Example #1
0
 public WeaponTags(WeaponType aWeaponType, WeaponDistance aWeaponDistance, int aDmgMin, int aDmgMax, int aArmorPenetration, int aCritChance, int aCritMulti,
                   AttackTags aAttackTags1, AttackTags aAttackTags2, AttackTags aAttackTags3)
 {
     armorPenetration = aArmorPenetration;
     critChance       = aCritChance;
     critMulti        = aCritMulti;
     dmgMax           = aDmgMax;
     dmgMin           = aDmgMin;
     weaponDistance   = aWeaponDistance;
     weaponType       = aWeaponType;
     attack1          = aAttackTags1;
     attack2          = aAttackTags2;
     attack3          = aAttackTags3;
 }
Example #2
0
    public void Fire(Vector3 direction)
    {
        if (CurrentWeaponPrefab != null)
        {
            if (CurrentWeaponPrefab.RequireClearance)
            {
                Vector3 start = moveTransform.position;
                Vector3 end   = moveTransform.position + direction.normalized * CurrentWeaponPrefab.StartDistance;
        #if DEBUG_LINES
                Debug.DrawLine(start, end, Color.white);
        #endif
                RaycastHit info = new RaycastHit();
                if (Physics.Raycast(new Ray(start, end - start), out info, (end - start).magnitude, ~LayerMask.GetMask(new string[] { "Projectile" })))
                {
                    Debug.Log("weapon hit on raycast: " + name);
                    return;
                }
            }
            if (CurrentWeaponPrefab.AttackClosestWithinRadius)
            {
                Collider[] cds              = Physics.OverlapSphere(transform.position, CurrentWeaponPrefab.AttackDistance, LayerMask.GetMask(new string[] { "Character" }));
                Transform  closest          = null;
                float      shortestDistance = CurrentWeaponPrefab.AttackDistance;
                foreach (var coll in cds)
                {
                    if (coll.transform == transform)
                    {
                        continue;
                    }
                    Tags tags = coll.GetComponent <Tags>();
                    if (tags != null && tags.HasAnyTag(AttackTags.ToArray()))
                    {
                        // NOTE this ignores the size of the collider; only uses position
                        float distance = Vector3.Distance(coll.transform.position, transform.position);
                        if (distance < shortestDistance)
                        {
                            closest          = coll.transform;
                            shortestDistance = distance;
                        }
                    }
                }
                if (closest != null)
                {
                    direction = closest.position - transform.position;
                }
            }

            if (CurrentWeaponPrefab.type == Attack.Type.Melee)
            {
                GameObject go = (GameObject)GameObject.Instantiate(CurrentWeaponPrefab.gameObject, moveTransform.position + direction.normalized * CurrentWeaponPrefab.StartDistance, Quaternion.LookRotation(direction), moveTransform);
                go.name = CurrentWeaponPrefab.gameObject.name;
                if (go != null)
                {
                    CurrentWeaponPrefab.FireWeapon(go, direction, audioSource, moveTransform);
                }
                body.AddForce(direction.normalized * StabbyStabBodyForce * body.mass);
                //RightHandAnimation.Play( "melee-0-attack" );
                //RightHandAnimation.PlayQueued( "melee-0-idle" );
            }

            if (CurrentWeaponPrefab.type == Attack.Type.Projectile)
            {
                GameObject go = (GameObject)GameObject.Instantiate(CurrentWeaponPrefab.gameObject, moveTransform.position + direction.normalized * CurrentWeaponPrefab.StartDistance, Quaternion.LookRotation(direction));
                go.name = CurrentWeaponPrefab.gameObject.name;
                if (go != null)
                {
                    CurrentWeaponPrefab.FireWeapon(go, direction, audioSource, moveTransform);
                }
            }

            if (CurrentWeaponPrefab.type == Attack.Type.Spawner)
            {
                GameObject prefab = CurrentWeaponPrefab.SpawnerPrefabs[Random.Range(0, CurrentWeaponPrefab.SpawnerPrefabs.Length)];
                GameObject go     = Global.Instance.Spawn(prefab, moveTransform.position + direction.normalized * CurrentWeaponPrefab.StartDistance, Quaternion.LookRotation(direction));
                if (go != null)
                {
                    Character cha = go.GetComponent <Character>();
                    if (cha != null)
                    {
                        cha.ModifyAffinity(id, 20);
                        //cha.Follow( this, null );
                    }
                    CurrentWeaponPrefab.FireWeapon(go, direction, audioSource, moveTransform);
                }
            }
        }
    }