Ejemplo n.º 1
0
        public static int GetDeadEnemies(Vector3 pos, float radius, int maxCount = MaxMatches)
        {
            int matchIdx = 0;

            for (int i = 0; i < DeadEnemies.Count; ++i)
            {
                if (DeadEnemies[i] != null && DeadEnemies[i].Hp > 0 || !DeadEnemies[i].IsCorpse)
                {
                    continue;
                }

                if (CheckOverlap(DeadEnemies[i].transform.position, pos, DeadEnemies[i].RadiusFirstCheck, radius))
                {
                    HitMatch hit = Matches[matchIdx];
                    hit.Idx             = i;
                    hit.Distance        = Vector3.SqrMagnitude(DeadEnemies[i].transform.position - pos);
                    Matches[matchIdx++] = hit;

                    if (matchIdx == Matches.Length || matchIdx == maxCount)
                    {
                        break;
                    }
                }
            }
            return(matchIdx);
        }
Ejemplo n.º 2
0
        public static int GetEnemies(Vector3 from, Vector3 to, int maxCount = MaxMatches)
        {
            int     matchIdx = 0;
            Vector3 cp       = Vector3.zero;

            for (int i = 0; i < Enemies.Count; ++i)
            {
                if (Enemies[i].Hp <= 0 || Enemies[i].gameObject.layer != GameManager.Instance.LayerEnemy)
                {
                    continue;
                }

                Vector3 circleCenter = Enemies[i].transform.position;
                float   rad2         = Enemies[i].RadiusFirstCheck * Enemies[i].RadiusFirstCheck;
                ClosestPointOnRay(from, to, circleCenter, ref cp);
                if (Vector3.SqrMagnitude(circleCenter - cp) < rad2)
                {
                    HitMatch hit = Matches[matchIdx];
                    hit.Idx        = i;
                    hit.IsHeadshot = false;

                    // Possible hit
                    circleCenter = Enemies[i].transform.position + Enemies[i].HeadOffset;
                    ClosestPointOnRay(from, to, circleCenter, ref cp);
                    rad2 = Enemies[i].RadiusHead * Enemies[i].RadiusHead;
                    if (Vector3.SqrMagnitude(circleCenter - cp) < rad2)
                    {
                        // Head hit
                        hit.IsHeadshot      = true;
                        hit.Distance        = Vector3.SqrMagnitude(Enemies[i].transform.position - from);
                        Matches[matchIdx++] = hit;
                    }
                    else
                    {
                        circleCenter = Enemies[i].transform.position + Enemies[i].BodyOffset;
                        ClosestPointOnRay(from, to, circleCenter, ref cp);
                        rad2 = Enemies[i].RadiusBody * Enemies[i].RadiusBody;
                        if (Vector3.SqrMagnitude(circleCenter - cp) < rad2)
                        {
                            // Body hit
                            hit.Distance        = Vector3.SqrMagnitude(Enemies[i].transform.position - from);
                            Matches[matchIdx++] = hit;
                        }
                    }

                    if (matchIdx == Matches.Length || matchIdx == maxCount)
                    {
                        break;
                    }
                }
            }
            return(matchIdx);
        }
Ejemplo n.º 3
0
        public static int GetEnemies(Vector3 pos, float radius, int maxCount = MaxMatches)
        {
            int matchIdx = 0;

            for (int i = 0; i < Enemies.Count; ++i)
            {
                if (Enemies[i].Hp <= 0 || Enemies[i].gameObject.layer != GameManager.Instance.LayerEnemy)
                {
                    continue;
                }

                if (CheckOverlap(Enemies[i].transform.position, pos, Enemies[i].RadiusFirstCheck, radius))
                {
                    HitMatch hit = Matches[matchIdx];
                    hit.Idx        = i;
                    hit.IsHeadshot = false;

                    // Possible hit
                    if (CheckOverlap(Enemies[i].transform.position + Enemies[i].HeadOffset, pos, Enemies[i].RadiusHead, radius))
                    {
                        // Head hit
                        hit.IsHeadshot      = true;
                        hit.Distance        = Vector3.SqrMagnitude(Enemies[i].transform.position - pos);
                        Matches[matchIdx++] = hit;
                    }
                    else if (CheckOverlap(Enemies[i].transform.position + Enemies[i].BodyOffset, pos, Enemies[i].RadiusBody, radius))
                    {
                        // Body hit
                        hit.Distance        = Vector3.SqrMagnitude(Enemies[i].transform.position - pos);
                        Matches[matchIdx++] = hit;
                    }

                    if (matchIdx == Matches.Length || matchIdx == maxCount)
                    {
                        break;
                    }
                }
            }
            return(matchIdx);
        }