Example #1
0
    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);
    }
Example #2
0
    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);
    }
Example #3
0
    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.minion.slot == MinionSlot.RANGED_1)
        {
            Actor_Player otherRangedMinion = Core.GetLevel().playerActors [(int)MinionSlot.RANGED_2];
            if (otherRangedMinion.fTimeSinceLastAttack >= fAttackInterval)
            {
                actor.fTimeSinceLastAttack = fAttackInterval * 0.5f;
            }
        }

        int       iSlot    = actor.minion.slot == MinionSlot.RANGED_1 ? 0 : 1;
        Transform reticule = Core.GetLevel().instance.targets [iSlot];
        Transform radius   = Core.GetLevel().instance.radii [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 (!actor.currentTarget.IsInRangedZone())
            {
                actor.currentTarget = null;
            }
            else
            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             = actor.currentTarget;
                    projectile.transform.position = projectile.launchPos;
                }

                PlaySoundEffect(actor);

                actor.render.SetAnimStateAndNext(AnimState.ATTACK, AnimState.IDLE);
            }
        }
        else
        {
            //reticule.gameObject.SetActive(false);
        }
    }
Example #4
0
    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);
    }
Example #5
0
    public override void InitPlayer(Actor_Player actor)
    {
        base.InitPlayer(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);
    }
Example #6
0
    public override void SimulatePlayerFixedUpdate(Actor_Player actor)
    {
        // Default support. Do nothing. It's all in the buffs
        actor.fTimeToNextAura -= Core.GetPlayerDeltaTime();

        if (actor.auraPFX != null && actor.fTimeToNextAura <= 0.0f)
        {
            actor.fTimeToNextAura = Random.Range(fTimeBetweenSFXMin, fTimeBetweenSFXMax);
            actor.auraPFX.Trigger();
            if (soundEffect != null)
            {
                actor.soundEffect.PlayOneShot(soundEffect);
            }
        }

        List <Actor_Enemy> enemyList = new List <Actor_Enemy> ();

        enemyList.AddRange(Core.GetLevel().enemyActors);

        if (fPullSpeed > 0.0f)
        {
            foreach (Actor_Enemy enemy in enemyList)
            {
                if (enemy != null)
                {
                    enemy.Move(new Vector3(-fPullSpeed, 0.0f, 0.0f), false, true);
                }
            }
        }

        if (fWaterDebuffAttractSpeed > 0.0f)
        {
            for (int i = 0; i < enemyList.Count; i++)
            {
                if (enemyList [i].HasWaterDebuff())
                {
                    for (int j = i + 1; j < enemyList.Count; j++)
                    {
                        if (enemyList [j].HasWaterDebuff())
                        {
                            Vector3 dPos = enemyList [j].transform.position - enemyList [i].transform.position;
                            dPos.Normalize();
                            dPos *= fWaterDebuffAttractSpeed;
                            enemyList [i].Move(dPos, false, true);
                            enemyList [j].Move(-dPos, false, true);
                        }
                    }
                }
            }
        }
    }
Example #7
0
    public override bool CanInteract(Actor sourceActor)
    {
        Actor_Player player = sourceActor.GetBehaviour <Actor_Player>();

        if (player != null)
        {
            if (!player.isLeadPlayer)
            {
                return(false);
            }
        }

        return(base.CanInteract(sourceActor));
    }
Example #8
0
    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);
            }
        }
    }
Example #9
0
    public override void SimulatePlayerFixedUpdate(Actor_Player actor)
    {
        base.SimulatePlayer(actor);

        if (Core.GetCurrentRoster().afGroupHealths [(int)MinionSlotType.RANGED] / Core.GetCurrentRoster().afGroupMaxHealths [(int)MinionSlotType.RANGED] <= fHealthTrigger)
        {
            actor.fTimeToNextBurn -= Core.GetPlayerDeltaTime();
            if (actor.fTimeToNextBurn <= 0.0f)
            {
                actor.fTimeToNextBurn = fTimeBetweenBurns;
                List <Actor_Enemy> enemies = new List <Actor_Enemy> ();
                enemies.AddRange(Core.GetLevel().enemyActors);
                foreach (Actor_Enemy enemy in enemies)
                {
                    enemy.Damage(burnDamage, actor.GetAttackDamageMultiplier(), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
                }
            }
        }
    }
Example #10
0
    public bool IsAnyoneAlive(MinionSlotType slotType)
    {
        if (Core.GetLevel() == null)
        {
            return(false);
        }

