Ejemplo n.º 1
0
        public IEnumerator TurretRoutine()
        {
            for (int i = 0; i < shootPoints.Count; i++)
            {
                if (shootPoints[i] == null)
                {
                    shootPoints.RemoveAt(i); i -= 1;
                }
            }
            if (shootPoints.Count == 0)
            {
                shootPoints.Add(thisT);
            }

            yield return(null);

            while (true)
            {
                while (target == null || stunned || IsInConstruction() || !targetInLOS)
                {
                    yield return(null);
                }
                turretOnCooldown = true;

                float animationDelay = 0;
                if (playShootAnimation != null)
                {
                    animationDelay = playShootAnimation();
                }
                if (animationDelay > 0)
                {
                    yield return(new WaitForSeconds(animationDelay));
                }

                AttackInstance attInstance = new AttackInstance();
                attInstance.srcUnit = this;
                attInstance.tgtUnit = target;
                attInstance.Process();

                for (int i = 0; i < shootPoints.Count; i++)
                {
                    _shootTf  = (Transform)Instantiate(GetShootObjectT(), shootPoints[i].position, shootPoints[i].rotation);
                    _shootObj = _shootTf.GetComponent <ShootObject>();
                    _shootObj.Shoot(attInstance, shootPoints[i]);

                    if (delayBetweenShootPoint > 0)
                    {
                        yield return(new WaitForSeconds(delayBetweenShootPoint));
                    }
                }

                yield return(new WaitForSeconds(GetCooldown() - animationDelay - shootPoints.Count * delayBetweenShootPoint));

                turretOnCooldown = false;
            }
        }
Ejemplo n.º 2
0
        public IEnumerator TurretRoutine()
        {
            for (int i = 0; i < shootPoints.Count; i++)
            {
                if (shootPoints[i] == null)
                {
                    shootPoints.RemoveAt(i);      i -= 1;
                }
            }

            if (shootPoints.Count == 0)
            {
                Debug.LogWarning("ShootPoint not assigned for unit - " + unitName + ", auto assigned", this);
                shootPoints.Add(thisT);
            }

            for (int i = 0; i < stats.Count; i++)
            {
                if (stats[i].shootObject != null)
                {
                    ObjectPoolManager.New(stats[i].shootObject.gameObject, 3);
                }
            }

            yield return(null);

            while (true)
            {
                while (target == null || stunned || IsInConstruction() || !targetInLOS)
                {
                    yield return(null);
                }
                turretOnCooldown = true;

                Unit currentTarget = target;

                float animationDelay = PlayAnimAttack();
                if (animationDelay > 0)
                {
                    yield return(new WaitForSeconds(animationDelay));
                }

                AttackInstance attInstance = new AttackInstance();
                attInstance.srcUnit = this;
                attInstance.tgtUnit = currentTarget;
                attInstance.Process();

                for (int i = 0; i < shootPoints.Count; i++)
                {
                    Transform sp = shootPoints[i];
                    //Transform objT=(Transform)Instantiate(GetShootObjectT(), sp.position, sp.rotation);
                    GameObject  sObj     = ObjectPoolManager.Spawn(GetShootObject().gameObject, sp.position, sp.rotation);
                    ShootObject shootObj = sObj.GetComponent <ShootObject>();
                    shootObj.Shoot(attInstance, sp);

                    if (delayBetweenShootPoint > 0)
                    {
                        yield return(new WaitForSeconds(delayBetweenShootPoint));
                    }
                }

                yield return(new WaitForSeconds(GetCooldown() - animationDelay - shootPoints.Count * delayBetweenShootPoint));

                if (GameControl.ResetTargetAfterShoot())
                {
                    target = null;
                }
                turretOnCooldown = false;
            }
        }
Ejemplo n.º 3
0
        public IEnumerator TurretRoutine()
        {
            for (int i = 0; i < shootPoints.Count; i++)
            {
                if (shootPoints[i] == null)
                {
                    shootPoints.RemoveAt(i); i -= 1;
                }
            }

            if (shootPoints.Count == 0)
            {
                Debug.LogWarning("ShootPoint not assigned for unit - " + unitName + ", auto assigned", this);
                shootPoints.Add(thisT);
            }

            for (int i = 0; i < stats.Count; i++)
            {
                if (stats[i].shootObjectT != null)
                {
                    ObjectPoolManager.New(stats[i].shootObjectT.gameObject, 3);
                }
            }

            yield return(null);

            UnitTower electricitySource;

            while (true)
            {
                // disable shooting while there is no electricity
                electricitySource = getElectricitySource(GetElectricityNeedForShoot());

                while (electricitySource == null)
                {
                    // Paint deactivated towers black
                    for (int i = 0; i < myRenderers.Length; i++)
                    {
                        myRenderers[i].material.color = new Color(0.2f, 0.2f, 0.2f);
                    }

                    electricitySource = getElectricitySource(GetElectricityNeedForShoot());
                    yield return(null);
                }

                // Restore original color
                for (int i = 0; i < myRenderers.Length; i++)
                {
                    myRenderers[i].material.color = myRenderersColors[i];
                }

                // target will shoot so take that energy
                if (electricitySource != null)
                {
                    electricitySource.electricityCurrentlyStored -= GetElectricityNeedForShoot();
                }


                while (target == null || stunned || IsInConstruction() || !targetInLOS)
                {
                    yield return(null);
                }

                if (!electricitySource.dead)
                {
                    Unit currentTarget = target;

                    float animationDelay = 0;
                    if (playShootAnimation != null)
                    {
                        animationDelay = playShootAnimation();
                    }
                    if (animationDelay > 0)
                    {
                        yield return(new WaitForSeconds(animationDelay));
                    }

                    AttackInstance attInstance = new AttackInstance();
                    attInstance.srcUnit = this;
                    attInstance.tgtUnit = currentTarget;
                    attInstance.Process();

                    for (int i = 0; i < shootPoints.Count; i++)
                    {
                        Transform   sp       = shootPoints[i];
                        Transform   objT     = (Transform)Instantiate(GetShootObjectT(), sp.position, sp.rotation);
                        ShootObject shootObj = objT.GetComponent <ShootObject>();
                        shootObj.Shoot(attInstance, sp);

                        if (delayBetweenShootPoint > 0)
                        {
                            yield return(new WaitForSeconds(delayBetweenShootPoint));
                        }
                    }

                    yield return(new WaitForSeconds(GetCooldown() - animationDelay - shootPoints.Count * delayBetweenShootPoint));
                }
            }
        }