel #23
0
    public static void Play_LostToEvilMonster_2()
    {
        UIBlack.Show();
        OvermapHandler.StopOvermapRunning();

        List <World_Sprite> ropeWorldSpriteList = new List <World_Sprite>();

        ropeWorldSpriteList.Add(World_Sprite.Create(OvermapHandler.GetInstance().GetPlayer().GetPosition(), Vector3.one * 1f, GameAssets.i.s_Rope, Color.white, 100));
        ropeWorldSpriteList.Add(World_Sprite.Create(OvermapHandler.GetInstance().GetFollower(GameData.GetCharacter(Character.Type.Healer)).GetPosition(), Vector3.one * 1f, GameAssets.i.s_Rope, Color.white, 100));
        ropeWorldSpriteList.Add(World_Sprite.Create(OvermapHandler.GetInstance().GetFollower(GameData.GetCharacter(Character.Type.Tank)).GetPosition(), Vector3.one * 1.2f, GameAssets.i.s_Rope, Color.white, 100));
        ropeWorldSpriteList.Add(World_Sprite.Create(OvermapHandler.GetInstance().GetFollower(GameData.GetCharacter(Character.Type.Sleezer)).GetPosition(), Vector3.one * 0.7f, GameAssets.i.s_Rope, Color.white, 100));

        NPCOvermap randyOvermap = OvermapHandler.GetInstance().GetNPC(GameData.GetCharacter(Character.Type.Randy));

        randyOvermap.GetUnitAnimation().PlayAnimForced(UnitAnim.GetUnitAnim("dBareHands_IdleUp"), 1f, null);
        Vector3 randyStartingPosition = randyOvermap.GetPosition();

        randyOvermap.overrideOvermapRunning = true;

        Dialogue dialogue = Dialogue.GetInstance();

        dialogue.SetDialogueActions(new List <Action>()
        {
            () => {
                dialogue.Show();
                dialogue.ShowLeftCharacter(GameAssets.i.s_PlayerDialogueSprite, true);
                dialogue.ShowLeftCharacterName(GameData.GetCharacterName(Character.Type.Player));
                dialogue.HideLeftText();
                dialogue.ShowRightCharacter(GameAssets.i.s_RandyPortrait, false);
                dialogue.ShowRightCharacterName(GameData.GetCharacterName(Character.Type.Randy));
                dialogue.ShowRightText("Oh my, this is my lucky day");
            },
            () => {
                dialogue.ShowLeftActiveTalkerHideRight("Oh no, you again");
            },
            () => {
                dialogue.ShowRightActiveTalkerHideLeft("What's wrong, not happy to see me?");
            },
            () => { dialogue.ShowLeftActiveTalkerHideRight("It seems we miraculously lost again"); },
            () => { dialogue.ShowLeftText("It's very annoying to get the Evil Monster almost near death and suddenly he wins"); },
            () => { dialogue.ShowRightActiveTalkerHideLeft("Oh dear that is a real bother"); },
            () => { dialogue.ShowLeftActiveTalkerHideRight("Yes it is, are you going to let us go?"); },
            () => { dialogue.ShowRightActiveTalkerHideLeft("Huhuhu maybe"); },
            () => { dialogue.ShowRightText("My oh my, you are truly precious"); },
            () => { dialogue.ShowRightText("If you really want to defeat him you need the Sword of Thousand Truths"); },
            () => { dialogue.ShowRightText("And would you look at that, I have it right here!"); },
            () => { dialogue.ShowRightText("Have fun! Huhuhu!"); },
            () => {
                // Randy Disappears in Smoke
                // Drop Sword

