Ejemplo n.º 1
0
 public bool IsDead()
 {
     if (destruct)
     {
         return(destruct.IsDead());
     }
     return(false);
 }
Ejemplo n.º 2
0
 private void SlowUpdate()
 {
     if (destruct != null && auto_destroy && !destruct.IsDead() && !building_mode)
     {
         if (!CheckValidFloorBuilt() || !CheckIfFlatGround())
         {
             destruct.Kill();
         }
     }
 }
Ejemplo n.º 3
0
        void Update()
        {
            Vector3 dir = TheCamera.Get().GetFacingFront();

            transform.rotation = Quaternion.LookRotation(dir, Vector3.up);

            if (target == null || target.IsDead())
            {
                Destroy(gameObject);
            }
            else
            {
                fill.fillAmount    = target.hp / (float)target.GetMaxHP();
                canvas_group.alpha = fill.fillAmount < 0.999f ? 1f : 0f;
            }
        }
Ejemplo n.º 4
0
        private void Update()
        {
            if (TheGame.Get().IsPaused())
            {
                return;
            }

            if (state == PetState.Dead)
            {
                return;
            }

            state_timer += Time.deltaTime;

            //States
            if (state == PetState.Idle)
            {
                if (state_timer > 2f)
                {
                    if (HasFollowTarget())
                    {
                        ChangeState(PetState.Follow);
                    }
                    else
                    {
                        DetectPlayer();
                    }
                }
            }

            if (state == PetState.Follow)
            {
                if (!IsMoving() && PlayerIsFar(follow_range))
                {
                    character.Follow(player_target.gameObject);
                }

                DetectAction();
            }

            if (state == PetState.Dig)
            {
                if (action_target == null)
                {
                    StopAction();
                    return;
                }

                Vector3 dir = action_target.transform.position - transform.position;
                if (dir.magnitude < 1f)
                {
                    character.Stop();
                    character.FaceTorward(action_target.transform.position);

                    if (animator != null)
                    {
                        animator.SetTrigger("Dig");
                    }
                    StartCoroutine(DigRoutine());
                }

                if (state_timer > 10f)
                {
                    StopAction();
                }
            }

            if (state == PetState.Attack)
            {
                if (attack_target == null || attack_target.IsDead())
                {
                    StopAction();
                    return;
                }

                Vector3 targ_dir = attack_target.transform.position - transform.position;
                if (!force_action && state_timer > action_duration)
                {
                    if (targ_dir.magnitude > detect_range || PlayerIsFar(detect_range * 2f))
                    {
                        StopAction();
                    }
                }

                if (targ_dir.y > 10f)
                {
                    StopAction(); //Bird too high
                }
            }

            if (state == PetState.Pet)
            {
                if (state_timer > 2f)
                {
                    if (HasFollowTarget())
                    {
                        ChangeState(PetState.Follow);
                    }
                    else
                    {
                        ChangeState(PetState.Idle);
                    }
                }
            }

            if (state == PetState.MoveTo)
            {
                if (character.HasReachedMoveTarget())
                {
                    StopAction();
                }
            }

            if (animator != null)
            {
                animator.SetBool("Move", IsMoving());
            }
        }
 public bool IsDead()
 {
     return(destruct.IsDead());
 }
        void Update()
        {
            if (TheGame.Get().IsPaused())
            {
                return;
            }

            if (IsDead())
            {
                return;
            }

            if (buildable && buildable.IsBuilding())
            {
                return;
            }

            attack_timer        += Time.deltaTime;
            move_timer          += Time.deltaTime;
            navmesh_timer       += Time.deltaTime;
            ground_refesh_timer += Time.deltaTime;

            //Detect obstacles and ground
            if (ground_refesh_timer > ground_refresh_rate)
            {
                ground_refesh_timer = Random.Range(-0.02f, 0.02f);
                DetectGrounded();
                DetectFronted();
            }

            //Save position
            PlayerData.Get().SetCharacterPosition(GetUID(), SceneNav.GetCurrentScene(), transform.position, transform.rotation);

            //Stop moving
            if (is_moving && !HasTarget() && HasReachedMoveTarget(moving_threshold * 2f))
            {
                Stop();
            }

