Beispiel #1
0
    // 룸 안에 적을 만든다.
    public T                createRoomEnemy <T>(RoomController room, string name) where T : chrBehaviorEnemy
    {
        chrController chr   = null;
        T             enemy = null;

        do
        {
            string[] tokens     = name.Split('.');
            string   enemy_kind = name;

            if (tokens.Length > 1)
            {
                enemy_kind = tokens[0];
            }

            // 룸 안에 적을 만들 만들 수 있다(적의 수 제한 체크)?.
            if (!this.canCreateRoomEnemy(room))
            {
                break;
            }

            if ((chr = EnemyRoot.get().createEnemy(enemy_kind)) == null)
            {
                break;
            }

            if ((enemy = chr.behavior as T) == null)
            {
                break;
            }

            enemy.setRoom(room);

            Room level_room = this.rooms[room.getIndex().x, room.getIndex().z];

            if (GameRoot.get().isHost() && tokens.Length == 1)
            {
                enemy.name += "." + level_room.enemy_index.ToString("D3");
            }
            else
            {
                enemy.name = name;
            }
            level_room.enemies.Add(chr);

            dbwin.console().print("**EnemyName" + enemy.name);
            //Debug.Log("**EnemyName" + enemy.name);

            var as_lair = chr.behavior as chrBehaviorEnemy_Lair;

            if (as_lair != null)
            {
                level_room.lairs.Add(as_lair);
            }

            level_room.enemy_index++;
        } while(false);

        return(enemy);
    }
Beispiel #2
0
    // 소환수를 소환
    public void             summonBeast(string beast_name)
    {
        do
        {
            if (this.beast != null)
            {
                break;
            }

            if (beast_name == "")
            {
                break;
            }

            string avator_name   = "Beast_" + beast_name;
            string behavior_name = "chrBehaviorBeast_" + beast_name;

            chrController chr = CharacterRoot.getInstance().summonBeast(avator_name, behavior_name);

            if (chr == null)
            {
                break;
            }

            this.beast = chr.behavior;

            this.beast.control.cmdSetPositionAnon(this.getLocalPlayer().control.getPosition() + Vector3.back * 4.0f);

            this.summon_time = 0.0f;

            this.state = SUMMON_STATE.APPEAR;

            //Debug.Log("[CLIENT] Summon beast:" + beast_name);
        } while(false);
    }
Beispiel #3
0
    // HP 통지 정보 수신 함수.
    public void OnReceiveHitPointPacket(int node, PacketId id, byte[] data)
    {
        HitPointPacket packet = new HitPointPacket(data);
        HpData         hpData = packet.GetPacket();

        //Debug.Log("[CLIENT] Receive hitpoint packet:" + hpData.characterId);

        chrBehaviorBase behavior = findCharacter <chrBehaviorBase>(hpData.characterId);

        if (behavior == null)
        {
            return;
        }

        chrController controller = behavior.control;

        if (controller == null)
        {
            return;
        }

        if (controller.global_index < 0)
        {
            return;
        }

        //string log = "[CLIENT] Set HP:" + hpData.characterId + " HP:" + hpData.hp;
        //Debug.Log(log);

        // 캐릭터의 HP 반영.
        controller.setHitPoint(hpData.hp);
    }
Beispiel #4
0
    public void OnReceiveUseItemPacket(int node, PacketId id, byte[] data)
    {
        ItemUsePacket packet  = new ItemUsePacket(data);
        ItemUseData   useData = packet.GetPacket();

        Debug.Log("Receive UseItemPacket:" + useData.userId + " -> " +
                  useData.targetId + " (" + useData.itemCategory + ")");

        chrController user = CharacterRoot.getInstance().findPlayer(useData.userId);

        AccountData account_data = AccountManager.get().getAccountData(GlobalParam.getInstance().global_account_id);

        if (user != null && account_data.avator_id != useData.userId)
        {
            Debug.Log("use item. favor:" + useData.itemFavor);