        bool bAnyoneAlive = false;

        for (int i = 0; i < slotType.GetNumSlots(); i++)
        {
            Actor_Player player = Core.GetLevel().playerActors [(int)slotType.GetFirst() + i];
            //Debug.Assert(player == null || player.minion != null);
            if (player != null && player.minion != null && player.minion.fCurrentHealth > 0.0f)
            {
                bAnyoneAlive = true;
            }
        }

        return(bAnyoneAlive);
    }
Example #11
0
    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 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);
        }
    }
Example #14
0
 public abstract void SimulatePlayerFixedUpdate(Actor_Player actor);
Example #15
0
 public virtual void InitPlayer(Actor_Player actor)
 {
     Init();
 }
Example #16
0
    public void StartLevel(TeamRoster selectedRoster)
    {
        // This oddly named object points to all sorts of useful things that exist in all levels
        instance = FindObjectOfType <PlayerRig>();

        if (instance == null)
        {
            instance = Instantiate <PlayerRig>(Core.theCore.playerRigPrefab);
            instance.transform.position = Vector3.zero;
        }

        GameObject sunObject = GameObject.Find("Directional Light");

        if (sunObject != null)
        {
            sun            = sunObject.GetComponent <Light>();
            originalSunPos = sun.transform.rotation;
        }

        instance.gameObject.SetActive(true);

        Range[] ranges = new Range[2] {
            Range.WIDE, Range.WIDE
        };

        bool bAgainstElement = false;

        fMeleeZoneSize = 1.0f;

        Core.theCore.fEnemyTimescale  = 1.0f;
        Core.theCore.fPlayerTimescale = 1.0f;

        // Spawn the player's minions immediately. Then give a countdown to start the game

        roster = selectedRoster;
        for (int i = 0; i < (int)MinionSlot.NUM_MINION_SLOTS; i++)
        {
            Transform spawnPoint = instance.playerSpawnPoints [i];
            Minion    minion     = roster.minions [i];
            if (spawnPoint != null && minion != null)
            {
                // Create new game object
                GameObject go = new GameObject("PlayerMinion_" + i + "_" + minion.template.name);

                // Fill it with actor components
                Actor_Player actor = go.AddComponent <Actor_Player>();
                actor.InitFromMinion(minion);
                actor.transform.position = spawnPoint.position;

                // Add renderer to actor
                RenderActor render = Instantiate <RenderActor>(minion.template.render);
                render.transform.SetParent(actor.transform);
                render.transform.localPosition = Vector3.zero;
                render.transform.localScale    = new Vector3(-1.0f, 1.0f, 1.0f);
                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;

                // And combo numbers
                if ((minion.template.canCombo || minion.template.bDeathtoll || minion.template.bRelentless) && minion.template.comboNumbers != null)
                {
                    ComboNumbers combo = Instantiate <ComboNumbers>(minion.template.comboNumbers);
                    combo.transform.SetParent(actor.transform);
                    combo.transform.localPosition = new Vector3(-0.17f, 0.215f, -0.13f);
                    actor.comboNumbers            = combo;
                }

                // Save a reference for later
                playerActors [i] = actor;

                //
                if (((MinionSlot)i).GetSlotType() == MinionSlotType.RANGED && (minion.template is Minion_Ranged))
                {
                    ranges [i == (int)MinionSlot.RANGED_1 ? 0 : 1] = ((Minion_Ranged)minion.template).range;
                }

                if (minion.template is Minion_Support && ((Minion_Support)(minion.template)).bWalls)
                {
                    bWalls = true;
                }

                foreach (Resurrection res in minion.template.resurrectionTriggers)
                {
                    singleUseResurrections.Add(new Resurrection(res));
                }

                if (minion.template.element.GetDamageMultiplier(location.element) < 1.0f && ((MinionSlot)i).GetSlotType() != MinionSlotType.SUPPORT)
                {
                    bAgainstElement = true;
                }

