/// <summary>
        /// Return the closest object in the array.
        /// </summary>
        /// <returns></returns>
        public JCS_DetectAreaObject FindTheClosest()
        {
            int closestIndex = -1;

            float closestDistance = -1.0f;

            bool theFirstAssign = true;

            for (int index = 0; index < mDetectedObjects.length; ++index)
            {
                JCS_DetectAreaObject obj = mDetectedObjects.at(index);
                if (mDetectedObjects.at(index) == null)
                {
                    // remove from the list,
                    // the object could be dead for some reason.
                    mDetectedObjects.slice(index);
                    return(null);
                }

                // check to see if the object is live object.
                JCS_2DLiveObject liveObj = obj.GetComponent <JCS_2DLiveObject>();
                if (liveObj != null)
                {
                    // cannot target object that cannot be damage.
                    if (!liveObj.CanDamage)
                    {
                        continue;
                    }
                }

                Vector3 objectPos = obj.transform.position;
                Vector3 areaPos   = this.transform.position;

                float distance = Vector3.Distance(objectPos, areaPos);

                // assign the first value!
                if (theFirstAssign)
                {
                    closestDistance = distance;
                    closestIndex    = index;
                    theFirstAssign  = false;
                    continue;
                }

                if (distance < closestDistance)
                {
                    closestDistance = distance;
                    closestIndex    = index;
                }
            }

            // nothing found or nothing in the list(nothing detected)!
            if (theFirstAssign)
            {
                return(null);
            }

            // return result
            return(mDetectedObjects.at(closestIndex));
        }
Ejemplo n.º 2
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        private void OnTriggerEnter(Collider other)
        {
            // check if anything we target are in there
            JCS_DetectAreaObject jcsDo = other.GetComponent <JCS_DetectAreaObject>();

            if (jcsDo == null)
            {
                return;
            }

            // if cannot damage
            if (!jcsDo.GetLiveObject().CanDamage)
            {
                return;
            }

            if (!JCS_GameSettings.instance.TRIBE_DAMAGE_EACH_OTHER)
            {
                // if both player does not need to add in to list.
                // or if both enemy does not need to add in to list.
                if (jcsDo.GetLiveObject().IsPlayer == mDetectAreaAction.GetLiveObject().IsPlayer)
                {
                    return;
                }
            }

            // add it to the list
            mDetectAreaAction.AddDetectedObject(jcsDo);
        }
Ejemplo n.º 3
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        /// <summary>
        /// If detected target leave the area,
        /// remove from list.
        /// </summary>
        /// <param name="jcsDo"></param>
        public void RemoveDetectedObject(JCS_DetectAreaObject jcsDo)
        {
            if (jcsDo == null)
            {
                return;
            }

            mDetectedObjects.slice(jcsDo);
        }
Ejemplo n.º 4
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        //========================================
        //      Self-Define
        //------------------------------
        //----------------------
        // Public Functions

        /// <summary>
        /// If detect a target add it to list.
        /// </summary>
        /// <param name="jcsDo"></param>
        public void AddDetectedObject(JCS_DetectAreaObject jcsDo)
        {
            if (jcsDo == null)
            {
                return;
            }

            mDetectedObjects.push(jcsDo);
        }
Ejemplo n.º 5
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        private void OnTriggerExit(Collider other)
        {
            // if the target thing left
            JCS_DetectAreaObject jcsDo = other.GetComponent <JCS_DetectAreaObject>();

            if (jcsDo == null)
            {
                return;
            }

            // remove from the list.
            mDetectAreaAction.RemoveDetectedObject(jcsDo);
        }
Ejemplo n.º 6
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        /// <summary>
        /// Process/Handle the inputs from the user.
        /// </summary>
        private void ProcessInput()
        {
            if (!mAction)
            {
                if (JCS_Input.GetKey(mShootAction.ShootKeyCode) ||
                    JCS_Input.GetMouseByAction(mShootAction.KeyAct, mShootAction.MouseButton))
                {
                    // find the target
                    switch (mShootAction.GetTrackType())
                    {
                    case JCS_ShootAction.TrackType.CLOSEST:
                        mDetectedObject = mShootAction.GetDetectAreaAction().FindTheClosest();
                        break;

                    case JCS_ShootAction.TrackType.FURTHEST:
                        mDetectedObject = mShootAction.GetDetectAreaAction().FindTheFurthest();
                        break;
                    }

                    mAction = true;
                }
            }

            if (mAfterDelay)
            {
                mActionTimer += Time.deltaTime;

                if (mTimeDelayAfterShoot < mActionTimer)
                {
                    // reset timer
                    mActionTimer = 0;