            Item.Favor favor = new Item.Favor();
            favor.category = (Item.CATEGORY)useData.itemCategory;
            this.useItem(-1, favor, useData.userId, useData.targetId, false);
        }
        else
        {
            Debug.Log("Receive packet is already done.");
        }
    }
Beispiel #5
0
	public static BulletShooter	createShooter(chrController chr, SHOT_TYPE type)
	{
		BulletShooter	bullet_shooter = null;

		switch(type) {

			case SHOT_TYPE.EMPTY:
			{
				bullet_shooter = chr.gameObject.AddComponent<BulletShooter>();
			}
			break;

			case SHOT_TYPE.NEGI:
			{
				bullet_shooter = chr.gameObject.AddComponent<BulletShooter_negi>();
			}
			break;

			case SHOT_TYPE.YUZU:
			{
				bullet_shooter = chr.gameObject.AddComponent<BulletShooter_yuzu>();
			}
			break;
		}

		bullet_shooter.player = chr;

		return(bullet_shooter);
	}
Beispiel #6
0
    public static BulletShooter     createShooter(chrController chr, SHOT_TYPE type)
    {
        BulletShooter bullet_shooter = null;

        switch (type)
        {
        case SHOT_TYPE.EMPTY:
        {
            bullet_shooter = chr.gameObject.AddComponent <BulletShooter>();
        }
        break;

        case SHOT_TYPE.NEGI:
        {
            bullet_shooter = chr.gameObject.AddComponent <BulletShooter_negi>();
        }
        break;

        case SHOT_TYPE.YUZU:
        {
            bullet_shooter = chr.gameObject.AddComponent <BulletShooter_yuzu>();
        }
        break;
        }

        bullet_shooter.player = chr;

        return(bullet_shooter);
    }
Beispiel #7
0
    // 상대가 공격할 수 있는 범위에 있는가?.
    public bool             isInAttackRange(chrController target)
    {
        bool ret = false;

        do
        {
            chrController mine = this.control;

            Vector3 to_enemy = target.getPosition() - mine.getPosition();

            to_enemy.y = 0.0f;

            if (to_enemy.magnitude >= mine.vital.getAttackDistance())
            {
                break;
            }
            to_enemy.Normalize();

            Vector3 heading = Quaternion.AngleAxis(mine.getDirection(), Vector3.up) * Vector3.forward;

            heading.y = 0.0f;
            heading.Normalize();

            float dp = Vector3.Dot(to_enemy, heading);

            if (dp < Mathf.Cos(Mathf.PI / 4.0f))
            {
                break;
            }

            ret = true;
        } while(false);

        return(ret);
    }
Beispiel #8
0
    public void     OnReceiveAttackPacket(int node, PacketId id, byte[] data)
    {
        AttackPacket packet = new AttackPacket(data);
        AttackData   attack = packet.GetPacket();

        //Debug.Log("[CLIENT] Receive Attack packet:" + attack.characterId);

        chrController controller = findPlayer(attack.characterId);

        if (controller == null)
        {
            return;
        }

        // 캐릭터 좌표 보간.
        chrBehaviorNet behavior = controller.behavior as chrBehaviorNet;

        if (behavior != null)
        {
            if (attack.attackKind == 0)
            {
                behavior.cmdShotAttack();
            }
            else
            {
                behavior.cmdMeleeAttack();
            }
        }
    }
Beispiel #9
0
    public void runAllExperiments()
    {
        if (agent == null || endPoint == Vector3.zero)
        {
            EditorUtility.DisplayDialog("Error", "Missing either the start point or end point", "ok");
            return;
        }
        charC                  = agent.GetComponent <chrController>();
        charC.endVector        = endPoint;
        charC.startVector      = charC.transform.localPosition;
        charC.obstacles        = new List <Vector3>(obstacleList);
        charC.dynamicObstacles = new List <Vector3>(dobsList);
        Toggle useAvoidance   = GameObject.Find("Toggle").GetComponent <Toggle>();
        Toggle isoptimalcheck = GameObject.Find("AstarToggle").GetComponent <Toggle>();

        if (isoptimalcheck.isOn)
        {
            foreach (Vector3 v in dobsList)
            {
                charC.obstacles.Add(v);
            }
        }
        charC.avoidance = useAvoidance.isOn;
        charC.runAll();
    }
Beispiel #10
0
    // 아바타 이름으로 플레이어 캐릭터를 찾는다.
    public chrController    findPlayer(string avator_id)
    {
        GameObject[] charactors = GameObject.FindGameObjectsWithTag("Player");

        chrController charactor = null;

        foreach (GameObject go in charactors)
        {
            chrController chr = go.GetComponent <chrController>();

