private IEnumerable ChargeResolver(BossActor actor)
 {
     BossBehaviour.Log(actor + " charges", actor);
     foreach (var unused in ChargeAndWaitForCompletion(actor))
     {
         yield return(null);
     }
 }
        private IEnumerable WaitResolver(BossActor actor, float duration)
        {
            BossBehaviour.Log(actor + " waits for " + duration + " seconds", actor);
            while (duration > 0)
            {
                yield return(null);

                duration -= Time.deltaTime;
            }
        }
        public IEnumerable GetResolver(ActionBehaviourNode node)
        {
            var actor = _controller.GetComponent <BossActor>();

            BossBehaviour.Log(actor + " starts behaviour " + node.Name, actor);
            foreach (var action in node.Script)
            {
                foreach (var unused in ActionResolver(actor, action))
                {
                    yield return(null);
                }
            }
        }
        private IEnumerable MoveResolver(BossActor actor, BossBehaviour.TargetType type)
        {
            BossBehaviour.Log(actor + " moves to " + type, actor);
            var mob = actor.Mobile;

            var targetPositionX = GetTargetPositionX(type, mob);

            var toTarget = targetPositionX - mob.BodyPosition.x;

            if (Mathf.Abs(toTarget) < _settings.CloseRangeThreshold)
            {
                foreach (var unused in WalkResolver(actor, targetPositionX))
                {
                    yield return(null);
                }
            }
            else if (Mathf.Abs(toTarget) < _settings.MidRangeThreshold)
            {
                BossBehaviour.Log(Time.frameCount + " actor will jump to targetX", actor);

                foreach (var unused in JumpAndWaitForCompletion(actor, toTarget))
                {
                    DebugExtension.DebugArrow(mob.BodyPosition.WithX(targetPositionX), Vector3.down);

                    yield return(null);
                }
            }
            else
            {
                const float LongRangeWalkDistance = 2;
                var         movementDirection     = Mathf.Sign(toTarget);
                var         walkTargetX           = ClampPositionX(mob.BodyPosition.x + movementDirection * LongRangeWalkDistance);
                BossBehaviour.Log(Time.frameCount + " actor will first walk to walkTargetX", actor);

                foreach (var unused in WalkResolver(actor, walkTargetX))
                {
                    yield return(null);
                }

                BossBehaviour.Log(Time.frameCount + " then actor will jump to targetX", actor);
                foreach (var unused in JumpAndWaitForCompletion(actor, targetPositionX - mob.BodyPosition.x))
                {
                    DebugExtension.DebugArrow(mob.BodyPosition.WithX(targetPositionX), Vector3.down);

                    yield return(null);
                }
            }
        }
 private IEnumerable ChargeAndWaitForCompletion(BossActor actor)
 {
     foreach (var unused in _controller.WaitForStateEnter <ChargeAttackState>(actor))
     {
         BossBehaviour.Log(Time.frameCount + " wait for charge state enter", actor);
         actor.DesiredCharge = true;
         yield return(null);
     }
     BossBehaviour.Log(Time.frameCount + " charge state entered", actor);
     foreach (var unused in _controller.WaitForStateExit <ChargeAttackState>(actor))
     {
         BossBehaviour.Log(Time.frameCount + " wait for charge state exit", actor);
         yield return(null);
     }
     BossBehaviour.Log(Time.frameCount + " charge state exited", actor);
 }
Ejemplo n.º 6
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        public IEnumerable GetResolver(CompoundBehaviourNode node)
        {
            var actor = _controller.GetComponent <BossActor>();

            _behaviours = new List <string>();
            if (node.Randomize)
            {
                _behaviours.AddRange(node.GetChildNodes().Zip(node.GetChildMultiplicators(), Enumerable.Repeat)
                                     .SelectMany(enumerable => enumerable));
            }
            else
            {
                _behaviours.AddRange(node.GetChildNodes());
            }

            BossBehaviour.Log(actor + " starts behaviour " + node.Name, actor);

            do
            {
                foreach (var unused in GetOneLoopResolver(node))
                {
                    if (node.UseHealthEndCondition)
                    {
                        var currentHealth = actor.GetComponent <ActorHealth>().CurrentHitCount;
                        if (!_actorCriticalHurtFlagSet && currentHealth <= node.HealthEndConditionLimit + 1)
                        {
                            _actorCriticalHurtFlagSet = true;
                            actor.SetNextHurtIsCritical();
                        }

