Ejemplo n.º 1
0
 void Start()
 {
     entityMovement    = this.GetComponent <Movement>();
     playerScript      = this.GetComponent <Player>();
     entityCore        = this.GetComponent <EntitySystem_Core>();
     playerRigidbody   = this.GetComponent <Rigidbody>();
     playerVisibleBody = entityCore.visibleBody.transform;
     playerVisibleBody.SetParent(null);
     cameraPivotPoint.SetParent(null);
     active_gravityForce = base_gravityForce;
     active_dashPower    = base_dashPower;
     Cursor.lockState    = CursorLockMode.Locked;
     Cursor.visible      = false;
 }
Ejemplo n.º 2
0
        private void InfoScan()
        {
            Ray       targetRay = playerCamera.ViewportPointToRay(new Vector3(.5f, .5f, 15));
            Transform target    = Utilities.InfoScanFromViewport(targetRay, 1, 10000, entityScanMask, tagsToScan);

            //  Debug.Log("Target acquired: " + target);

            if (target != null)
            {
                EntitySystem_Core targetCore = target.GetComponent <EntitySystem_Core>();
                if (targetCore == null)
                {
                    GameSystem_UIManager.Instance.window_entityTarget.SetActive(false);
                    GameSystem_UIManager.Instance.UpdateCrosshair(GameSystem_UIManager.ScanType.Neutral);
                }
                else
                {
                    if (GameSystem.GameSystem_Core.Instance.pvpEnabled == true) //If so, we don't run any blocks. What's acting on us isn't ours and anything can act on us.
                    {
                        if (target.CompareTag("Sentry") || target.CompareTag("Proxy") || target.CompareTag("Player"))
                        {
                            if (entityCore.CheckOwnership(targetCore) == true)
                            {
                                GameSystem_UIManager.Instance.UpdateCrosshair(GameSystem_UIManager.ScanType.Friendly);
                            }
                            else
                            {
                                GameSystem_UIManager.Instance.UpdateCrosshair(GameSystem_UIManager.ScanType.Hostile);
                            }
                        }
                        else if (target.CompareTag("Machine"))
                        {
                            GameSystem_UIManager.Instance.UpdateCrosshair(GameSystem_UIManager.ScanType.Hostile);
                        }
                        else
                        {
                            GameSystem_UIManager.Instance.UpdateCrosshair(GameSystem_UIManager.ScanType.Neutral);
                        }
                    }
                    else
                    {
                        if (target.CompareTag("Sentry") || target.CompareTag("Proxy") || target.CompareTag("Player"))
                        {
                            GameSystem_UIManager.Instance.UpdateCrosshair(GameSystem_UIManager.ScanType.Friendly);
                        }
                        else if (target.CompareTag("Machine"))
                        {
                            GameSystem_UIManager.Instance.UpdateCrosshair(GameSystem_UIManager.ScanType.Hostile);
                        }
                        else
                        {
                            GameSystem_UIManager.Instance.UpdateCrosshair(GameSystem_UIManager.ScanType.Neutral);
                        }
                    }
                    //End Crosshair update
                    //Begin updating HUD
                    GameSystem_UIManager.Instance.window_entityTarget.SetActive(true);
                    GameSystem_UIManager.Instance.text_entityName.text             = "Lv: " + targetCore.entityInfo.active_entityLevel + " " + targetCore.entityInfo.entityName;
                    GameSystem_UIManager.Instance.text_entityHealth.text           = targetCore.active_entityVitality + " / " + targetCore.active_entityMaxVitality;
                    GameSystem_UIManager.Instance.image_entityHealthBar.fillAmount = targetCore.active_entityVitality / targetCore.active_entityMaxVitality;
                    GameSystem_UIManager.Instance.image_entityPicture.sprite       = targetCore.entityInfo.entityImage;
                }
            }
            else
            {
                GameSystem_UIManager.Instance.window_entityTarget.SetActive(false);
                GameSystem_UIManager.Instance.UpdateCrosshair(GameSystem_UIManager.ScanType.Neutral);
            }
        }