            if (chr.global_index < 0)
            {
                break;
            }

            AccountData account_data = AccountManager.get().getAccountData(chr.global_index);

            if (account_data.avator_id == avator_id)
            {
                charactor = chr;
                break;
            }
        }

        return(charactor);
    }
Beispiel #11
0
    // 적 캐릭터를 만든다.
    public chrController            createEnemy(string chr_name)
    {
        string behavior_class_name = "chrBehavior" + chr_name;

        chrController chr_control = this.create_chr_common(chr_name, "", behavior_class_name);

        return(chr_control);
    }
Beispiel #12
0
    // 적 캐릭터 제네레이터를 만든다.
    public chrController    createEnemyLair()
    {
        chrController enemy = CharacterRoot.getInstance().createEnemy("EnemyLairMinato");

        this.enemies.Add(enemy);

        return(enemy);
    }
Beispiel #13
0
    // 적 캐릭터를 만든다.
    public chrController    createEnemy(string chr_name, string controller_class_name, string behavior_class_name)
    {
        chrController enemy = CharacterRoot.getInstance().createEnemy(chr_name, controller_class_name, behavior_class_name);

        this.enemies.Add(enemy);

        return(enemy);
    }
Beispiel #14
0
    // 적 캐릭터를 만든다.
    public chrController    createEnemy(string enemy_name)
    {
        chrController enemy = CharacterRoot.getInstance().createEnemy(enemy_name);

        this.enemies.Add(enemy);

        return(enemy);
    }
Beispiel #15
0
    // ================================================================ //
#if false
    // 적 캐릭터를 만든다.
    public chrController    createEnemy()
    {
        // 일시적으로 항구 버전の적 캐릭터를 생성하도록 변경.
//		chrController	enemy = CharacterRoot.getInstance().createEnemy("Enemy1");
        chrController enemy = CharacterRoot.getInstance().createEnemy("EnemyMinato");

        this.enemies.Add(enemy);

        return(enemy);
    }
Beispiel #16
0
    // 로컬 플레이어의 캐릭터를 만든다.
    public chrController            createPlayerAsLocal(string chr_name)
    {
        chrController chr_control = this.create_chr_common(chr_name, "chrBehaviorLocal");

        CameraControl.getInstance().setPlayer(chr_control);

        this.player = chr_control;

        return(chr_control);
    }
Beispiel #17
0
    // 트리거에 충돌한 순간만 호출되는 메소드.
    void    OnTriggerEnter(Collider other)
    {
        // 이벤트 박스에 들어간 플레이어를 리스트에 추가한다.
        do
        {
            if (other.tag != "Player")
            {
                break;
            }

            chrController player = other.gameObject.GetComponent <chrController>();

            if (player == null)
            {
                break;
            }

            if (player.local_index < 0)
            {
                break;
            }

            if (this.entered_players.Contains(player.local_index))
            {
                break;
            }

            this.entered_players.Add(player.local_index);

            // 게임 서버에 알림.
            if (this.step.get_current() == STEP.WAIT_ENTER &&
                player.global_index == GlobalParam.get().global_account_id)
            {
                CharDoorState door = new CharDoorState();
                door.globalId    = player.global_index;
                door.keyId       = (this.keyItemName != null)? this.keyItemName : "NONE";
                door.isInTrigger = true;
                door.hasKey      = (this.keyItemName != null)? PartyControl.getInstance().hasKey(player.local_index, door.keyId) : true;

                string log = "DoorId:" + door.keyId + " trigger:" + door.isInTrigger + " hasKey:" + door.hasKey;
                Debug.Log(log);

                DoorPacket packet = new DoorPacket(door);
                if (m_network != null)
                {
                    int server_node = m_network.GetServerNode();
                    m_network.SendReliable <CharDoorState>(server_node, packet);
                }
                else
                {
                    PartyControl.get().cmdMoveRoom(door.keyId);
                }
            }
        } while(false);
    }
Beispiel #18
0
    // 적이 삭제되기 직전에 (chrBehaviorEnemy.deleteSelf)호출.
    public void             onDeleteEnemy(RoomController room, chrController enemy)
    {
        Room level_room = this.rooms[room.getIndex().x, room.getIndex().z];

        chrBehaviorEnemy_Lair as_lair = enemy.behavior as chrBehaviorEnemy_Lair;

        if (as_lair != null)
        {
            level_room.lairs.Remove(as_lair);
        }
        level_room.enemies.Remove(enemy);
    }
Beispiel #19
0
    public void charRunAStar()
    {
        // Get the class object in chrController
        charC           = agent.GetComponent <chrController>();
        charC.endVector = endPoint;
        // Create a clone so that references aren't copied when mixed
        charC.obstacles        = new List <Vector3>(obstacleList);
        charC.dynamicObstacles = new List <Vector3>(dobsList);