                /*
                 * NPCOvermap npcOvermap = OvermapHandler.GetInstance().GetNPC(GameData.GetCharacter(Character.Type.Randy));
                 * Transform objectTractorTransform = UnityEngine.Object.Instantiate(GameAssets.i.pfObjectTractor, npcOvermap.GetPosition(), Quaternion.identity);
                 * objectTractorTransform.GetComponent<TractorBehaviour>().Setup(OvermapHandler.GetInstance().GetPlayer(), 20f, 8f, () => {
                 *  GameData.GetCharacter(Character.Type.Player).hasSwordThousandTruths = true;
                 *  OvermapHandler.GetInstance().GetPlayer().RefreshTexture();
                 * });
                 *
                 * npcOvermap.Hide();
                 * UIBlack.Hide();
                 * dialogue.Hide();
                 * FunctionTimer.Create(() => {
                 *  UIBlack.Show();
                 *  dialogue.Show();
                 *  dialogue.PlayNextAction();
                 * }, 1f);
                 */


                Transform objectTractorTransform        = UnityEngine.Object.Instantiate(GameAssets.i.pfObjectTractor, randyOvermap.GetPosition(), Quaternion.identity);
                objectTractorTransform.localEulerAngles = new Vector3(0, 0, -45);
                objectTractorTransform.GetComponent <TractorBehaviour>().Setup(OvermapHandler.GetInstance().GetPlayer(), 20f, 8f, () => {
                    GameData.GetCharacter(Character.Type.Player).hasSwordThousandTruths = true;
                    OvermapHandler.GetInstance().GetPlayer().RefreshTexture();
                    SoundManager.PlaySound(SoundManager.Sound.Coin);
                });

                // Randy Disappears in Smoke
                UIBlack.Hide();
                dialogue.Hide();

                // Untie Player
                randyOvermap.SetTargetMovePosition(OvermapHandler.GetInstance().GetPlayer().GetPosition() + new Vector3(0, -5));
                FunctionTimer.Create(() => {
                    ropeWorldSpriteList[0].DestroySelf();
                }, 1f);

                // Untie Healer
                FunctionTimer.Create(() => {
                    randyOvermap.SetTargetMovePosition(OvermapHandler.GetInstance().GetFollower(GameData.GetCharacter(Character.Type.Healer)).GetPosition() + new Vector3(+5, 0));
                }, 1f);
                FunctionTimer.Create(() => {
                    ropeWorldSpriteList[1].DestroySelf();
                }, 2f);

                // Untie Tank
                FunctionTimer.Create(() => {
                    randyOvermap.SetTargetMovePosition(OvermapHandler.GetInstance().GetFollower(GameData.GetCharacter(Character.Type.Tank)).GetPosition() + new Vector3(-5, 0));
                }, 2f);
                FunctionTimer.Create(() => {
                    ropeWorldSpriteList[2].DestroySelf();
                }, 3f);

                // Untie Sleezer
                FunctionTimer.Create(() => {
                    randyOvermap.SetTargetMovePosition(OvermapHandler.GetInstance().GetFollower(GameData.GetCharacter(Character.Type.Sleezer)).GetPosition() + new Vector3(-5, 0));
                }, 3f);
                FunctionTimer.Create(() => {
                    ropeWorldSpriteList[3].DestroySelf();
                }, 4f);

                // Go to disappear
                FunctionTimer.Create(() => {
                    randyOvermap.SetTargetMovePosition(randyStartingPosition);
                }, 4f);
                FunctionTimer.Create(() => {
                    OvermapHandler.GetInstance().SpawnSmoke(randyOvermap.GetPosition(), .0f, Vector3.one);
                }, 5f);
                FunctionTimer.Create(() => {
                    randyOvermap.Hide();
                }, 5.5f);

