protected bool TryToAttackEnemy(Actor_Player player, Actor_Enemy enemy) { if (player.fTimeSinceLastAttack >= fAttackInterval * player.GetAttackSpeedMultiplier()) { PlaySoundEffect(player); player.render.SetAnimStateAndNext(AnimState.ATTACK, AnimState.IDLE); player.fTimeSinceLastAttack = 0.0f; if (player.render.attackParticles != null) { //player.render.attackParticles.Stop(); player.render.attackParticles.Play(); } for (int i = 0; i < numAttacks; i++) { IncrementCombo(player); if (DealDamageToEnemy(player, enemy, enemy.transform.position, 0.0f)) { return(true); } } } return(false); }
private void SpawnRandomGroup() { if (pendingSpawns.Count == 0) { Debug.Assert(false, "Ran out of spawns"); return; } int iPick = Random.Range(0, pendingSpawns.Count); MinionTemplate template = pendingSpawns [iPick]; pendingSpawns.RemoveAt(iPick); Vector3 spawnPos = GetBestSpawnPoint(); { // Create new game object GameObject go = new GameObject("EnemyMinion_" + template.name); // Create a minion and attach it to the actor's game object. Enemy minions are less permanent data structures than player ones, so they can just be chucked into the battlefield MinionTemplateManager mtm = Core.GetMinionTemplateManager(); Minion minion = mtm.CreateMinion(template); minion.transform.SetParent(go.transform); minion.transform.localPosition = Vector3.zero; // Fill it with actor components Actor_Enemy actor = go.AddComponent <Actor_Enemy>(); actor.InitFromMinion(minion); actor.iWave = iCurrentWave; aiNumSpawnedPerWave [iCurrentWave]++; Vector2 randomOffset = Random.insideUnitCircle * Random.Range(0.0f, 0.5f); actor.transform.position = spawnPos + new Vector3(randomOffset.x, 0.0f, randomOffset.y); // Push the next member of the group back a bit spawnPos = new Vector3(spawnPos.x + 1.0f, spawnPos.y, spawnPos.z); // Add renderer to actor RenderActor render = Instantiate <RenderActor>(template.render); render.transform.SetParent(actor.transform); render.transform.localPosition = Vector3.zero; render.Init(actor); actor.render = render; // Add audio sources actor.soundEffect = go.AddComponent <AudioSource>(); actor.soundEffect.clip = minion.template.soundEffect; actor.soundEffect.playOnAwake = false; actor.soundEffect.outputAudioMixerGroup = Core.GetAudioManager().soundEffectGroup; // Add healthbar Healthbar healthbar = Instantiate <Healthbar>(mtm.healthbarPrefab); healthbar.transform.SetParent(actor.transform); healthbar.transform.localPosition = new Vector3(0.0f, template.fHeight - 1.0f, 0.0f); actor.healthbar = healthbar; actor.CalculateMyAggregateBuffs(); // Store a reference for later enemyActors.Add(actor); } }
private float GetScoreForCandidate(Actor_Player firer, Actor_Enemy candidate) { // Higher score is more likely to be picked switch (firer.minion.priority) { case TargetPriority.CLOSEST_ENEMY: { return(Core.GetLevel().GetRangedZoneMax() - candidate.transform.position.x); } case TargetPriority.FARTHEST_ENEMY: { return(candidate.transform.position.x - Core.GetLevel().GetRangedZoneMin()); } case TargetPriority.HIGHEST_HP_ENEMY: { return(candidate.minion.fCurrentHealth); } case TargetPriority.LOWEST_HP_ENEMY: { return(1.0f / candidate.minion.fCurrentHealth); } } return(-1.0f); }
