Ejemplo n.º 1
0
        //----------------------
        // Protected Functions

        //----------------------
        // Private Functions

        /// <summary>
        /// Only check when the item start dropping.
        /// </summary>
        /// <param name="other"> collider detected. </param>
        private void TriggerDropping(Collider other)
        {
            if (mVelocity.y > 0)
            {
                return;
            }

            // meet ignore object
            JCS_ItemIgnore jcsii = other.GetComponent <JCS_ItemIgnore>();

            if (jcsii != null)
            {
                return;
            }

            JCS_Item otherItem = this.GetComponent <JCS_Item>();

            // if itself it a item, we check other is a item or not.
            if (otherItem != null)
            {
                otherItem = other.GetComponent <JCS_Item>();
                // if both are item then we dont bother
                // each other action.
                if (otherItem != null)
                {
                    return;
                }
            }

#if (UNITY_EDITOR)
            // if is debug mode print this out.
            // in order to know what does item touched and
            // stop this movement.
            if (JCS_GameSettings.instance.DEBUG_MODE)
            {
                JCS_Debug.PrintName(other.transform);
            }
#endif

            mVelocity.y = 0;
            mEffect     = false;


            mFixCollider = other;

            // TODO(JenChieh): not all the object we get set are
            //                 box collider only.
            BoxCollider beSetBox = other.GetComponent <BoxCollider>();

            // set this ontop of the other box(ground)
            if (beSetBox != null)
            {
                JCS_Physics.SetOnTopOfBoxWithSlope(mBoxCollider, beSetBox);
            }


            // enable the physic once on the ground
            JCS_PlayerManager.instance.IgnorePhysicsToAllPlayer(this.mBoxCollider, false);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Decide what item to drop base on
        /// the array list we have!
        /// </summary>
        /// <returns> item to drop. </returns>
        private JCS_Item ItemDropped()
        {
            JCS_Item item = null;

            float totalChance = 0;

            // add all possiblity chance together.
            for (int index = 0; index < mItemSet.Length; ++index)
            {
                totalChance += mItemSet[index].dropRate;
            }

            float dropIndex = JCS_Random.Range(0, totalChance + 1);

            float accumMaxDropRate = 0;
            float accumMinDropRate = 0;

            for (int index = 0; index < mItemSet.Length; ++index)
            {
                accumMaxDropRate += mItemSet[index].dropRate;

                if (index == 0)
                {
                    if (JCS_Utility.WithInRange(0, mItemSet[0].dropRate, dropIndex))
                    {
                        item = mItemSet[0].item;
                        break;
                    }

                    continue;
                }

                // 比如: 10, 20, 30, 40

                // Loop 1: 0 ~ 10
                // Loop 2: 20(30-10) ~ 30
                // Loop 3: 30(60-30) ~ 60
                // Loop 4: 40(100-60) ~ 100     每個都減掉上一個的Drop Rate!
                if (JCS_Utility.WithInRange(accumMinDropRate, accumMaxDropRate, dropIndex))
                {
                    item = mItemSet[index].item;
                    break;
                }

                accumMinDropRate += mItemSet[index].dropRate;
            }

            // meaning the last one.
            if (item == null &&
                mItemSet.Length != 0 &&
                mItemSet[mItemSet.Length - 1].dropRate != 0)
            {
                item = mItemSet[mItemSet.Length - 1].item;
            }

            return(item);
        }
Ejemplo n.º 3
0
 /// <summary>
 /// Drop an item.
 /// </summary>
 /// <param name="item"> item u want to spawn </param>
 /// <param name="index"> index to know the force this is pushing to. </param>
 /// <param name="isEven"> is the index even number? </param>
 private void DropAnItem(JCS_Item item, int index, bool isEven)
 {
     DropAnItem(
         item,
         index,
         isEven,
         mIsGravity,
         mSpreadEffect,
         mRotateWhileDropping,
         mConstWaveEffect,
         mDestroyFadeOutEffect);
 }
Ejemplo n.º 4
0
        //========================================
        //      Self-Define
        //------------------------------
        //----------------------
        // Public Functions