                        if (currentHealth <= node.HealthEndConditionLimit)
                        {
                            // wait for actor to go out of next hurt state
                            foreach (var unused1 in _controller.WaitForStateExit <CriticalHurtState>(actor))
                            {
                                yield return(null);
                            }

                            yield break;
                        }
                    }

                    yield return(null);
                }
            } while (node.LoopRepeat);
        }
 private IEnumerable JumpAttackAndWaitForCompletion(BossActor actor, float toTarget)
 {
     foreach (var unused in _controller.WaitForStateEnter <JumpAttackState>(actor))
     {
         BossBehaviour.Log(Time.frameCount + " wait for jumpattack state enter", actor);
         actor.DesiredJumpAttack   = true;
         actor.DesiredJumpMovement = toTarget;
         yield return(null);
     }
     BossBehaviour.Log(Time.frameCount + " jumpattack state entered", actor);
     foreach (var unused in _controller.WaitForStateExit <StrikeGroundState>(actor))
     {
         BossBehaviour.Log(Time.frameCount + " wait for strike ground state exit", actor);
         yield return(null);
     }
     BossBehaviour.Log(Time.frameCount + " strike ground state exited", actor);
 }
        private IEnumerable JumpAttackResolver(BossActor actor, BossBehaviour.TargetType type)
        {
            BossBehaviour.Log(actor + " jump attacks", actor);
            var mob = actor.Mobile;

            var targetPositionX = GetTargetPositionX(type, mob);
//            var targetPositionX = Mathf.Clamp( Player.BodyPosition.x, GetHotSpotPosition( TargetType.LeftCorner ).x,
//                GetHotSpotPosition( TargetType.RightCorner ).x );

            var delta = targetPositionX - actor.Mobile.BodyPosition.x;

            foreach (var unused in JumpAttackAndWaitForCompletion(actor, delta))
            {
                DebugExtension.DebugArrow(mob.BodyPosition.WithX(targetPositionX - delta), Vector3.up);

                DebugExtension.DebugArrow(mob.BodyPosition.WithX(targetPositionX), Vector3.down);
                yield return(null);
            }
        }
        private IEnumerable AttackResolver(BossActor actor, int count)
        {
            BossBehaviour.Log(Time.frameCount + " " + actor + " attacks " + count + " times", actor);
            for (var i = count; i > 0; i--)
            {
                foreach (var unused in _controller.WaitForStateEnter <AttackState>(actor))
                {
                    BossBehaviour.Log(Time.frameCount + " waiting attack state enter", actor);
                    actor.DesiredAttack = true;
                    yield return(null);
                }
            }
            BossBehaviour.Log(Time.frameCount + " attack state entered", actor);

            foreach (var unused in _controller.WaitForStateExit <AttackState>(actor))
            {
                BossBehaviour.Log(Time.frameCount + " waiting attack state exit", actor);
                yield return(null);
            }
        }
        private static IEnumerable WalkResolver(BossActor actor, float targetPositionX)
        {
            var         mob             = actor.Mobile;
            const float MovementEpsilon = 0.1f;

            // set a timeout to prevent player from using properly timed attacks in order to block movement
            var walkSpeed = Boss1Settings.Instance.GroundedMovementSpeed;
            var distance  = Mathf.Abs(mob.BodyPosition.x - targetPositionX);
            var duration  = distance / walkSpeed;

            BossBehaviour.Log(Time.frameCount + " actor will walk to targetX", actor);

            while (Mathf.Abs(targetPositionX - mob.BodyPosition.x) > MovementEpsilon && duration > 0)
            {
                DebugExtension.DebugArrow(mob.BodyPosition.WithX(targetPositionX), Vector3.down);
                BossBehaviour.Log(Time.frameCount + " wait for actor to reach targetX", actor);

                duration -= Time.deltaTime;
                actor.DesiredMovement = Mathf.Sign(targetPositionX - mob.BodyPosition.x);
                yield return(null);
            }
        }