            //Stop attacking
            if (is_attacking && !HasAttackTarget())
            {
                Stop();
            }

            //Following
            if (target != null)
            {
                Vector3 targ_dir = (target.transform.position - transform.position);
                targ_dir.y = 0f;

                if (is_moving && !is_attacking)
                {
                    if (is_escaping)
                    {
                        Vector3 targ_pos = transform.position - targ_dir.normalized * 4f;
                        move_target = targ_pos;
                    }
                    else
                    {
                        move_target = target.transform.position;

                        //Stop following
                        if ((attack_target != null || attack_player != null) && targ_dir.magnitude < GetAttackTargetHitRange() * 0.8f)
                        {
                            move_target = transform.position;
                            is_moving   = false;
                        }

                        //Stop following
                        if (attack_target == null && attack_player == null && HasReachedMoveTarget(follow_distance))
                        {
                            move_target = transform.position;
                            is_moving   = false;
                        }
                    }
                }

                //Start following again
                if (!is_moving && !is_attacking)
                {
                    if (targ_dir.magnitude > GetAttackTargetHitRange())
                    {
                        is_moving = true;
                    }
                }
            }

            //Attacking
            if (HasAttackTarget() && attack_enabled)
            {
                if (!is_attacking)
                {
                    if (attack_timer > attack_cooldown)
                    {
                        Vector3 targ_dir = (target.transform.position - transform.position);
                        targ_dir.y = 0f;

                        if (targ_dir.magnitude < GetAttackTargetHitRange())
                        {
                            is_attacking = true;
                            is_moving    = false;
                            attack_hit   = false;
                            attack_timer = 0f;

                            if (onAttack != null)
                            {
                                onAttack.Invoke();
                            }
                        }
                    }
                }

                if (is_attacking)
                {
                    move_target       = transform.position;
                    move_target_avoid = transform.position;
                    FaceTorward(target.transform.position);

                    if (!attack_hit && attack_timer > attack_windup)
                    {
                        float range = (target.transform.position - transform.position).magnitude;
                        if (range < GetAttackTargetHitRange())
                        {
                            if (attack_target != null)
                            {
                                attack_target.TakeDamage(this, attack_damage);
                            }
                            if (attack_player != null)
                            {
                                attack_player.Combat.TakeDamage(attack_damage);
                            }
                        }
                        attack_hit = true;

                        if (selectable.IsNearCamera(20f))
                        {
                            TheAudio.Get().PlaySFX("character", attack_audio);
                        }
                    }

                    if (attack_timer > attack_duration)
                    {
                        is_attacking = false;
                        attack_timer = 0f;
                        is_moving    = true;

                        if (attack_target != null)
                        {
                            Attack(attack_target);
                        }
                        if (attack_player != null)
                        {
                            Attack(attack_player);
                        }
                    }
                }

                if (attack_target != null && attack_target.IsDead())
                {
                    Stop();
                }

                if (attack_player != null && attack_player.IsDead())
                {
                    Stop();
                }
            }

            //Add an offset to escape path when fronted
            if (avoid_obstacles && !direct_move)
            {
                if (is_fronted_left && !is_fronted_right)
                {
                    avoid_side = 1f;
                }
                if (is_fronted_right && !is_fronted_left)
                {
                    avoid_side = -1f;
                }

                //When fronted on all sides, use target to influence which side to go
                if (is_fronted_center && is_fronted_left && is_fronted_right && target)
                {
                    Vector3 dir = target.transform.position - transform.position;
                    dir = dir * (is_escaping ? -1f : 1f);
                    float dot = Vector3.Dot(dir.normalized, transform.right);
                    if (Mathf.Abs(dot) > 0.5f)
                    {
                        avoid_side = Mathf.Sign(dot);
                    }
                }

                float angle       = avoid_side * 90f;
                float far_val     = is_fronted ? 1f - (front_dist / destruct.hit_range) : Mathf.Abs(angle) / 90f; //1f = close, 0f = far
                float angle_speed = far_val * 150f + 50f;
                avoid_angle = Mathf.MoveTowards(avoid_angle, is_fronted ? angle : 0f, angle_speed * Time.deltaTime);
            }
        }