public override void SimulateEnemyFixedUpdate(Actor_Enemy actor) { // Default support. Go stand in a player zone, leave it, stand in it, repeat // If we are waiting, do that. if (actor.fTimeToNextMove > 0.0f) { actor.fTimeToNextMove -= Core.GetEnemyDeltaTime(); if (actor.fTimeToNextMove <= 0.0f) { if (actor.bPickedPositionInPlayerZone) { // Last pick was in a zone, so wherever is fine this time. actor.target = new Vector3(Random.Range(LevelController.fMIN_X_COORD, Core.GetLevel().GetRangedZoneMax() + 3.0f), 0.0f, Random.Range(-LevelController.GetWidth() + 0.25f, LevelController.GetWidth() - 0.25f)); } else { // We just wandered off wherever, so make sure we walk back through a zone this time. if (Random.Range(0, 2) == 0) { actor.target = new Vector3(Random.Range(LevelController.fMIN_X_COORD, Core.GetLevel().GetMeleeZoneLimit()), 0.0f, Random.Range(-LevelController.GetWidth() + 0.25f, LevelController.GetWidth() - 0.25f)); } else { actor.target = new Vector3(Random.Range(Core.GetLevel().GetRangedZoneMin(), Core.GetLevel().GetRangedZoneMax()), 0.0f, Random.Range(-LevelController.GetWidth() + 0.25f, LevelController.GetWidth() - 0.25f)); } } actor.bPickedPositionInPlayerZone = !actor.bPickedPositionInPlayerZone; } } // Else, if we just reached a target, start waiting else if ((actor.transform.position - actor.target).sqrMagnitude < 0.1f * 0.1f) { actor.fTimeToNextMove = 2.0f; actor.render.SetAnimState(AnimState.IDLE, false); } // Otherwise, we must be moving to a target else { Vector3 move = actor.target - actor.transform.position; move.Normalize(); move *= fMoveSpeed; actor.Move(move); actor.render.SetAnimState(AnimState.WALKING, false); } actor.fTimeToNextAura -= Core.GetEnemyDeltaTime(); if (actor.auraPFX != null && actor.fTimeToNextAura <= 0.0f) { actor.fTimeToNextAura = Random.Range(fTimeBetweenSFXMin, fTimeBetweenSFXMax); actor.auraPFX.Trigger(); if (soundEffect != null) { actor.soundEffect.PlayOneShot(soundEffect); } } }
public override void AssignActorReferences(Actor newActor) { base.AssignActorReferences(newActor); _enemy = GetBehaviour <Actor_Enemy>(); _navigation = GetBehaviour <Actor_Navigation>(); _health = GetBehaviour <Actor_Health>(); _hitbox.hitEvent.AddListener(GetHit); }
protected bool DealDamageToEnemy(Actor_Player player, Actor_Enemy enemy, Vector3 position, float fRadius) { float fMultiplier = player.GetAttackDamageMultiplier(); if (position.x <= Core.GetLevel().GetMeleeZoneLimit()) { fMultiplier += player.minion.GetBuff(Stat.DAMAGE_MULTIPLIER_IN_MELEE_ZONE); } if (enemy.IsStunned()) { fMultiplier += player.minion.GetBuff(Stat.ATTACK_DAMAGE_ON_STUNNED_ENEMIES); } if (damage.IsRadial()) { Core.GetLevel().DamageRadius(damage, position, damage.fRadius * player.GetAttackRadiusMultiplier(), fMultiplier, player.GetStunTime(), player.minion.GetBuff(Stat.CRITICAL_CHANCE), player.minion.GetBuff(Stat.CRITICAL_DAMAGE), player.minion.GetBuff(Stat.VAMPIRISM), player.minion.GetBuff(Stat.ATTACK_DAMAGE_ABSOLUTE)); return(enemy == null || enemy.IsDead()); } else if (enemy != null) { if (enemy.IsDead()) { return(true); } float fElementalMultiplier = Elements.GetDamageMultiplier(damage.GetElement(), enemy.minion.template.element); float fMod = enemy.GetInherentElementalResistanceModifier(); if (fElementalMultiplier < 1.0f) { fElementalMultiplier = 1.0f - ((1.0f - fElementalMultiplier) * fMod); } fMultiplier *= fElementalMultiplier; player.OnDealtDamage(damage.fAmount * fMultiplier); return(enemy.Damage(damage, fMultiplier, player.GetStunTime(), player.minion.GetBuff(Stat.CRITICAL_CHANCE), player.minion.GetBuff(Stat.CRITICAL_DAMAGE), player.minion.GetBuff(Stat.VAMPIRISM), player.minion.GetBuff(Stat.ATTACK_DAMAGE_ABSOLUTE))); } return(true); }
