Ejemplo n.º 1
0
    public override void SimulatePlayerFixedUpdate(Actor_Player actor)
    {
        actor.fTimeSinceLastAttack += Core.GetPlayerDeltaTime();

        //if (actor.currentTarget == null || actor.currentTarget.minion.fCurrentHealth <= 0.0f)
        {
            // Find new target
            actor.currentTarget = GetBestTarget(actor);
        }

        if (actor.minion.slot == MinionSlot.RANGED_1)
        {
            Actor_Player otherRangedMinion = Core.GetLevel().playerActors [(int)MinionSlot.RANGED_2];
            if (otherRangedMinion.fTimeSinceLastAttack >= fAttackInterval)
            {
                actor.fTimeSinceLastAttack = fAttackInterval * 0.5f;
            }
        }

        int       iSlot    = actor.minion.slot == MinionSlot.RANGED_1 ? 0 : 1;
        Transform reticule = Core.GetLevel().instance.targets [iSlot];
        Transform radius   = Core.GetLevel().instance.radii [iSlot];

        if (actor.currentTarget != null)
        {
            reticule.gameObject.SetActive(true);
            reticule.position = Vector3.Lerp(reticule.position, actor.currentTarget.transform.position + new Vector3(0.0f, 0.04f, 0.0f), Core.GetPlayerDeltaTime() * actor.minion.template.reticuleMoveSpeed * actor.GetAttackSpeedMultiplier());
            float fRadius = damage.fRadius * actor.GetAttackRadiusMultiplier() * 2.0f;
            radius.localScale = new Vector3(fRadius, 1.0f, fRadius);

            if (!actor.currentTarget.IsInRangedZone())
            {
                actor.currentTarget = null;
            }
            else
            if (actor.fTimeSinceLastAttack >= fAttackInterval * actor.GetAttackSpeedMultiplier())
            {
                actor.fTimeSinceLastAttack = 0.0f;
                // Spawn a projectile
                for (int i = 0; i < numAttacks; i++)
                {
                    Projectile projectile = Instantiate <Projectile>(projectilePrefab);
                    projectile.firer              = actor;
                    projectile.firerTemplate      = this;
                    projectile.launchPos          = actor.transform.position + new Vector3(0.5f * i, fProjectileLaunchHeight, 0.0f);
                    projectile.fProgress          = i * 0.1f;
                    projectile.target             = actor.currentTarget;
                    projectile.transform.position = projectile.launchPos;
                }

                PlaySoundEffect(actor);

                actor.render.SetAnimStateAndNext(AnimState.ATTACK, AnimState.IDLE);
            }
        }
        else
        {
            //reticule.gameObject.SetActive(false);
        }
    }
Ejemplo n.º 2
0
    protected bool DealDamageToEnemy(Actor_Player player, Actor_Enemy enemy, Vector3 position, float fRadius)
    {
        float fMultiplier = player.GetAttackDamageMultiplier();

        if (position.x <= Core.GetLevel().GetMeleeZoneLimit())
        {
            fMultiplier += player.minion.GetBuff(Stat.DAMAGE_MULTIPLIER_IN_MELEE_ZONE);
        }

        if (enemy.IsStunned())
        {
            fMultiplier += player.minion.GetBuff(Stat.ATTACK_DAMAGE_ON_STUNNED_ENEMIES);
        }

        if (damage.IsRadial())
        {
            Core.GetLevel().DamageRadius(damage,
                                         position,
                                         damage.fRadius * player.GetAttackRadiusMultiplier(),
                                         fMultiplier,
                                         player.GetStunTime(),
                                         player.minion.GetBuff(Stat.CRITICAL_CHANCE),
                                         player.minion.GetBuff(Stat.CRITICAL_DAMAGE),
                                         player.minion.GetBuff(Stat.VAMPIRISM),
                                         player.minion.GetBuff(Stat.ATTACK_DAMAGE_ABSOLUTE));

            return(enemy == null || enemy.IsDead());
        }
        else if (enemy != null)
        {
            if (enemy.IsDead())
            {
                return(true);
            }

            float fElementalMultiplier = Elements.GetDamageMultiplier(damage.GetElement(), enemy.minion.template.element);
            float fMod = enemy.GetInherentElementalResistanceModifier();
            if (fElementalMultiplier < 1.0f)
            {
                fElementalMultiplier = 1.0f - ((1.0f - fElementalMultiplier) * fMod);
            }

            fMultiplier *= fElementalMultiplier;

            player.OnDealtDamage(damage.fAmount * fMultiplier);

            return(enemy.Damage(damage,
                                fMultiplier,
                                player.GetStunTime(),
                                player.minion.GetBuff(Stat.CRITICAL_CHANCE),
                                player.minion.GetBuff(Stat.CRITICAL_DAMAGE),
                                player.minion.GetBuff(Stat.VAMPIRISM),
                                player.minion.GetBuff(Stat.ATTACK_DAMAGE_ABSOLUTE)));
        }

        return(true);
    }
Ejemplo n.º 3
0
    public override void SimulatePlayerFixedUpdate(Actor_Player actor)
    {
        if (damage.fAmount > 0.0f || damage.fPushAmount > 0.0f)         // 0 means no attack
        {
            actor.fTimeSinceLastAttack += Core.GetPlayerDeltaTime();

            if (actor.currentTarget == null || actor.currentTarget.minion.fCurrentHealth <= 0.0f || !actor.currentTarget.IsInMeleeZone())
            {
                actor.currentTarget = null;