                    // can do the next shoot
                    mAction = false;

                    // exit delay process
                    mAfterDelay = false;
                }
            }

            if (mAction && !mAfterDelay)
            {
                mActionTimer += Time.deltaTime;

                if (mTimeBeforeShoot < mActionTimer)
                {
                    if (mShootAction.GetShootCallback() != null)
                    {
                        // do call back
                        mShootAction.GetShootCallback().Invoke();
                    }

                    // Do shooting effect
                    Shoots(mHit, this.transform.position);

                    // start after delay timer.
                    mAfterDelay = true;

                    // reset timer for "mAfterDelay" Trigger.
                    mActionTimer = 0;
                }
            }
        }
Ejemplo n.º 7
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        //========================================
        //      Self-Define
        //------------------------------
        //----------------------
        // Public Functions

        /// <summary>
        /// Shoot bullets multiple times in times. (not in per frame)
        /// </summary>
        public void Shoots(int hit, Vector3 pos)
        {
            if (mShootAction.Bullet == null)
            {
                JCS_Debug.LogReminders(
                    "There is no bullet assign to \"JCS_ShootAction\", so we cannot shoot a sequence...");

                return;
            }

            if (hit <= 0)
            {
                JCS_Debug.LogReminders(
                    "Cannot shoot sequence of bullet with lower than 0 hit...");

                return;
            }

            // after finding once is still null,
            // try it agian!
            if (mDetectedObject == null)
            {
                // find the target
                switch (mShootAction.GetTrackType())
                {
                case JCS_ShootAction.TrackType.CLOSEST:
                    mDetectedObject = mShootAction.GetDetectAreaAction().FindTheClosest();
                    break;

                case JCS_ShootAction.TrackType.FURTHEST:
                    mDetectedObject = mShootAction.GetDetectAreaAction().FindTheFurthest();
                    break;
                }
            }

            // does not found the target to damage
            if (mDetectedObject == null)
            {
                mTargetsPerSequence.push(null);
            }
            else
            {
                // found target to damage, add in to data segment
                mTargetsPerSequence.push(mDetectedObject.transform);

                JCS_2DLiveObject liveObj = mDetectedObject.GetComponent <JCS_2DLiveObject>();
                if (liveObj != null)
                {
                    int defenseVal = 0;

                    // get the targeting defense value
                    if (liveObj.AbilityFormat != null)
                    {
                        defenseVal = liveObj.AbilityFormat.GetDefenseValue();
                    }

                    // calculate the damage we are going to apply to
                    // the target object.
                    mDamageApplying = PreCalculateSequenceDamage(
                        mAbilityFormat.GetMinDamage(),
                        mAbilityFormat.GetMaxDamage(),
                        hit,
                        defenseVal);

                    // pre calculate the damage before the
                    // actual bullet hit the object,
                    // so it could decide what object are dead already.
                    // and other object or this object wont target the
                    // object is going die.
                    liveObj.ReceivePreCalDamage(mDamageApplying);

                    // start targeting object to hit
                    liveObj.BeenTarget = true;
                }
            }


            // thread itself
            mThread.push(mThread.length);

            // needed data
            mTimers.push(0);                // timer to calculate between each shoot.
            mShootCount.push(hit);          // hit per sequence.
            mShootCounter.push(0);          // counter to count how many shoot left?
            mShootPos.push(pos);            // position to spawn the bullet implements the position stay effect!


            bool isLeft = true;

            if (this.transform.localScale.x < 0)
            {
                isLeft = false;
            }

            // shoot direction
            mShootDirection.push(isLeft);   // decide which direction should the bullet goes? (right/left)
        }