        /// <summary>
        /// Calculate possibility and drop the item.
        /// </summary>
        public void DropItems()
        {
            if (mMinNumItemDrop > mMaxNumItemDrop)
            {
                JCS_Debug.LogError(
                    "No item drop. min max.");
                return;
            }

            // calculate and see if we do the drop action.
            float doDrop = JCS_Random.Range(0, 100);

            if (doDrop > mPossiblityDropAction)
            {
                return;
            }

            // start doing the drop action.

            int itemDrop = JCS_Random.Range(mMinNumItemDrop, mMaxNumItemDrop + 1) * mDropRate;

            bool isEven = ((itemDrop % 2) == 0) ? true : false;


            int index = 0;

            for (index = 0;
                 index < itemDrop;
                 ++index)
            {
                JCS_Item item = ItemDropped();

                if (item == null)
                {
                    continue;
                }

                DropAnItem(item, index, isEven);
            }

            // make sure the object actually drop something.
            if (index > 0)
            {
                // play drop sound.
                PlayDropSound();
            }
        }
Ejemplo n.º 5
0
        /// <summary>
        /// Drop an item.
        /// </summary>
        /// <param name="item"> item u want to spawn </param>
        /// <param name="index"> index to know the force this is pushing to. </param>
        /// <param name="isEven"> is the index even number? </param>
        /// <param name="isGravity"> do gravity effect. </param>
        /// <param name="spreadEffect"> do spread effect. </param>
        /// <param name="rotateDrop"> rotate while dropping. </param>
        /// <param name="waveEffect"> do wave effect while on the ground. </param>
        /// <param name="destroyFade"> while picking it up will fade and destroy. </param>
        private void DropAnItem(
            JCS_Item item,
            int index,
            bool isEven,
            bool isGravity,
            bool spreadEffect,
            bool rotateDrop,
            bool waveEffect,
            bool destroyFade)
        {
            JCS_Item newItem = (JCS_Item)JCS_Utility.SpawnGameObject(
                item,
                this.transform.position,
                this.transform.rotation);

            bool isEvenIndex = ((index % 2) == 0) ? true : false;

            if (isGravity)
            {
                JCS_OneJump oj = newItem.gameObject.AddComponent <JCS_OneJump>();

                float gapDirection = mSpreadGap;
                if (isEvenIndex)
                {
                    gapDirection = -mSpreadGap;
                }

                oj.BounceBackfromWall = BounceBackfromWall;

                float gapForce = 0;

                if (spreadEffect)
                {
                    if (isEven)
                    {
                        if (!isEvenIndex)
                        {
                            gapForce = (gapDirection * (index - 1)) + gapDirection;
                        }
                        else
                        {
                            gapForce = (gapDirection * (index)) + gapDirection;
                        }
                    }
                    // if total is odd
                    else
                    {
                        if (isEvenIndex)
                        {
                            gapForce = (gapDirection * (index));
                        }
                        else
                        {
                            gapForce = (gapDirection * (index)) + gapDirection;
                        }
                    }
                }

                float jumpForce = mJumpForce;
                if (mRandomizeJumpForce)
                {
                    jumpForce += JCS_Random.Range(-mRandomizeJumpForceForce, mRandomizeJumpForceForce);
                }

                oj.DoForce(gapForce, jumpForce, mIncludeDepth);

                if (rotateDrop)
                {
                    JCS_ItemRotation irx = newItem.gameObject.AddComponent <JCS_ItemRotation>();
                    irx.RotateSpeed     = JCS_Random.Range(-mRotateSpeed, mRotateSpeed);
                    irx.Effect          = true;
                    irx.RotateDirection = JCS_Vector3Direction.FORWARD;