protected void RangedAttackPlayer(Actor_Enemy attacker, Damage damage, MinionSlot slot = MinionSlot.NUM_MINION_SLOTS) { float fDamageDealt = Core.GetCurrentRoster().RangedAttack(attacker, damage, slot); if (attacker != null) { attacker.OnDealtDamage(fDamageDealt); } }
public override void InitEnemy(Actor_Enemy actor) { base.InitEnemy(actor); if (auraPFX != null) { actor.auraPFX = Instantiate <PFX_SupportAura>(auraPFX); actor.auraPFX.transform.SetParent(actor.transform); actor.auraPFX.transform.localPosition = Vector3.zero; } actor.fTimeToNextAura = Random.Range(fTimeBetweenSFXMin, fTimeBetweenSFXMax); }
public Actor_Enemy GetClosestEnemyToMeleeZone() { float fBestDistance = 100.0f; Actor_Enemy bestActor = null; foreach (Actor_Enemy enemy in enemyActors) { if (enemy.transform.position.x < fBestDistance) { fBestDistance = enemy.transform.position.x; bestActor = enemy; } } return(bestActor); }
public override void SimulatePlayerFixedUpdate(Actor_Player actor) { if (damage.fAmount > 0.0f || damage.fPushAmount > 0.0f) // 0 means no attack { actor.fTimeSinceLastAttack += Core.GetPlayerDeltaTime(); if (actor.currentTarget == null || actor.currentTarget.minion.fCurrentHealth <= 0.0f || !actor.currentTarget.IsInMeleeZone()) { actor.currentTarget = null; // Find new target Actor_Enemy closestEnemy = Core.GetLevel().GetClosestEnemyToMeleeZone(); if (closestEnemy != null && closestEnemy.IsInMeleeZone()) { actor.currentTarget = closestEnemy; } else { // No valid target. } } int iSlot = actor.minion.slot == MinionSlot.MELEE_1 ? 0 : 1; Transform reticule = Core.GetLevel().instance.meleeTargets [iSlot]; Transform radius = Core.GetLevel().instance.meleeRadii [iSlot]; if (actor.currentTarget != null) { reticule.gameObject.SetActive(true); reticule.position = Vector3.Lerp(reticule.position, actor.currentTarget.transform.position + new Vector3(0.0f, 0.04f, 0.0f), Core.GetPlayerDeltaTime() * actor.minion.template.reticuleMoveSpeed * actor.GetAttackSpeedMultiplier()); float fRadius = damage.fRadius * actor.GetAttackRadiusMultiplier() * 2.0f; radius.localScale = new Vector3(fRadius, 1.0f, fRadius); if (TryToAttackEnemy(actor, actor.currentTarget)) { // We killed them actor.currentTarget = null; } } else { //reticule.gameObject.SetActive(false); } } }
public Actor_Enemy GetClosestEnemyToRangedZone() { float fRangedZoneCentre = (GetRangedZoneMin() + GetRangedZoneMax()) / 2.0f; float fBestDistance = 100.0f; Actor_Enemy bestActor = null; foreach (Actor_Enemy enemy in enemyActors) { float fX = enemy.transform.position.x; float fDist = Mathf.Abs(fX - fRangedZoneCentre); if (fDist < fBestDistance) { fBestDistance = fDist; bestActor = enemy; } } return(bestActor); }
public void EnemyDied(Actor_Enemy enemy) { foreach (Actor_Player player in playerActors) { if (player == null) { continue; } player.minion.template.TriggerBuff(BuffTrigger.ENEMY_DIED, null); if (player.minion.template.bDeathtoll) { player.minion.template.IncrementCombo(player); } if (enemy.IsInMeleeZone()) // Approximation { player.minion.template.TriggerBuff(BuffTrigger.ENEMY_DIED_TO_MELEE, null); } } enemyActors.Remove(enemy); aiNumKilledPerWave [enemy.iWave]++; }