        //charC.agentState = chrController.state.moving;
    }
Beispiel #20
0
    // 트리거로부터 뭔가가 부딪힌 순간만 호출되는 메소드.
    void    OnTriggerExit(Collider other)
    {
        // 이벤트 박스에서 나온 플레이어를 리스트에서 제거.
        do
        {
            if (other.tag != "Player")
            {
                break;
            }

            chrController player = other.gameObject.GetComponent <chrController>();

            if (player == null)
            {
                break;
            }

            if (!this.entered_players.Contains(player.local_index))
            {
                break;
            }

            this.entered_players.Remove(player.local_index);

            // 게임 서버에 알림.
            if (player.global_index == GlobalParam.get().global_account_id)
            {
                CharDoorState door = new CharDoorState();
                door.globalId    = player.global_index;
                door.keyId       = (this.keyItemName != null)? this.keyItemName : "NONE";
                door.isInTrigger = false;
                door.hasKey      = PartyControl.getInstance().hasKey(player.local_index, door.keyId);

                string log = "DoorId:" + door.keyId + " trigger:" + door.isInTrigger + " hasKey:" + door.hasKey;
                Debug.Log(log);

                DoorPacket packet = new DoorPacket(door);
                if (m_network != null)
                {
                    int serer_node = m_network.GetServerNode();
                    m_network.SendReliable <CharDoorState>(serer_node, packet);
                }
                else
                {
                    PartyControl.get().clearDoorState(door.keyId);
                }
            }
        } while(false);
    }
Beispiel #21
0
    // 캐릭터를 만듭니다.
    protected void          create_character(string[] words, string local_account, string net_account, bool create_npc)
    {
        string chr_name = words[0];

        chr_name = chr_name.Remove(0, "ChrModel_".Length);

        chrController chr = null;
        Vector3       pos;
        float         direction;

        if (chr_name == local_account)
        {
            chr = CharacterRoot.getInstance().createPlayerAsLocal(chr_name);
        }
        else if (chr_name == net_account)
        {
            if (create_npc)
            {
                chr = CharacterRoot.getInstance().createPlayerAsNet(chr_name);
            }
        }
        else
        {
            chr = CharacterRoot.getInstance().createNPC(chr_name);
        }

        if (chr != null)
        {
            pos.x = float.Parse(words[1]);
            pos.y = 0.0f;
            pos.z = float.Parse(words[2]);

            if (words.Length >= 4)
            {
                direction = float.Parse(words[3]);
            }
            else
            {
                direction = 0.0f;
            }

            chr.cmdSetPosition(pos);
            chr.cmdSetDirection(direction);
        }
    }
Beispiel #22
0
    // 캐릭터를 찾습니다.
    public T        findCharacter <T>(string name) where T : chrBehaviorBase
    {
        T behavior = null;

        do
        {
            chrController character = this.findCharacter(name);

            if (character == null)
            {
                break;
            }

            behavior = character.behavior as T;
        } while(false);

        return(behavior);
    }
Beispiel #23
0
    public void     OnReceiveMovingPacket(PacketId id, byte[] data)
    {
        Debug.Log("OnReceiveMovingPacket");

        MovingPacket packet = new MovingPacket(data);
        MovingData   moving = packet.GetPacket();

        Debug.Log("[CharId]" + moving.characterId);
        Debug.Log("[HouseName]" + moving.houseId);
        Debug.Log("[Moving]" + moving.moving);

        chrController remote =
            CharacterRoot.get().findCharacter(moving.characterId);

        // 이사 쿼리 발행.
        if (remote != null)
        {
            if (moving.moving)
            {
                Debug.Log("cmdQueryHouseMoveStart");
                QueryHouseMoveStart query = remote.cmdQueryHouseMoveStart(moving.houseId, false);
                if (query != null)
                {
                    query.set_done(true);
                    query.set_success(true);
                }
            }
            else
            {
                Debug.Log("cmdQueryHouseMoveEnd");
                QueryHouseMoveEnd query = remote.cmdQueryHouseMoveEnd(false);
                if (query != null)
                {
                    query.set_done(true);
                    query.set_success(true);
                }
            }
        }