                Core.theCore.fEnemyTimescale  += minion.GetBuff(Stat.ENEMY_TIMESCALE);
                Core.theCore.fPlayerTimescale += minion.GetBuff(Stat.PLAYER_TIMESCALE);

                fMeleeZoneSize += minion.GetBuff(Stat.MELEEZONE_SIZE);
            }
        }

        roster.bHasThreeResurrectsAvailable = singleUseResurrections.Count == 6;
        roster.bHasActiveCollector          = false;

        // After ALL player minions are created, then calculate their passive buffs and store them off.
        for (int i = 0; i < (int)MinionSlot.NUM_MINION_SLOTS; i++)
        {
            if (playerActors [i] != null)
            {
                playerActors [i].CalculateMyAggregateBuffs();
                playerActors [i].SetMaxHealthFromBuffs();
                playerActors [i].minion.ResetTemporaryData();
            }
        }

        roster.RecalculateHealths();

        fRangedZoneMin = Ranges.GetMinRangeForPair(ranges [0], ranges [1]);
        fRangedZoneMax = Ranges.GetMaxRangeForPair(ranges [0], ranges [1]);
        fLaneWidth     = bWalls ? 4.0f : 6.0f;
        InitZones(bWalls);

        aiNumKilledPerWave  = new int[location.numWaves];
        aiNumSpawnedPerWave = new int[location.numWaves];
        abNewlyUnlocked     = new bool[location.numWaves];


        iCurrentWave = -1;
        AdvanceWave();
        fGracePeriodDuration = location.gracePeriodDuration;

        instance.elementalHint.enabled = bAgainstElement;
        if (bAgainstElement)
        {
            instance.elementalHint.text = LocalizationManager.GetLoc(location.element.GetHintText());
        }

        Core.GetAudioManager().SetLevelMusic(location.music);

        RequestState(LevelState.PLAYING);
    }
Example #17
0
 // Think of this as the actor being a vehicle and the minion doing the driving. Different minions will drive their actors differently
 public abstract void SimulatePlayer(Actor_Player actor);
 // Think of this as the actor being a vehicle and the minion doing the driving. Different minions will drive their actors differently
 public override void SimulatePlayer(Actor_Player 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 (bLoopingSoundEffect && !actor.soundEffect.isPlaying)
        {
            actor.soundEffect.loop = true;
            actor.soundEffect.clip = soundEffect;
            actor.soundEffect.Play();
        }

        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());
            float fRadius = damage.fRadius * actor.GetAttackRadiusMultiplier() * 2.0f;
            radius.localScale = new Vector3(fRadius, 1.0f, fRadius);

            if (actor.iNumHitsWithSummon >= iNumHits)
            {
                actor.summon.PlayDeathAnimation();
                actor.summon             = null;
                actor.iNumHitsWithSummon = 0;
                reticule.position        = actor.currentTarget.transform.position + new Vector3(0.0f, 0.04f, 0.0f);
            }

            if (actor.summon == null)
            {
                // TODO : Do spawn PFX
                actor.summon = Instantiate <RenderActor>(summonPrefab);
                actor.summon.transform.SetParent(reticule);
                actor.summon.transform.localPosition = new Vector3(0.0f, fSummonHeight, 0.0f);

                if (summonEffect != null)
                {
                    summonEffect.Play();
                }
            }

            if (!actor.currentTarget.IsInRangedZone())
            {
                actor.currentTarget = null;
            }
            else if (actor.fTimeSinceLastAttack >= fAttackInterval * actor.GetAttackSpeedMultiplier())
            {
                actor.fTimeSinceLastAttack = 0.0f;

                if (!bLoopingSoundEffect)
                {
                    PlaySoundEffect(actor);
                }

                if (DealDamageToEnemy(actor, actor.currentTarget, actor.currentTarget.transform.position, 0.0f))
                {
                    // We killed them
                    actor.currentTarget = null;
                }

                actor.iNumHitsWithSummon++;

                actor.summon.SetAnimStateAndNext(AnimState.ATTACK, AnimState.IDLE);
            }
        }
    }
Example #20
0
    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);
    }