protected Actor_Enemy GetBestTarget(Actor_Player firer, bool bNotInMeleeZone = false) { Actor_Player otherRangedMinion = Core.GetLevel().playerActors [firer.minion.slot == MinionSlot.RANGED_1 ? (int)MinionSlot.RANGED_2 : (int)MinionSlot.RANGED_1]; Actor_Enemy bestCandidate = null; float fBestScore = 0.0f; foreach (Actor_Enemy enemy in Core.GetLevel().enemyActors) { if (enemy == null || enemy.IsDead() || enemy.bAboutToDie) { continue; } if (!enemy.IsInRangedZone()) { continue; } if (enemy.IsInMeleeZone() && bNotInMeleeZone) { continue; } float fScore = GetScoreForCandidate(firer, enemy); if (enemy == otherRangedMinion.currentTarget) { fScore *= 0.5f; } if (fScore > fBestScore) { bestCandidate = enemy; fBestScore = fScore; } } return(bestCandidate); }
public override void SimulateEnemyFixedUpdate(Actor_Enemy actor) { if (actor.IsFrozen() || actor.IsStunned()) { return; } float fDistance = actor.transform.position.x - LevelController.fMIN_X_COORD; Vector3 diagonal = new Vector3(-1.0f, 0.0f, -0.25f * Mathf.Sign(actor.transform.position.z) / (fDistance + 1.0f)); diagonal.Normalize(); actor.Move(diagonal * fMoveSpeed); // Small delay to give player actors first strike and therefore allow zephyrs to push before damage if (actor.GetDistanceFromPlayerArea() <= fAttackRange && !actor.IsStunned() && actor.fTimeInMeleeZone > 0.1f) { // ---- ATTACK CODE ---- actor.fTimeSinceLastAttack += Core.GetEnemyFixedDeltaTime(); if (actor.fTimeSinceLastAttack >= fAttackInterval) { actor.fTimeSinceLastAttack = 0.0f; PlaySoundEffect(actor); for (int i = 0; i < numAttacks; i++) { MeleeAttackPlayer(actor, damage); } actor.render.SetAnimStateAndNext(AnimState.ATTACK, AnimState.IDLE); } } else { actor.render.SetAnimState(AnimState.WALKING, false); } }
public override void SimulateEnemy(Actor_Enemy actor) { }
public override void SimulatePlayerFixedUpdate(Actor_Player actor) { actor.fTimeSinceLastAttack += Core.GetPlayerDeltaTime(); //if (actor.currentTarget == null || actor.currentTarget.minion.fCurrentHealth <= 0.0f) { // Find new target actor.currentTarget = GetBestTarget(actor); } if (actor.currentTarget != null) { int iSlot = actor.minion.slot == MinionSlot.RANGED_1 ? 0 : 1; Transform reticule = Core.GetLevel().instance.targets [iSlot]; Transform radius = Core.GetLevel().instance.radii [iSlot]; reticule.gameObject.SetActive(true); reticule.position = Vector3.Lerp(reticule.position, actor.currentTarget.transform.position + new Vector3(0.0f, 0.04f, 0.0f), Core.GetPlayerDeltaTime() * actor.minion.template.reticuleMoveSpeed * actor.GetAttackSpeedMultiplier()); radius.localScale = new Vector3(0.0f, 1.0f, 0.0f); if (!actor.currentTarget.IsInRangedZone()) { actor.currentTarget = null; } else if (actor.fTimeSinceLastAttack >= fAttackInterval * actor.GetAttackSpeedMultiplier()) { actor.fTimeSinceLastAttack = 0.0f; List <Vector3> pfxPositions = new List <Vector3> (); pfxPositions.Add(actor.transform.position + new Vector3(0.0f, fProjectileLaunchHeight, 0.0f)); List <Actor_Enemy> alreadyHit = new List <Actor_Enemy> (); Actor_Enemy currentTarget = actor.currentTarget; float fChainRemaining = iChain * actor.GetChainCountMultiplier(); PlaySoundEffect(actor); while (fChainRemaining > 0.0f) { DealDamageToEnemy(actor, currentTarget, currentTarget.transform.position, 0.0f); if (currentTarget.HasWaterDebuff()) { fChainRemaining -= 0.5f; } else { fChainRemaining -= 1.0f; } alreadyHit.Add(currentTarget); // Add a line Vector3 prevPos = pfxPositions [pfxPositions.Count - 1]; Vector3 newPos = currentTarget.transform.position + new Vector3(0.0f, fProjectileLaunchHeight, 0.0f); Vector3 dPos = newPos - prevPos; float fLength = dPos.magnitude; // If it is longer than 2 units, split it into segments if (fLength >= 2.0f) { dPos.Normalize(); int numSegments = Mathf.FloorToInt(fLength / 2.0f); for (int i = 0; i < numSegments; i++) { Vector3 pos = prevPos + dPos * 2.0f * (i + 1); Vector3 offset = Random.onUnitSphere; offset.y = 0.0f; pos += offset; pfxPositions.Add(pos); } } pfxPositions.Add(newPos); Actor_Enemy bestCandidate = null; float fBestDistance = fMaxChainGap * actor.GetChainGapMultiplier(); foreach (Actor_Enemy enemy in Core.GetLevel().enemyActors) { if (enemy != null && !alreadyHit.Contains(enemy)) { float fDist = (currentTarget.transform.position - enemy.transform.position).magnitude; if (fDist < fBestDistance) { fBestDistance = fDist; bestCandidate = enemy; } } } if (bestCandidate == null) { break; } currentTarget = bestCandidate; } actor.render.SetChainPFXActive(fChainPFXDuration, pfxPositions.ToArray()); actor.render.SetAnimStateAndNext(AnimState.ATTACK, AnimState.IDLE); } } }
public override void SimulateEnemyFixedUpdate(Actor_Enemy actor) { if (actor.IsFrozen() || actor.IsStunned()) { return; } actor.fTimeSinceLastAttack += Core.GetPlayerDeltaTime(); float fMin = Core.GetLevel().GetRangedZoneMin(); //GetTargetRangeMin(); float fMax = Core.GetLevel().GetRangedZoneMax(); //GetTargetRangeMax(); fMax -= (fMax - fMin) * 0.25f; bool bInRange = fMin <= actor.transform.position.x && actor.transform.position.x <= fMax; if (bInRange) { if (actor.fTimeSinceLastAttack >= fAttackInterval * actor.GetAttackSpeedMultiplier()) { actor.fTimeSinceLastAttack = 0.0f; PlaySoundEffect(actor); // Zap both player ranged characters RangedAttackPlayer(actor, damage, MinionSlot.RANGED_1); RangedAttackPlayer(actor, damage, MinionSlot.RANGED_2); List <Vector3> pfxPositions = new List <Vector3> (); pfxPositions.Add(actor.transform.position + new Vector3(0.0f, fProjectileLaunchHeight, 0.0f)); int firstHit = Random.Range(0, 2); // Add a line Vector3 prevPos = pfxPositions [pfxPositions.Count - 1]; Actor_Player firstPlayerHit = Core.GetLevel().playerActors[(int)MinionSlot.RANGED_1 + firstHit]; Actor_Player secondPlayerHit = Core.GetLevel().playerActors[(int)MinionSlot.RANGED_1 + (1 - firstHit)]; Vector3 newPos = firstPlayerHit.transform.position + new Vector3(0.0f, fProjectileLaunchHeight, 0.0f); Vector3 dPos = newPos - prevPos; float fLength = dPos.magnitude; // If it is longer than 2 units, split it into segments if (fLength >= 2.0f) { dPos.Normalize(); int numSegments = Mathf.FloorToInt(fLength / 2.0f); for (int i = 0; i < numSegments; i++) { Vector3 pos = prevPos + dPos * 2.0f * (i + 1); Vector3 offset = Random.onUnitSphere; offset.y = 0.0f; pos += offset; pfxPositions.Add(pos); } } pfxPositions.Add(firstPlayerHit.transform.position); pfxPositions.Add(secondPlayerHit.transform.position); actor.render.SetChainPFXActive(fChainPFXDuration, pfxPositions.ToArray()); actor.render.SetAnimStateAndNext(AnimState.ATTACK, AnimState.IDLE); } else if (actor.fTimeSinceLastAttack >= fAttackInterval * actor.GetAttackSpeedMultiplier() * 0.5f) { float fSpeed = fMoveSpeed; if (actor.transform.position.x - fMin < 1.0f) { fSpeed *= (actor.transform.position.x - fMin); } actor.Move(new Vector3(-fSpeed, 0.0f, 0.0f)); actor.render.SetAnimState(AnimState.WALKING, false); } } else { actor.Move(new Vector3(-fMoveSpeed, 0.0f, 0.0f)); actor.render.SetAnimState(AnimState.WALKING, false); } }