        // 이사 정보 보존.
        GlobalParam.get().remote_moving = moving;
    }
Beispiel #24
0
    // ---------------------------------------------------------------- //

    public void     OnReceiveCharacterPacket(int node, PacketId id, byte[] data)
    {
        CharacterDataPacket packet   = new CharacterDataPacket(data);
        CharacterData       charData = packet.GetPacket();

        chrController controller = findPlayer(charData.characterId);

        if (controller == null)
        {
            return;
        }

        // 캐릭터 좌표 보간.
        chrBehaviorNet behavior = controller.behavior as chrBehaviorNet;

        if (behavior != null)
        {
            behavior.CalcCoordinates(charData.index, charData.coordinates);
        }
    }
Beispiel #25
0
    // 아이템을 사용했다(동려가 자신에게).
    //
    // in:	friend	아이템을 사용한 동료.
    //
    public void             onUseItemByFriend(Item.Favor favor, chrController friend)
    {
        // 이 부분은 실제로 아이템을 사용할 때 아이템 매니저에서.
        // 호출되는 메소드다.

        var player = this.behavior as chrBehaviorPlayer;

        switch (favor.category)
        {
        case Item.CATEGORY.SODA_ICE:
        {
            //this.vital.healFull();

            if (player != null)
            {
                player.onUseItemByFriend(favor, friend.behavior as chrBehaviorPlayer);
            }
        }
        break;
        }
    }
Beispiel #26
0
    // 캐릭터를 찾습니다.
    public chrController    findCharacter(string name)
    {
        chrController character = null;

        do
        {
            GameObject[] characters = GameObject.FindGameObjectsWithTag("Charactor");

            if (characters.Length == 0)
            {
                break;
            }

            GameObject go;

            go = System.Array.Find(characters, x => x.name == name);

            if (go == null)
            {
                break;
            }

            character = go.GetComponent <chrController>();

            if (character == null)
            {
                Debug.Log("Cannot find character:" + name);

                go = GameObject.Find(name);

                if (go != null)
                {
                    break;
                }
                character = go.GetComponent <chrController>();
            }
        } while(false);

        return(character);
    }
Beispiel #27
0
    // ================================================================ //

    // GameObject에 추가된 비헤이비어를 가져옵니다.
    public static T getBehaviorFromGameObject <T>(GameObject go) where T : chrBehaviorBase
    {
        T behavior = null;

        do
        {
            chrController control = go.GetComponent <chrController>();

            if (control == null)
            {
                continue;
            }

            behavior = control.behavior as T;

            if (behavior == null)
            {
                continue;
            }
        } while(false);

        return(behavior);
    }
Beispiel #28
0
    public void     OnReceiveChatMessage(int node, PacketId id, byte[] data)
    {
        Debug.Log("OnReceiveChatMessage");

        ChatPacket  packet = new ChatPacket(data);
        ChatMessage chat   = packet.GetPacket();

        Debug.Log("[CharId]" + chat.characterId);
        Debug.Log("[CharMsg]" + chat.message);


        chrController controller = findPlayer(chat.characterId);

        // 채팅 메시지 표시 쿼리 발행.
        if (controller != null)
        {
            QueryTalk talk = queryTalk(chat.characterId, chat.message, false);
            if (talk != null)
            {
                talk.set_done(true);
                talk.set_success(true);
            }
        }
    }
Beispiel #29
0
    public void     OnReceiveChatMessage(PacketId id, byte[] data)
    {
        Debug.Log("OnReceiveChatMessage");

        ChatPacket  packet = new ChatPacket(data);
        ChatMessage chat   = packet.GetPacket();

        Debug.Log("{CharId]" + chat.characterId);
        Debug.Log("[CharMsg]" + chat.message);

        chrController remote =
            CharacterRoot.get().findCharacter(chat.characterId);