                    // if z axis interact in game
                    if (mIncludeDepth)
                    {
                        // add rotation on y axis.
                        JCS_ItemRotation iry = newItem.gameObject.AddComponent <JCS_ItemRotation>();
                        iry.RotateSpeed     = JCS_Random.Range(-mRotateSpeed, mRotateSpeed);
                        iry.Effect          = true;
                        iry.RotateDirection = JCS_Vector3Direction.UP;

                        // add rotation on z axis.
                        JCS_ItemRotation irz = newItem.gameObject.AddComponent <JCS_ItemRotation>();
                        irz.RotateSpeed     = JCS_Random.Range(-mRotateSpeed, mRotateSpeed);
                        irz.Effect          = true;
                        irz.RotateDirection = JCS_Vector3Direction.RIGHT;
                    }
                }
            }

            if (waveEffect)
            {
                JCS_3DConstWaveEffect cwe = newItem.gameObject.AddComponent <JCS_3DConstWaveEffect>();
                cwe.SetObjectType(newItem.GetObjectType());
                cwe.Effect = true;
            }

            if (destroyFade)
            {
                JCS_DestroyObjectWithTime dowt = newItem.gameObject.AddComponent <JCS_DestroyObjectWithTime>();
                dowt.FadeTime    = mFadeTime;
                dowt.DestroyTime = mDestroyTime;

                Renderer[] renderers = newItem.GetComponentsInChildren <Renderer>();

                foreach (Renderer rdr in renderers)
                {
                    JCS_FadeObject fo = rdr.gameObject.AddComponent <JCS_FadeObject>();

                    dowt.FadeObjects.Add(fo);

                    // set the object type the same.
                    fo.SetObjectType(item.GetObjectType());
                    fo.UpdateUnityData();
                }
            }
        }
Ejemplo n.º 6
0
        /// <summary>
        /// Calculate possibility and drop the item.
        /// </summary>
        /// <param name="mustDropItem"> item must drop </param>
        /// <param name="specIndex"> specific drop item index </param>
        /// <param name="only"> only drop this item. </param>
        /// <param name="count"> how many of this item u want to drop. </param>
        public void DropItems(JCS_Item mustDropItem, int specIndex = -1, bool only = false, int count = 1)
        {
            if (mustDropItem == null)
            {
                JCS_Debug.LogError("Must drop item cannot be null references");
                return;
            }

            if (count <= 0)
            {
                JCS_Debug.LogError("Cannot drop item with count less or equal to zero");
                return;
            }

            int index = 0;

            if (only)
            {
                // just
                int itemDrop = count;

                bool isEven = ((itemDrop % 2) == 0) ? true : false;

                for (index = 0;
                     index < count;
                     ++index)
                {
                    // simple assign the item.
                    JCS_Item item = mustDropItem;

                    // do drop the item.
                    DropAnItem(item, index, isEven);
                }
            }
            else
            {
                if (mMinNumItemDrop > mMaxNumItemDrop)
                {
                    JCS_Debug.LogError("No item drop. min max.");
                    return;
                }

                // calculate and see if we do the drop action.
                float doDrop = JCS_Random.Range(0, 100);
                if (doDrop > mPossiblityDropAction)
                {
                    return;
                }

                // start doing the drop action.

                int itemDrop = JCS_Random.Range(mMinNumItemDrop, mMaxNumItemDrop + 1) * mDropRate + count;

                bool isEven = ((itemDrop % 2) == 0) ? true : false;

                int randDropIndex = specIndex;


                // check index out of range.
                if (specIndex < 0 || specIndex >= itemDrop)
                {
                    randDropIndex = JCS_Random.Range(0, itemDrop);
                }

                for (index = 0; index < itemDrop; ++index)
                {
                    JCS_Item item = null;

                    if (index == randDropIndex)
                    {
                        // assign must drop item.
                        item = mustDropItem;
                    }
                    else
                    {
                        item = ItemDropped();
                    }

                    if (item == null)
                    {
                        continue;
                    }