                // Find new target
                Actor_Enemy closestEnemy = Core.GetLevel().GetClosestEnemyToMeleeZone();
                if (closestEnemy != null && closestEnemy.IsInMeleeZone())
                {
                    actor.currentTarget = closestEnemy;
                }
                else
                {
                    // No valid target.
                }
            }

            int       iSlot    = actor.minion.slot == MinionSlot.MELEE_1 ? 0 : 1;
            Transform reticule = Core.GetLevel().instance.meleeTargets [iSlot];
            Transform radius   = Core.GetLevel().instance.meleeRadii [iSlot];

            if (actor.currentTarget != null)
            {
                reticule.gameObject.SetActive(true);
                reticule.position = Vector3.Lerp(reticule.position, actor.currentTarget.transform.position + new Vector3(0.0f, 0.04f, 0.0f), Core.GetPlayerDeltaTime() * actor.minion.template.reticuleMoveSpeed * actor.GetAttackSpeedMultiplier());
                float fRadius = damage.fRadius * actor.GetAttackRadiusMultiplier() * 2.0f;
                radius.localScale = new Vector3(fRadius, 1.0f, fRadius);

                if (TryToAttackEnemy(actor, actor.currentTarget))
                {
                    // We killed them
                    actor.currentTarget = null;
                }
            }
            else
            {
                //reticule.gameObject.SetActive(false);
            }
        }
    }
Ejemplo n.º 4
0
    public override void SimulatePlayerFixedUpdate(Actor_Player actor)
    {
        actor.fTimeSinceLastAttack += Core.GetPlayerDeltaTime();

        //if (actor.currentTarget == null || actor.currentTarget.minion.fCurrentHealth <= 0.0f)
        {
            // Find new target
            actor.currentTarget = GetBestTarget(actor);
        }

        if (bLoopingSoundEffect && !actor.soundEffect.isPlaying)
        {
            actor.soundEffect.loop = true;
            actor.soundEffect.clip = soundEffect;
            actor.soundEffect.Play();
        }

        if (actor.currentTarget != null)
        {
            int       iSlot    = actor.minion.slot == MinionSlot.RANGED_1 ? 0 : 1;
            Transform reticule = Core.GetLevel().instance.targets [iSlot];
            Transform radius   = Core.GetLevel().instance.radii [iSlot];
            reticule.gameObject.SetActive(true);
            reticule.position = Vector3.Lerp(reticule.position, actor.currentTarget.transform.position + new Vector3(0.0f, 0.04f, 0.0f), Core.GetPlayerDeltaTime() * actor.minion.template.reticuleMoveSpeed * actor.GetAttackSpeedMultiplier());
            float fRadius = damage.fRadius * actor.GetAttackRadiusMultiplier() * 2.0f;
            radius.localScale = new Vector3(fRadius, 1.0f, fRadius);

            if (actor.iNumHitsWithSummon >= iNumHits)
            {
                actor.summon.PlayDeathAnimation();
                actor.summon             = null;
                actor.iNumHitsWithSummon = 0;
                reticule.position        = actor.currentTarget.transform.position + new Vector3(0.0f, 0.04f, 0.0f);
            }

            if (actor.summon == null)
            {
                // TODO : Do spawn PFX
                actor.summon = Instantiate <RenderActor>(summonPrefab);
                actor.summon.transform.SetParent(reticule);
                actor.summon.transform.localPosition = new Vector3(0.0f, fSummonHeight, 0.0f);

                if (summonEffect != null)
                {
                    summonEffect.Play();
                }
            }

            if (!actor.currentTarget.IsInRangedZone())
            {
                actor.currentTarget = null;
            }
            else if (actor.fTimeSinceLastAttack >= fAttackInterval * actor.GetAttackSpeedMultiplier())
            {
                actor.fTimeSinceLastAttack = 0.0f;

                if (!bLoopingSoundEffect)
                {
                    PlaySoundEffect(actor);
                }

                if (DealDamageToEnemy(actor, actor.currentTarget, actor.currentTarget.transform.position, 0.0f))
                {
                    // We killed them
                    actor.currentTarget = null;
                }

                actor.iNumHitsWithSummon++;

                actor.summon.SetAnimStateAndNext(AnimState.ATTACK, AnimState.IDLE);
            }
        }
    }