        // 채팅 메시지 표시 쿼리 발행.
        if (remote != null)
        {
            QueryTalk talk = remote.cmdQueryTalk(chat.message);
            if (talk != null)
            {
                talk.set_done(true);
                talk.set_success(true);
            }
        }
    }
Beispiel #30
0
    // 아이템 사용.
    public void             useItem(int slot_index, Item.Favor item_favor, string user_name, string target_name, bool is_local)
    {
        do
        {
            chrController user = CharacterRoot.getInstance().findPlayer(user_name);

            if (user == null)
            {
                break;
            }

            chrController target = CharacterRoot.getInstance().findPlayer(target_name);

            if (target == null)
            {
                break;
            }

            //

            if (user_name == PartyControl.get().getLocalPlayer().getAcountID())
            {
                user.onUseItemSelf(slot_index, item_favor);
            }
            else
            {
                target.onUseItemByFriend(item_favor, user);
            }

            // 아이템 사용을 알림.
            if (is_local)
            {
                SendItemUseData(item_favor, user_name, target_name);
            }
        } while(false);
    }
Beispiel #31
0
        public override void    execute()
        {
            BasicAction basic_action = this.behavior.basic_action;

            if (this.finish_child())
            {
                this.step.set_next(STEP.MOVE);
            }

            // ---------------------------------------------------------------- //
            // 다음 상태로 전환할지 체크합니다.

            switch (this.step.do_transition())
            {
            // 걷는 중.
            case STEP.MOVE:
            {
            }
            break;

            // 멈춤.
            case STEP.REST:
            {
                if (this.step.get_time() > 1.0f)
                {
                    this.step.set_next(STEP.MOVE);
                }

                chrBehaviorLocal player = PartyControl.get().getLocalPlayer();

                if (this.behavior.isInAttackRange(player.control))
                {
                    this.push(this.melee_attack);
                    this.step.sleep();
                }
            }
            break;
            }

            // ---------------------------------------------------------------- //
            // 상태가 전환됐을 때의 초기화.

            while (this.step.get_next() != STEP.NONE)
            {
                switch (this.step.do_initialize())
                {
                // 걷는 중.
                case STEP.MOVE:
                {
                }
                break;
                }
            }

            // ---------------------------------------------------------------- //
            // 각 상태에서의 실행 처리.

            switch (this.step.do_execution(Time.deltaTime))
            {
            // 걷는 중.
            case STEP.MOVE:
            {
                var coli = basic_action.control.collision_results.Find(x => x.object1.tag == "Wall" || x.object1.tag == "Player");

                // 벽(또는 플레이어)에 부딪히면 반사해서 방향을 바꿉니다.
                do
                {
                    if (coli == null)
                    {
                        break;
                    }
                    if (coli.option0 == null)
                    {
                        break;
                    }
                    ContactPoint cp = (ContactPoint)coli.option0;

                    // 벽의 법선 방향을 90도 단위로 합니다.

                    Vector3 normal = cp.normal;

                    float normal_angle = Mathf.Atan2(normal.x, normal.z) * Mathf.Rad2Deg;

                    normal_angle = MathUtility.unormDegree(normal_angle);
                    normal_angle = Mathf.Round(normal_angle / 90.0f) * 90.0f;

                    normal = Quaternion.AngleAxis(normal_angle, Vector3.up) * Vector3.forward;

                    Vector3 v = basic_action.getMoveVector();

                    if (Vector3.Dot(v, normal) >= 0.0f)
                    {
                        break;
                    }

                    v -= 2.0f * Vector3.Dot(v, normal) * normal;
                    basic_action.setMoveDirByVector(v);

                    // 플레이어에게 부딪혔으면 대미지를 줍니다.
                    do
                    {
                        if (coli.object1.tag != "Player")
                        {
                            break;
                        }

                        chrController chr = coli.object1.GetComponent <chrController>();

                        if (chr == null)
                        {
                            break;
                        }
                        if (!(chr.behavior is chrBehaviorLocal))
                        {
                            break;
                        }

                        chr.causeDamage(this.control.vital.getAttackPower(), -1);
                    } while(false);
                } while(false);

                basic_action.setMoveSpeed(4.0f);
                basic_action.setMoveMotionSpeed(0.0f);

                basic_action.executeMove();

                //

                this.model.transform.Rotate(new Vector3(7.0f, 0.0f, 0.0f));
            }
            break;

            // 멈춤.
            case STEP.REST:
            {
                basic_action.setMoveMotionSpeed(0.0f);
            }
            break;
            }