                    DropAnItem(item, index, isEven);
                }
            }

            // make sure the object actually drop something.
            if (index > 0)
            {
                // play drop sound.
                PlayDropSound();
            }
        }
Ejemplo n.º 7
0
        /// <summary>
        /// Drop an item.
        /// </summary>
        /// <param name="item"> item u want to spawn </param>
        /// <param name="index"> index to know the force this is pushing to. </param>
        /// <param name="isEven"> is the index even number? </param>
        /// <param name="isGravity"> do gravity effect. </param>
        /// <param name="spreadEffect"> do spread effect. </param>
        /// <param name="rotateDrop"> rotate while dropping. </param>
        /// <param name="waveEffect"> do wave effect while on the ground. </param>
        /// <param name="destroyFade"> while picking it up will fade and destroy. </param>
        private void DropAnItem(
            JCS_Item item,
            int index,
            bool isEven,
            bool isGravity,
            bool spreadEffect,
            bool rotateDrop,
            bool waveEffect,
            bool destroyFade)
        {
            JCS_Item jcsi = (JCS_Item)JCS_Utility.SpawnGameObject(
                item,
                this.transform.position,
                this.transform.rotation);

            bool isEvenIndex = ((index % 2) == 0) ? true : false;

            if (isGravity)
            {
                JCS_OneJump jcsoj = jcsi.gameObject.AddComponent <JCS_OneJump>();

                float gapDirection = mSpreadGap;
                if (isEvenIndex)
                {
                    gapDirection = -mSpreadGap;
                }

                jcsoj.BounceBackfromWall = BounceBackfromWall;

                float gapForce = 0;

                if (spreadEffect)
                {
                    if (isEven)
                    {
                        if (!isEvenIndex)
                        {
                            gapForce = (gapDirection * (index - 1)) + gapDirection;
                        }
                        else
                        {
                            gapForce = (gapDirection * (index)) + gapDirection;
                        }
                    }
                    // if total is odd
                    else
                    {
                        if (isEvenIndex)
                        {
                            gapForce = (gapDirection * (index));
                        }
                        else
                        {
                            gapForce = (gapDirection * (index)) + gapDirection;
                        }
                    }
                }

                float jumpForce = mJumpForce;
                if (mRandomizeJumpForce)
                {
                    jumpForce += JCS_Random.Range(-mRandomizeJumpForceForce, mRandomizeJumpForceForce);
                }

                jcsoj.DoForce(gapForce, jumpForce, mIncludeDepth);

                if (rotateDrop)
                {
                    JCS_ItemRotation jcsir = jcsi.gameObject.AddComponent <JCS_ItemRotation>();
                    jcsir.RotateSpeed = mRotateSpeed;
                    jcsir.Effect      = true;

                    // if z axis interact in game
                    if (mIncludeDepth)
                    {
                        // add one more axis.
                        JCS_ItemRotation jcsir2 = jcsi.gameObject.AddComponent <JCS_ItemRotation>();
                        jcsir2.RotateSpeed     = JCS_Random.Range(-mRotateSpeed, mRotateSpeed);
                        jcsir2.Effect          = true;
                        jcsir2.RotateDirection = JCS_Vector3Direction.UP;
                    }
                }
            }

            if (waveEffect)
            {
                JCS_3DConstWaveEffect jcscw = jcsi.gameObject.AddComponent <JCS_3DConstWaveEffect>();
                jcscw.Effect = true;
            }

            if (destroyFade)
            {
                JCS_DestroyObjectWithTime jcsao = jcsi.gameObject.AddComponent <JCS_DestroyObjectWithTime>();
                jcsao.GetFadeObject().FadeTime  = mFadeTime;
                jcsao.DestroyTime = mDestroyTime;

                // set the object type the same.
                jcsao.GetFadeObject().SetObjectType(item.GetObjectType());

                jcsao.GetFadeObject().UpdateUnityData();
            }
        }