Ejemplo n.º 1
0
    private void Update()
    {
        List <Ability> playerAbilities = Player.GetAbilities();
        int            abilityCount    = Mathf.FloorToInt(AbilityLearnCurve.Evaluate(Time.time));

        if (abilityCount >= playerAbilities.Count)
        {
            Ability a = null;
            switch (playerAbilities.Count)
            {
            case 0:
                ShootAbility shootAbility = new ShootAbility();
                shootAbility.BulletPrefab = BulletPrefab;
                shootAbility.Damage       = 1;
                shootAbility.Button       = "mouse 0";
                shootAbility.BulletForce  = 10f;
                shootAbility.CoolDown     = .2f;
                a = shootAbility;
                break;

            default:
                a = CreateRandomAbility();
                break;
            }
            //print("Added Ability, Time: " + Time.time);
            print(a);
            playerAbilities.Add(a);
        }
    }
Ejemplo n.º 2
0
    private void Awake()
    {
        if (personInput == null)
        {
            personInput = GetComponent <ThirdPersonInput>();
        }

        if (shootAbility == null)
        {
            shootAbility = GetComponent <ShootAbility>();
        }

        Messenger.AddListener(GameEvents.PAINTBALL_POWER_UP_PRESSED, PowerUp);
    }
    private IEnumerator Shoot(ShootAbility ability)
    {
        state = EnemyState.Charge;
        float stopTime = (ability.gunData.timeBtwTurn + 1 / ability.gunData.fireRate * ability.gunData.numberOfBulletsEachTurn) * ability.gunData.numberOfShootTurn;

        if (ability.shootPattern == BulletPattern.Gun)
        {
            StartCoroutine(ShootWithGun(ability.gunData));
        }
        else
        {
            // TODO: Calculate stop time
            StartCoroutine(BurstProjectiles(ability.burstData));
        }
        yield return(new WaitForSeconds(stopTime));

        shootCooldown = Time.time + ability.cooldown;
        state         = EnemyState.Normal;
    }
Ejemplo n.º 4
0
        public static bool Pre_GetReturnFireAbilities(
            TacticalLevelController __instance,
            ref List <ReturnFireAbility> __result,
            TacticalActor shooter,
            Weapon weapon,
            TacticalAbilityTarget target,
            ShootAbility shootAbility,
            bool getOnlyPossibleTargets     = false,
            List <TacticalActor> casualties = null)
        {
            // No return fire for the following attacks
            WeaponDef weaponDef = weapon?.WeaponDef;

            if (target.AttackType == AttackType.ReturnFire ||
                target.AttackType == AttackType.Overwatch ||
                target.AttackType == AttackType.Synced ||
                target.AttackType == AttackType.ZoneControl ||
                weaponDef != null && weaponDef.NoReturnFireFromTargets)
            {
                __result = null;
                return(false);
            }

            List <ReturnFireAbility>    list;
            IEnumerable <TacticalActor> actors = __instance.Map.GetActors <TacticalActor>(null);