            // ---------------------------------------------------------------- //

            this.execute_child();
        }
Beispiel #32
0
	void	Update()
	{
		this.scene_timer += Time.deltaTime;
		this.disp_timer -= Time.deltaTime;

		// ---------------------------------------------------------------- //
		// 다음 상태로 이동할지 체크합니다.

		switch(this.step.do_transition()) {

			case STEP.GAME:
			{
			}
			break;
		}

		// ---------------------------------------------------------------- //
		// 상태가 전환될 때 초기화.

		while(this.step.get_next() != STEP.NONE) {

			switch(this.step.do_initialize()) {

				case STEP.CHARACTER_CHANGE:
				{
					GlobalParam.get().account_name = this.account_name_net;
					GlobalParam.get().skip_enter_event = true;

					Application.LoadLevel("GameScene 1");
				}
				break;
	
				case STEP.GAME:
				{
					this.account_name_local = GlobalParam.get().account_name;
					this.account_name_net   = GameRoot.getPartnerAcountName(this.account_name_local);

					if(this.owner == this.account_name_local) {

						this.is_host = true;

					} else {

						// 다른 플레이어의 마을에 갔을 때.
						this.is_host = false;
					}

					// 플레이어를 만듭니다.
					this.local_player = CharacterRoot.get().createPlayerAsLocal(this.account_name_local);

					this.local_player.cmdSetPosition(Vector3.zero);

					if(GlobalParam.get().is_in_my_home == GlobalParam.get().is_remote_in_my_home) {

						this.net_player = CharacterRoot.get().createPlayerAsNet(this.account_name_net);

						this.net_player.cmdSetPosition(Vector3.left*1.0f);
					}

					// 레벨 데이터(level_data.txt)를 읽고 NPC/아이템을 배치합니다.
					MapCreator.get().loadLevel(this.account_name_local, this.account_name_net, !this.is_host);

					SoundManager.get().playBGM(Sound.ID.TFT_BGM01);

					//

					if(!GlobalParam.get().skip_enter_event) {

						EnterEvent	enter_event = EventRoot.get().startEvent<EnterEvent>();
			
						if(enter_event != null) {
					
							enter_event.setPrincipal(this.local_player.behavior as chrBehaviorPlayer);
							enter_event.setIsLocalPlayer(true);
						}
					}

					foreach (ItemManager.ItemState istate in GlobalParam.get().item_table.Values) {
						if (istate.state == ItemController.State.Picked) {
							// 이미 아이템을 획득했다면 가져갈 수 있게 합니다.
							ItemManager.get().finishGrowingItem(istate.item_id);
							chrController controll = CharacterRoot.getInstance().findPlayer(istate.owner);
							if (controll != null) {
								QueryItemPick query = controll.cmdItemQueryPick(istate.item_id, false, true);
								if (query != null) {
									query.is_anon = true;
									query.set_done(true);
									query.set_success(true);
								}
							}
						}
					}

				}
				break;

				// 다른 플레이어가 찾아왔습니다.
				case STEP.WELCOME:
				{
					if(this.net_player == null) {

						EnterEvent	enter_event = EventRoot.get().startEvent<EnterEvent>();
		
						if(enter_event != null) {

							this.net_player = CharacterRoot.getInstance().createPlayerAsNet(this.account_name_net);
			
							this.net_player.cmdSetPosition(Vector3.left);
		
							enter_event.setPrincipal(this.net_player.behavior as chrBehaviorPlayer);
							enter_event.setIsLocalPlayer(false);
						}
					}
				}
				break;

				// 다른 플레이어가 돌아갑니다.
				case STEP.BYEBYE:
				{
					if(this.net_player != null) {

						LeaveEvent	leave_event = EventRoot.get().startEvent<LeaveEvent>();
		
						if(leave_event != null) {
			
							leave_event.setPrincipal(this.net_player.behavior as chrBehaviorPlayer);
							leave_event.setIsLocalPlayer(false);
						}
					}
				}
				break;

				case STEP.VISIT:
				{
					GlobalParam.get().is_in_my_home = false;
					Application.LoadLevel("GameScene 1");
				}
				break;

				case STEP.GO_HOME:
				{
					// 자기 마을로 돌아옵니다.
					GlobalParam.get().is_in_my_home = true;
					Application.LoadLevel("GameScene 1");
				}
				break;

				case STEP.TO_TITLE:
				{
					Application.LoadLevel("TitleScene");
				}
				break;
			}
		}

		// ---------------------------------------------------------------- //
		// 각 상태에서의 실행 처리.

		switch(this.step.do_execution(Time.deltaTime)) {

			case STEP.GAME:
			{
			}
			break;
		}

		// ---------------------------------------------------------------- //
		// 통신에 의한 이벤트 처리.