public override void SimulateEnemyFixedUpdate(Actor_Enemy actor) { if (actor.fTargetX == 0.0f) { actor.fTargetX = Random.Range(Core.GetLevel().GetRangedZoneMin(), Core.GetLevel().GetRangedZoneMax()); } if (actor.IsStunned() || actor.IsFrozen()) { return; } actor.fTimeSinceLastAttack += Core.GetPlayerDeltaTime(); float fMin = actor.fTargetX; float fMax = Core.GetLevel().GetRangedZoneMax(); fMax -= (fMax - fMin) * 0.25f; bool bInRange = actor.transform.position.x <= fMax; if (bInRange) { actor.render.transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); if (actor.fTimeSinceLastAttack >= fAttackInterval * actor.GetAttackSpeedMultiplier()) { actor.fTimeSinceLastAttack = 0.0f; // Spawn a projectile for (int i = 0; i < numAttacks; i++) { Projectile projectile = Instantiate <Projectile>(projectilePrefab); projectile.firer = actor; projectile.firerTemplate = this; projectile.launchPos = actor.transform.position + new Vector3(0.5f * i, fProjectileLaunchHeight, 0.0f); projectile.fProgress = i * 0.1f; projectile.target = Core.GetLevel().GetRangedTarget(); projectile.transform.position = projectile.launchPos; } PlaySoundEffect(actor); actor.render.SetAnimStateAndNext(AnimState.ATTACK, AnimState.IDLE); } else if (actor.fTimeSinceLastAttack >= fAttackInterval * actor.GetAttackSpeedMultiplier() * 0.5f) { float fSpeed = fMoveSpeed; if (actor.transform.position.x - fMin < 1.0f) { fSpeed *= (actor.transform.position.x - fMin); } // Cap backwards speed to prevent magnetic bugs being useless if (fSpeed < 0.0f) { fSpeed = -1.0f; } actor.Move(new Vector3(-fSpeed, 0.0f, 0.0f)); actor.render.SetAnimState(AnimState.WALKING, false); actor.render.transform.localScale = new Vector3(fSpeed > 0.0f ? 1.0f : -1.0f, 1.0f, 1.0f); } } else { actor.Move(new Vector3(-fMoveSpeed, 0.0f, 0.0f)); actor.render.SetAnimState(AnimState.WALKING, false); } }
private float Attack(Actor_Enemy attacker, Damage damage, float fMod, MinionSlotType slotType, MinionSlot slot) { float fTotalDealt = 0.0f; float fDamage = damage.fAmount * fMod; if (fDamage > 0.0f) { float fTotalMultiplierFromMinions = 0.0f; for (int i = 0; i < slotType.GetNumSlots(); i++) { Minion minion = minions [(int)slotType.GetFirst() + i]; if (minion != null) { float fBuffModifier = minion.GetBuff(Stats.GetStatForDamageMultiplier(damage.GetElement())); fBuffModifier += minion.GetBuff(Stat.DAMAGE_MULTIPLIER); fBuffModifier += minion.GetBuff(slotType == MinionSlotType.MELEE ? Stat.DAMAGE_MULTIPLIER_MELEE : Stat.DAMAGE_MULTIPLIER_RANGED); fBuffModifier += minion.GetBuff(Stat.DAMAGE_MULTIPLIER_PER_COMBO) * minion.iCombo; fTotalMultiplierFromMinions += (1.0f + fBuffModifier) * Elements.GetDamageMultiplier(damage.GetElement(), minion.template.element); } else { fTotalMultiplierFromMinions += 1.0f; } } float fAverageMinionMultiplier = fTotalMultiplierFromMinions / slotType.GetNumSlots(); fDamage *= fAverageMinionMultiplier; fDamage *= (1.0f + Mathf.Clamp(damage.fRadius, 0.0f, 5.0f)); if (attacker != null && attacker.minion.template.canCombo) { fDamage *= 3.0f; } float fDamageToDeal = Mathf.Min(afGroupHealths [(int)slotType], fDamage); if (fDamageToDeal > 0.0f) { float fParametricHealthPreDamage = afGroupHealths[(int)slotType] / afGroupMaxHealths[(int)slotType]; afGroupHealths [(int)slotType] -= fDamageToDeal; float fParametricHealthPostDamage = afGroupHealths[(int)slotType] / afGroupMaxHealths[(int)slotType]; if (!bHasTriggeredVolatileYet && fParametricHealthPreDamage > 0.25f && fParametricHealthPostDamage <= 0.25f) { bHasTriggeredVolatileYet = true; for (int i = 0; i < slotType.GetNumSlots(); i++) { if (minions [(int)slotType.GetFirst() + i].template.bVolatile) { // TODO: Play PFX // Play sound Core.GetLevel().KillAllEnemies(); } } } // Do damage numbers Actor_Player actorHit = null; if (slot == MinionSlot.NUM_MINION_SLOTS) { actorHit = Core.GetLevel().playerActors [(int)slotType.GetFirst() + Random.Range(0, slotType.GetNumSlots())]; } else { actorHit = Core.GetLevel().playerActors [(int)slot]; } if (actorHit != null) { int iDamage = Mathf.FloorToInt(fDamage); actorHit.MakeDamageNumbers(iDamage, Core.GetMinionTemplateManager().playerDamage); } if (afGroupHealths [(int)slotType] <= 0.0f) { KillGroup(slotType); } fDamage -= fDamageToDeal; fTotalDealt += fDamageToDeal; Core.GetLevel().bHasSomeDamageBeenTaken = true; } } return(fTotalDealt); }
public float RangedAttack(Actor_Enemy attacker, Damage damage, MinionSlot slot) { mostRecentRangedAttacker = attacker; return(Attack(attacker, damage, fRangedIncomingDamageModifier, MinionSlotType.RANGED, slot)); }
public float MeleeAttack(Actor_Enemy attacker, Damage damage, MinionSlot slot) { return(Attack(attacker, damage, fMeleeIncomingDamageModifier, MinionSlotType.MELEE, slot)); }
public abstract void SimulateEnemy(Actor_Enemy actor);
public abstract void SimulateEnemyFixedUpdate(Actor_Enemy actor);
public override void SimulateEnemyFixedUpdate(Actor_Enemy actor) { actor.fTimeSinceLastAttack += Core.GetPlayerDeltaTime(); float fMin = Core.GetLevel().GetRangedZoneMin(); //GetTargetRangeMin(); float fMax = Core.GetLevel().GetRangedZoneMax(); //GetTargetRangeMax(); fMax -= (fMax - fMin) * 0.25f; if (actor.targetSlot == MinionSlot.NUM_MINION_SLOTS) { actor.targetSlot = (MinionSlot)((int)MinionSlotType.RANGED.GetFirst() + Random.Range(0, MinionSlotType.RANGED.GetNumSlots())); } if (bLoopingSoundEffect && !actor.soundEffect.isPlaying) { actor.soundEffect.loop = true; actor.soundEffect.clip = soundEffect; actor.soundEffect.Play(); } if (actor.summon == null) { // TODO : Do spawn PFX actor.summon = Instantiate <RenderActor>(summonPrefab); actor.summon.transform.position = actor.transform.position; if (summonEffect != null) { summonEffect.Play(); } } if (actor.summon != null && Core.GetLevel().playerActors [(int)actor.targetSlot] != null) { Vector3 targetPos = Core.GetLevel().playerActors [(int)actor.targetSlot].transform.position; targetPos.y += fSummonHeight; actor.summon.transform.position = Vector3.Lerp(actor.summon.transform.position, targetPos, Core.GetEnemyDeltaTime() * reticuleMoveSpeed); } bool bInRange = fMin <= actor.transform.position.x && actor.transform.position.x <= fMax; if (bInRange) { if (actor.fTimeSinceLastAttack >= fAttackInterval * actor.GetAttackSpeedMultiplier()) { actor.fTimeSinceLastAttack = 0.0f; RangedAttackPlayer(actor, damage, actor.targetSlot); if (!bLoopingSoundEffect) { PlaySoundEffect(actor); } actor.render.SetAnimStateAndNext(AnimState.ATTACK, AnimState.IDLE); // Pick