                FunctionTimer.Create(() => {
                    UIBlack.Show();
                    dialogue.Show();
                    dialogue.PlayNextAction();
                }, 6.5f);
            },
            () => {
                dialogue.ShowLeftActiveTalkerHideRight("He's very odd but somehow very helpful");
                dialogue.HideRightCharacter();
                dialogue.HideRightCharacterName();
            },
            () => { dialogue.ShowLeftText("Why would the Evil Monster keep him around?"); },
            () => { dialogue.ShowLeftText("Anyways who cares we have the Sword of a Thousand Truths!"); },
            () => {
                dialogue.ShowLeftText("Let's get him once and for all!");
            },
            () => {
                dialogue.Hide();
                UIBlack.Hide();
                OvermapHandler.StartOvermapRunning();
                GameData.state = GameData.State.MovingToEvilMonster_3;
                Window_QuestPointer.Create(GameAssets.i.Map.Find("evilMonster_3").position, Color.white, Color.white);
            },
        }, true);
    }
Beispiel #24
0
 private void Start()
 {
     GetComponent <Player_Base>().GetUnitAnimation().PlayAnimForced(UnitAnim.GetUnitAnim(animName), 1f, null);
 }
Beispiel #25
0
    public static void Play_Tavern()
    {
        Window_QuestPointer.DestroyPointer(GameAssets.i.Map.Find("tavern").position);
        UIBlack.Show();
        OvermapHandler.StopOvermapRunning();
        Dialogue  dialogue = Dialogue.GetInstance();
        Character tavernAmbushCharacter = GameData.GetCharacter(Character.Type.TavernAmbush);

        dialogue.SetDialogueActions(new List <Action>()
        {
            () => {
                dialogue.Show();
                dialogue.ShowLeftCharacter(GameAssets.i.s_PlayerDialogueSprite, false);
                dialogue.ShowLeftCharacterName(GameData.GetCharacterName(Character.Type.Player));
                dialogue.ShowLeftText("Greetings!");
                dialogue.HideRightCharacter();
                dialogue.HideRightText();
                dialogue.HideRightCharacterName();
            },
            () => { dialogue.ShowLeftText("May we have some refreshments?"); },
            () => {
                UIBlack.Hide();
                dialogue.Hide();

                Vector3 playerPosition = OvermapHandler.GetInstance().GetPlayer().GetPosition();
                OvermapHandler.GetInstance().GetPlayer().GetUnitAnimation().PlayAnimForced(UnitAnim.GetUnitAnim("dSwordTwoHandedBack_IdleDown"), 1f, null);

                NPCOvermap enemyOvermap         = OvermapHandler.GetInstance().GetNPC(tavernAmbushCharacter);
                enemyOvermap.transform.position = playerPosition + new Vector3(0, -17f);
                enemyOvermap.GetUnitAnimation().PlayAnimForced(UnitAnim.GetUnitAnim("dMinion_IdleUp"), 1f, null);
                OvermapHandler.GetInstance().SpawnSmoke(enemyOvermap.GetPosition(), .3f, Vector3.one);

                NPCOvermap enemyOvermap_2         = OvermapHandler.GetInstance().GetNPC(GameData.GetCharacter(Character.Type.TavernAmbush_2));
                enemyOvermap_2.transform.position = playerPosition + new Vector3(14f, -12f);
                enemyOvermap_2.GetUnitAnimation().PlayAnimForced(UnitAnim.GetUnitAnim("dMinion_IdleUp"), 1f, null);
                OvermapHandler.GetInstance().SpawnSmoke(enemyOvermap_2.GetPosition(), .3f, Vector3.one);

                NPCOvermap enemyOvermap_3         = OvermapHandler.GetInstance().GetNPC(GameData.GetCharacter(Character.Type.TavernAmbush_3));
                enemyOvermap_3.transform.position = playerPosition + new Vector3(-14, -12f);
                enemyOvermap_3.GetUnitAnimation().PlayAnimForced(UnitAnim.GetUnitAnim("dMinion_IdleUp"), 1f, null);
                OvermapHandler.GetInstance().SpawnSmoke(enemyOvermap_3.GetPosition(), .3f, Vector3.one);

                enemyOvermap.gameObject.SetActive(false);
                enemyOvermap_2.gameObject.SetActive(false);
                enemyOvermap_3.gameObject.SetActive(false);
                FunctionTimer.Create(() => {
                    enemyOvermap.gameObject.SetActive(true);
                    enemyOvermap_2.gameObject.SetActive(true);
                    enemyOvermap_3.gameObject.SetActive(true);
                }, .45f);