		// Network 클래스의 컴포넌트 획득.
		GameObject go = GameObject.Find("Network");
		Network network = go.GetComponent<Network>();
		if (network != null) {
			if (network.IsCommunicating() == true) {
				if (request_connet_event) {
					// 접속 이벤트를 발동합니다.
					GlobalParam.get().is_connected = true;
					request_connet_event = false;
				}
				else if (GlobalParam.get().is_connected == false) {
					// 접속했습니다.
					Debug.Log("Guest connected.");
					request_connet_event = true;
					disp_timer = 5.0f;
				}
			}
		}

		// 접속 종료 이벤트를 발동합니다.
		if (request_disconnet_event) {
			GlobalParam.get().is_disconnected = true;
			request_disconnet_event = false;
			// 접속 종료 시 이벤트.
			disconnect_event();
		}
	
		// ---------------------------------------------------------------- //

		if(Input.GetKeyDown(KeyCode.Z)) {

			dbwin.console().print("로그 테스트 " + this.log_test_count);
			this.log_test_count++;
		}
	}
Beispiel #33
0
	// 다른 캐릭터에 터치되었을 때(옆에서 클릭)호출됩니다.
	public virtual void		touchedBy(chrController toucher)
	{

	}
Beispiel #34
0
	/*public void		parallelMoveByInterst(Vector3 interest)
	{
		Vector3		eye_vector = this.calcGroundLevelInterest() - this.transform.position;

		this.transform.position = interest - eye_vector;
	}*/

	// ================================================================ //

	// 로컬 플레이어 설정.
	public void		setPlayer(chrController player)
	{
		this.player = player;
	}
Beispiel #35
0
	// ================================================================ //
	// MonoBehaviour에서 상속.

	void	Start()
	{
		this.player = this.GetComponent<chrController>();
	}
Beispiel #36
0
	// 적 캐릭터를 삭제한다.
	public void	deleteEnemy(chrController enemy)
	{
		this.enemies.Remove(enemy);

		GameObject.Destroy(enemy.gameObject);
	}
Beispiel #37
0
	// 아이템을 사용했다(동려가 자신에게).
	//
	// in:	friend	아이템을 사용한 동료.
	//
	public void		onUseItemByFriend(Item.Favor favor, chrController friend)
	{
		// 이 부분은 실제로 아이템을 사용할 때 아이템 매니저에서.
		// 호출되는 메소드다.

		var	player = this.behavior as chrBehaviorPlayer;

		switch(favor.category) {

			case Item.CATEGORY.SODA_ICE:
			{
				//this.vital.healFull();

				if(player != null) {

					player.onUseItemByFriend(favor, friend.behavior as chrBehaviorPlayer);
				}
			}
			break;
		}
	}
Beispiel #38
0
	// ================================================================ //

	// 생성합니다.
	public virtual void		create(chrBehaviorEnemy behavior, ActionBase.DescBase desc_base = null)
	{
		this.behavior = behavior;
		this.control  = behavior.control;
	}
Beispiel #39
0
	// ================================================================ //

	public ItemCarrier(chrController character)
	{
		this.character = character;
	}
Beispiel #40
0
	// 상대가 공격할 수 있는 범위에 있는가?.
	public bool		isInAttackRange(chrController target)
	{
		bool	ret = false;

		do {
	
			chrController	mine = this.control;

			Vector3		to_enemy = target.getPosition() - mine.getPosition();
	
			to_enemy.y = 0.0f;
	
			if(to_enemy.magnitude >= mine.vital.getAttackDistance()) {

				break;
			}
			to_enemy.Normalize();

			Vector3		heading = Quaternion.AngleAxis(mine.getDirection(), Vector3.up)*Vector3.forward;
	
			heading.y = 0.0f;
			heading.Normalize();
	
			float	dp = Vector3.Dot(to_enemy, heading);
	
			if(dp < Mathf.Cos(Mathf.PI/4.0f)) {
	
				break;
			}

			ret = true;

		} while(false);

		return(ret);
	}