a new target slot for the next attack actor.targetSlot = (MinionSlot)((int)MinionSlotType.RANGED.GetFirst() + Random.Range(0, MinionSlotType.RANGED.GetNumSlots())); } else if (actor.fTimeSinceLastAttack >= fAttackInterval * actor.GetAttackSpeedMultiplier() * 0.5f) { float fSpeed = fMoveSpeed; if (actor.transform.position.x - fMin < 1.0f) { fSpeed *= (actor.transform.position.x - fMin); } actor.Move(new Vector3(-fSpeed, 0.0f, 0.0f)); actor.render.SetAnimState(AnimState.WALKING, false); } } else { actor.Move(new Vector3(-fMoveSpeed, 0.0f, 0.0f)); actor.render.SetAnimState(AnimState.WALKING, false); } }
public virtual void OnDeath(Actor_Enemy actor) { }
public virtual void InitEnemy(Actor_Enemy actor) { Init(); }
public override void OnDeath(Actor_Enemy actor) { actor.summon.PlayDeathAnimation(); actor.summon = null; }
public override void SimulateEnemyFixedUpdate(Actor_Enemy actor) { // Wurm acts like a support, but teleports between spots. Go stand in a player zone, leave it, stand in it, repeat if (actor.IsFrozen() || actor.IsStunned()) { return; } actor.fTimeSinceLastAttack += Core.GetEnemyDeltaTime(); if (actor.GetDistanceFromPlayerArea() <= fAttackRange && actor.fTimeSinceLastAttack >= fAttackInterval) { // ---- ATTACK CODE ---- if (actor.fTimeSinceLastAttack >= fAttackInterval) { PlaySoundEffect(actor); actor.fTimeSinceLastAttack = 0.0f; MeleeAttackPlayer(actor, damage, MinionSlot.MELEE_1); MeleeAttackPlayer(actor, damage, MinionSlot.MELEE_2); RangedAttackPlayer(actor, damage, MinionSlot.RANGED_1); RangedAttackPlayer(actor, damage, MinionSlot.RANGED_2); actor.render.SetAnimStateAndNext(AnimState.ATTACK, AnimState.IDLE); if (actor.render.attackParticles != null) { actor.render.attackParticles.Play(); } } } // If we are waiting, do that. else if (actor.fTimeToNextMove > 0.0f) { actor.fTimeToNextMove -= Core.GetEnemyDeltaTime(); if (actor.fTimeToNextMove <= 0.0f && actor.render.GetAnimState() != AnimState.ATTACK) { if (actor.bPickedPositionInPlayerZone) { // Last pick was in a zone, so wherever is fine this time. actor.target = new Vector3(Random.Range(LevelController.fMIN_X_COORD, Core.GetLevel().GetRangedZoneMax() + 3.0f), 0.0f, Random.Range(LevelController.fMIN_Z_COORD, LevelController.fMAX_Z_COORD)); } else { // We just wandered off wherever, so make sure we walk back through a zone this time. if (Random.Range(0, 2) == 0) { actor.target = new Vector3(Random.Range(LevelController.fMIN_X_COORD, Core.GetLevel().GetMeleeZoneLimit()), 0.0f, Random.Range(LevelController.fMIN_Z_COORD, LevelController.fMAX_Z_COORD)); } else { actor.target = new Vector3(Random.Range(Core.GetLevel().GetRangedZoneMin(), Core.GetLevel().GetRangedZoneMax()), 0.0f, Random.Range(LevelController.fMIN_Z_COORD, LevelController.fMAX_Z_COORD)); } } actor.bPickedPositionInPlayerZone = !actor.bPickedPositionInPlayerZone; actor.render.SetAnimStateAndNext(AnimState.WALKING, AnimState.IDLE); if (actor.render.moveParticles != null) { actor.render.moveParticles.Play(); } } } // Else, we made it to idle, so teleport and re-emerge by playing a reverse walk else if (actor.render.GetAnimState() == AnimState.IDLE) { actor.Move(actor.target - actor.transform.position, true); actor.render.SetAnimStateAndNext(AnimState.WALKING, AnimState.IDLE); actor.render.SetReverse(true); actor.fTimeToNextMove = 2.0f; } }