                FunctionTimer.Create(() => {
                    UIBlack.Show();
                    dialogue.Show();
                    dialogue.PlayNextAction();
                }, 1.2f);
            },
            () => {
                dialogue.HideLeftText();
                dialogue.FadeLeftCharacter();
                dialogue.ShowRightCharacter(GameAssets.i.s_EnemyMinionRedPortrait, false);
                dialogue.ShowRightText("That's the one! Get him!");
            },
            () => {
                GameData.GetCharacter(Character.Type.TavernAmbush_2).isDead = true;
                GameData.GetCharacter(Character.Type.TavernAmbush_3).isDead = true;
                GameData.state = GameData.State.FightingTavernAmbush;
                BattleHandler.LoadEnemyEncounter(tavernAmbushCharacter, tavernAmbushCharacter.enemyEncounter);
            },
        }, true);
    }
    private void Start()
    {
        /*
         * Transform bodyTransform = transform.Find("Body");
         * unitSkeleton = new V_UnitSkeleton(1f, bodyTransform.TransformPoint, (Mesh mesh) => bodyTransform.GetComponent<MeshFilter>().mesh = mesh);
         * unitAnimation = new V_UnitAnimation(unitSkeleton);
         */

        vObject         = CreateBasicUnit(transform, GetPosition(), 30f, null);
        unitAnimation   = vObject.GetLogic <V_UnitAnimation>();
        unitSkeleton    = vObject.GetLogic <V_UnitSkeleton>();
        objectTransform = vObject.GetLogic <V_IObjectTransform>();

        UnitAnimType idleUnitAnim   = UnitAnimType.GetUnitAnimType("dBareHands_Idle");
        UnitAnimType walkUnitAnim   = UnitAnimType.GetUnitAnimType("dBareHands_Walk");
        UnitAnimType hitUnitAnim    = UnitAnimType.GetUnitAnimType("dBareHands_Hit");
        UnitAnimType attackUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_PunchQuickAttack");

        canShoot = true;

        unitSkeletonCompositeWeapon = new V_UnitSkeleton_Composite_Weapon(vObject, unitSkeleton, UnitAnim.GetUnitAnim("Aim_PistolRight"), UnitAnim.GetUnitAnim("Aim_PistolLeft"), UnitAnim.GetUnitAnim("Aim_PistolShootRight"), UnitAnim.GetUnitAnim("Aim_PistolShootLeft"));
        vObject.AddRelatedObject(unitSkeletonCompositeWeapon);
        unitSkeletonCompositeWeapon.SetActive();

        unitSkeletonCompositeWalker_BodyHead = new V_UnitSkeleton_Composite_Walker(vObject, unitSkeleton, GameAssets.UnitAnimTypeEnum.dMarine_Walk, GameAssets.UnitAnimTypeEnum.dMarine_Idle, new[] { "Body", "Head" });
        vObject.AddRelatedObject(unitSkeletonCompositeWalker_BodyHead);

        unitSkeletonCompositeWalker_Feet = new V_UnitSkeleton_Composite_Walker(vObject, unitSkeleton, GameAssets.UnitAnimTypeEnum.dMarine_Walk, GameAssets.UnitAnimTypeEnum.dMarine_Idle, new[] { "FootL", "FootR" });
        vObject.AddRelatedObject(unitSkeletonCompositeWalker_Feet);
    }
 public void PlayWinAnimation()
 {
     unitAnimation.PlayAnimForced(UnitAnim.GetUnitAnim("dBareHands_Victory"), 1f, null);
 }
Beispiel #28
0
    private void Awake()
    {
        vObject         = CreateBasicUnit(transform, GetPosition(), 30f, null);
        unitAnimation   = vObject.GetLogic <V_UnitAnimation>();
        unitSkeleton    = vObject.GetLogic <V_UnitSkeleton>();
        objectTransform = vObject.GetLogic <V_IObjectTransform>();