            using (MultiForceDummyTargetableLock multiForceDummyTargetableLock = new MultiForceDummyTargetableLock(actors))
            {
                list = actors
                       // Get alive enemies for the shooter
                       .Where((TacticalActor actor) => {
                    return(actor.IsAlive && actor.RelationTo(shooter) == FactionRelation.Enemy);
                })
                       // Select the ones that have the return fire ability, ordered by priority
                       // Rmq: it is possible to have an actor twice if he has multiple RF abilities
                       .SelectMany((TacticalActor actor) =>
                                   from a in actor.GetAbilities <ReturnFireAbility>()
                                   orderby a.ReturnFireDef.ReturnFirePriority
                                   select a, (TacticalActor actor, ReturnFireAbility ability) =>
                                   new { actor = actor, ability = ability }
                                   )
                       // Check if shooter is a valid target for each actor/ability
                       .Where((actorAbilities) =>
                              actorAbilities.ability.IsEnabled(IgnoredAbilityDisabledStatesFilter.IgnoreNoValidTargetsFilter) &&
                              actorAbilities.ability.IsValidTarget(shooter)
                              )
                       // Group by actor and keep only first valid ability
                       .GroupBy((actorAbilities) => actorAbilities.actor, (actorAbilities) => actorAbilities.ability)
                       .Select((IGrouping <TacticalActor, ReturnFireAbility> actorAbilities) =>
                               new { actorReturns = actorAbilities, actorAbility = actorAbilities.First() }
                               )
                       // Make sure the target of the attack is the first one to retaliate
                       .OrderByDescending((actorAbilities) => actorAbilities.actorAbility.TacticalActor == target.GetTargetActor())
                       .Select((actorAbilities) => actorAbilities.actorAbility)
                       .Where((ReturnFireAbility returnFireAbility) => {
                    TacticalActor tacticalActor = returnFireAbility.TacticalActor;
                    // Check that he has not retaliated too much already
                    int actorShotLimit = tacticalActor.IsMetallic ? turretsShotLimit : shotLimit;
                    if (actorShotLimit > 0)
                    {
                        returnFireCounter.TryGetValue(tacticalActor, out var currentCount);
                        if (currentCount >= actorShotLimit)
                        {
                            return(false);
                        }
                    }
                    // Always allow bash riposte
                    if (returnFireAbility.ReturnFireDef.RiposteWithBashAbility)
                    {
                        return(allowBashRiposte);
                    }
                    // Checks if the target is allowed to retaliate
                    // Rmq: Skipped when doing predictions on who will return fire (getOnlyPossibleTargets == false)
                    if (getOnlyPossibleTargets)
                    {
                        if (target.Actor == tacticalActor ||
                            target.MultiAbilityTargets != null && target.MultiAbilityTargets.Any((TacticalAbilityTarget mat) => mat.Actor == tacticalActor))
                        {
                            // The actor was one of the targets
                            if (!targetCanRetaliate)
                            {
                                return(false);
                            }
                        }
                        else if (casualties != null && casualties.Contains(tacticalActor))
                        {
                            // The actor was one of the casualties (not necessarily the target)
                            if (!casualtiesCanRetaliate)
                            {
                                return(false);
                            }
                        }
                        else
                        {
                            if (!bystandersCanRetaliate)
                            {
                                return(false);
                            }
                        }
                    }
                    float actorReactionAngleCos = tacticalActor.IsMetallic ? turretsReactionAngleCos : reactionAngleCos;
                    if (!isAngleOK(shooter, tacticalActor, actorReactionAngleCos))
                    {
                        return(false);
                    }
                    // Check that target won't need to move to retaliate
                    ShootAbility defaultShootAbility        = returnFireAbility.GetDefaultShootAbility();
                    TacticalAbilityTarget attackActorTarget = defaultShootAbility.GetAttackActorTarget(shooter, AttackType.ReturnFire);
                    if (attackActorTarget == null || !Utl.Equals(attackActorTarget.ShootFromPos, defaultShootAbility.Actor.Pos, 1E-05f))
                    {
                        return(false);
                    }
                    TacticalActor tacticalActor1 = null;
                    // Prevent friendly fire
                    if (checkFriendlyFire && returnFireAbility.TacticalActor.TacticalPerception.CheckFriendlyFire(returnFireAbility.Weapon, attackActorTarget.ShootFromPos, attackActorTarget, out tacticalActor1, FactionRelation.Neutral | FactionRelation.Friend))
                    {
                        return(false);
                    }
                    if (!returnFireAbility.TacticalActor.TacticalPerception.HasFloorSupportAt(returnFireAbility.TacticalActor.Pos))
                    {
                        return(false);
                    }
                    // Check that we have a line of sight between both actors at a perception ratio (including stealth stuff)
                    float actorPerceptionRatio = tacticalActor.IsMetallic ? turretsPerceptionRatio : perceptionRatio;
                    if (!TacticalFactionVision.CheckVisibleLineBetweenActors(returnFireAbility.TacticalActor, returnFireAbility.TacticalActor.Pos,
                                                                             shooter, false, null, actorPerceptionRatio))
                    {
                        return(false);
                    }
                    return(true);
                }).ToList();
            }
            __result = list;
            return(false);
        }
Ejemplo n.º 5
0
 private void Awake()
 {
     shootAbility = GetComponent <ShootAbility>();
     photon       = GetComponent <PhotonView>();
 }
 private void Awake()
 {
     input        = GetComponent <ThirdPersonInput>();
     shootAbility = GetComponent <ShootAbility>();
     photon       = GetComponent <PhotonView>();
 }