Beispiel #1
0
 public void FindTarget()
 {
     if (Time.time - lastFindTargetTime > aquisitionInterval)
     {
         //GameObject player = (FindObjectOfType (typeof (ManualInput)) as ManualInput).gameObject;
         ManualInput playerObjManu = FindObjectOfType(typeof(ManualInput)) as ManualInput;
         if (playerObjManu != null && this.enabled == true)
         {
             enemyTarget = playerObjManu.GetComponent <CharacterControl> ();
             if (IsTargetVisible() && enemyTarget.CharacterData.Team != team)
             {
                 pathFindingAgent.SetTarget(enemyTarget.gameObject.transform);
                 //Debug.Log ("Find player!");
                 CameraManager.Instance.AddToTargetGroup(aiUnit);
                 RegisterTargetActionEvent(enemyTarget);
             }
             else
             {
                 CameraManager.Instance.RemoveFromTargetGroup(aiUnit);
                 DeregisterTargetActionEvent(enemyTarget);
                 enemyTarget = null;
             }
             lastFindTargetTime = Time.time;
         }
         else
         {
             Task.current.Fail();
         }
     }
     Task.current.Complete(enemyTarget != null);
 }
        public void Init()
        {
            ManualInput playerObjManu = FindObjectOfType(typeof(ManualInput)) as ManualInput;

            if (playerObjManu != null)
            {
                CharacterControl playerControl = playerObjManu.GetComponent <CharacterControl> ();

                data = playerControl.CharacterData;
                BarImage[] barImages = this.GetComponentsInChildren <BarImage> ();
                foreach (BarImage im in barImages)
                {
                    if (im.type == BarImageType.Bound)
                    {
                        BarBound = im.GetComponent <Image> ();
                    }
                    else if (im.type == BarImageType.Fill)
                    {
                        BarFill = im.GetComponent <Image> ();
                    }
                }
                Count        = this.GetComponentInChildren <TextMeshProUGUI> ();
                BarBoundAnim = BarBound.GetComponent <Animator> ();
                playerControl.CharacterData.OnEnergyChange    += EnergyChange;
                playerControl.CharacterData.OnEnergyTake      += PlayTakeEnergy;
                playerControl.CharacterData.OnEnergyNotEnough += PlayNotEnoughEnergy;
                playerControl.CharacterData.OnEnergyGet       += PlayGetEnergy;
            }
        }
Beispiel #3
0
 void Awake()
 {
     input = GetComponent <ManualInput> ();
     Animator[] animators = GetComponentsInChildren <Animator> ();
     animator = animators[animators.Length - 1];
     //OnMenuChange ();
     currentMenuIndex = 0;
     //currentMenuObj = this.transform.GetChild (0).gameObject;
     //MenuIndexRecord.Add(0);
     SetButtonList();
     //currentMenu = GetComponent<Canvas>();
     //currentTime = 0f;
 }
Beispiel #4
0
 public void ResumeGame()
 {
     VirtualInputManager.Instance.ClearAllInputsInBuffer();
     if (Player != null)
     {
         ManualInput input = Player.GetComponent <ManualInput> ();
         input.enabled = true;
     }
     Time.timeScale = 1.0f;
     if (CurrMainMenuObj != null)
     {
         CurrMainMenuObj.SetActive(false);
     }
 }
Beispiel #5
0
        public void RegisterAllUnit()
        {
            ManualInput playerInput = null;

            if (Player == null)
            {
                playerInput = FindObjectOfType(typeof(ManualInput)) as ManualInput;
                Player      = playerInput.GetComponent <CharacterControl> ();
            }
            playerInput         = Player.GetComponent <ManualInput> ();
            playerInput.enabled = true;

            AIAgentManager.Instance.RegisterAllEnemies();
        }
Beispiel #6
0
 public void PauseGame()
 {
     if (Player != null)
     {
         ManualInput input = Player.GetComponent <ManualInput> ();
         input.enabled = false;
     }
     Time.timeScale = 0.0f;
     if (CurrMainMenuObj != null)
     {
         CurrMainMenuObj.SetActive(true);
         MenuController controller = CurrMainMenuObj.GetComponent <MenuController> ();
         controller.InitButtonList();
     }
 }
        public void Init()
        {
            animator    = GetComponentInChildren <Animator> ();
            detector    = GetComponentInChildren <TriggerDetector> ();
            controller  = GetComponent <CharacterController> ();
            aiProgress  = GetComponent <AIProgress> ();
            manualInput = GetComponent <ManualInput> ();

            ParticleSystemTag[] particleSystemTags = GetComponentsInChildren <ParticleSystemTag> ();
            foreach (ParticleSystemTag p in particleSystemTags)
            {
                if (p.tag == VFXType.Trail)
                {
                    particleSystemTrail = p.GetComponent <ParticleSystem> ();
                    particleSystemTrail.Pause(true);
                    particleSystemTrail.Clear();
                }
                else if (p.tag == VFXType.Hold)
                {
                    particleSystemHold = p.GetComponent <ParticleSystem> ();
                    particleSystemHold.Pause(true);
                    particleSystemHold.Clear();
                }
            }

            if (manualInput != null)
            {
                isPlayerControl = true;
            }
            else
            {
                isPlayerControl = false;
            }
            // load data process xxxx
            SetRagdollAndAttackingParts();
            //this.CharacterData.OnDead += Dead;
            //this.CharacterData.OnDamage += Dead;
            if (aiProgress != null)
            {
                aiProgress.enabled = false;
            }
            if (manualInput != null)
            {
                manualInput.enabled = false;
            }
        }
Beispiel #8
0
        public void RegisterDamageEvent()
        {
            //Debug.Log ("register damage event!");
            ManualInput playerObjManu = FindObjectOfType(typeof(ManualInput)) as ManualInput;

            if (playerObjManu != null)
            {
                CharacterControl player = playerObjManu.GetComponent <CharacterControl> ();

                /*
                 * foreach(Delegate exist in aiUnit.CharacterData.OnDamage.GetInvocationList())
                 * {
                 *  if(player.OnEnemyGetDamaged == exist)
                 *      return;
                 * }
                 */
                aiUnit.CharacterData.OnDamage -= player.OnEnemyGetDamaged;
                aiUnit.CharacterData.OnDamage += player.OnEnemyGetDamaged;
                aiUnit.CharacterData.OnDead   -= GameManager.Instance.OnUnitDead;
                aiUnit.CharacterData.OnDead   += GameManager.Instance.OnUnitDead;
            }
        }