        UnitAnimType idleUnitAnim   = UnitAnimType.GetUnitAnimType("dBareHands_Idle");
        UnitAnimType walkUnitAnim   = UnitAnimType.GetUnitAnimType("dBareHands_Walk");
        UnitAnimType hitUnitAnim    = UnitAnimType.GetUnitAnimType("dBareHands_Hit");
        UnitAnimType attackUnitAnim = UnitAnimType.GetUnitAnimType("dBareHands_PunchQuickAttack");

        canShoot = true;

        //unitSkeletonCompositeWeapon = new V_UnitSkeleton_Composite_Weapon(vObject, unitSkeleton, UnitAnim.GetUnitAnim("Aim_PistolRight"), UnitAnim.GetUnitAnim("Aim_PistolLeft"), UnitAnim.GetUnitAnim("Aim_PistolShootRight"), UnitAnim.GetUnitAnim("Aim_PistolShootLeft"));
        unitSkeletonCompositeWeapon = new V_UnitSkeleton_Composite_Weapon(vObject, unitSkeleton, UnitAnim.GetUnitAnim("dMarine_AimWeaponRight"), UnitAnim.GetUnitAnim("dMarine_AimWeaponLeft"), UnitAnim.GetUnitAnim("dMarine_ShootWeaponRight"), UnitAnim.GetUnitAnim("dMarine_ShootWeaponLeft"));
        //unitSkeletonCompositeWeapon = new V_UnitSkeleton_Composite_Weapon(vObject, unitSkeleton, UnitAnim.GetUnitAnim("Aim_ShotgunRight"), UnitAnim.GetUnitAnim("Aim_ShotgunLeft"), UnitAnim.GetUnitAnim("Aim_ShotgunShootRight"), UnitAnim.GetUnitAnim("Aim_ShotgunShootLeft"));
        vObject.AddRelatedObject(unitSkeletonCompositeWeapon);
        unitSkeletonCompositeWeapon.SetActive();

        unitSkeletonCompositeWalker_BodyHead = new V_UnitSkeleton_Composite_Walker(vObject, unitSkeleton, GameAssets.UnitAnimTypeEnum.dMarine_Walk, GameAssets.UnitAnimTypeEnum.dMarine_Idle, new[] { "Body", "Head" });
        vObject.AddRelatedObject(unitSkeletonCompositeWalker_BodyHead);

        unitSkeletonCompositeWalker_Feet = new V_UnitSkeleton_Composite_Walker(vObject, unitSkeleton, GameAssets.UnitAnimTypeEnum.dMarine_Walk, GameAssets.UnitAnimTypeEnum.dMarine_Idle, new[] { "FootL", "FootR" });
        vObject.AddRelatedObject(unitSkeletonCompositeWalker_Feet);
    }
Beispiel #29
0
        public static V_Object CreateSkeletonPresetAnim_DebugDash(Vector3 position, Vector3 rotationDir, Vector3 localScale)
        {
            V_Object vObject = V_Object.CreateSkeletonPresetAnim(position, GetWhitePixelMaterial(), UnitAnim.GetUnitAnim("EffectDash"), 1f, rotationDir, localScale, 100);

            return(vObject);
        }
Beispiel #30
0
        public static V_Object CreateSkeletonPresetAnim_DebugDash(Vector3 position)
        {
            V_Object vObject = V_Object.CreateSkeletonPresetAnim(position, GetWhitePixelMaterial(), UnitAnim.GetUnitAnim("EffectDash"), 1f, new Vector3(0, 1, 0), new Vector3(3f, 1f, 1f), 100);

            return(vObject);
        }