private void rpcPulseCreepUpdates(int[] creepIds, int[] targetIds) { float initTime = Time.realtimeSinceStartup; ifCount = 0; int nullCount = 0; for (int i = 0; i < creepIds.Length; i++) { // this kills the unity //PhotonView performanceWrecker = PhotonNetwork.GetPhotonView(-999); PhotonView view = PhotonNetwork.GetPhotonView(creepIds[i]); ifCount++; if (view != null) { CreepControl currentCreep = view.GetComponent <CreepControl>(); currentCreep.rpcSetTankTurretTarget(targetIds[i]); } else { nullCount++; } } float executionTime = Time.realtimeSinceStartup - initTime; //Debug.LogWarning("Creep targeting pulse rpc took " + executionTime * 1000 + " milliseconds, " + "array size: " + // creepIds.Length + ", if's reached: " + ifCount + ", NullCount: " + nullCount); }
private void refreshCreepArrays() { if (myLaneUnits.Count > creepDataArraySize) { creepDataArraySize = myLaneUnits.Count; creepIdArray = new int[creepDataArraySize]; creepTargetArray = new int[creepDataArraySize]; } for (int i = 0; i < creepDataArraySize; i++) { if (i > (myLaneUnits.Count - 1)) { creepIdArray[i] = -1; } else { CombatFlow currentFlow = myLaneUnits[i]; if (currentFlow != null) { CreepControl currentCreep = myLaneUnits[i].GetComponent <CreepControl>(); creepIdArray[i] = currentCreep.photonView.ViewID; creepTargetArray[i] = currentCreep.getTargetId(); } else { creepIdArray[i] = -1; } } } }
public static void Load() { creepControl = new CreepControl(); othersAddons = new OthersAddons(); creepControl.Load(); othersAddons.Load(); IsLoaded = true; }
private void deployUnit() { //tankCount++; //squadRemaining--; GameObject selectedPrefab = selectDeployPrefab(); Vector3 spawnPoint = currentSpawnPoint; if (selectedPrefab == SAMPrefab) { spawnPoint = randomSpawnPoint(); //Debug.LogError("SAM detected, spawning at random point"); } CreepControl newCreep = PhotonNetwork.InstantiateSceneObject(selectedPrefab.name, spawnPoint, Quaternion.LookRotation(waypoints[1] - transform.position, Vector3.up)).GetComponent <CreepControl>(); float range; if (selectedPrefab == SAMPrefab) { range = SAMSpacing * SAMCount + SAMSpacing; } else if (selectedPrefab == AAAPrefab) { squadRemaining--; range = currentSpawnRange - currentRangeOffset; } else { squadRemaining--; range = newCreep.effectiveRange - currentRangeOffset; currentSpawnRange = range; } Vector3 offset = spawnPoint - transform.position; int teamNum = CombatFlow.convertTeamToNum(team); newCreep.photonView.RPC("rpcInit", RpcTarget.AllBuffered, photonView.ViewID, offset, range, teamNum); // instantiate // place at offset // fill waypoints // set offset // RANGE: // if creep, use its own range // if AAA at end of squad, use previously saved range }
public static void Load() { //autoDodge = new AutoDodge(); //lastHit = new LastHit(); creepControl = new CreepControl(); othersAddons = new OthersAddons(); creepControl.Load(); //autoStack.Load(); //autoDodge.Load(); othersAddons.Load(); IsLoaded = true; }
public void rpcUpdateAllCreeps(int[] IDs, float[] HPs, int[] targetIDs, Vector3[] positions, Quaternion[] rotations) { for (int i = 0; i < IDs.Length; i++) { PhotonView creepView = PhotonNetwork.GetPhotonView(IDs[i]); if (creepView != null) { CreepControl currentCreep = creepView.GetComponent <CreepControl>(); currentCreep.setFromLaneUpdate(HPs[i], targetIDs[i], positions[i], rotations[i]); } } }
public CreepTimer() { InitializeComponent(); this.ResizeMode = System.Windows.ResizeMode.NoResize; mctBlue = new MinorCreepTimers(); mctBlue.Background = Brushes.DarkBlue; mctPurple = new MinorCreepTimers(true); mctPurple.Background = Brushes.Purple; baron = new CreepControl<Baron>(); dragon = new CreepControl<Dragon>(); panel.Children.Add(mctBlue); panel.Children.Add(baron); panel.Children.Add(dragon); panel.Children.Add(mctPurple); _displayMode = Properties.Settings.Default.CT_DisplayMode; UpdateDisplay(); MainWindow.SettingsChanged += SettingsChanged_EventHandler; this.Closed += delegate(object sender, EventArgs args) { IsClosed = true; }; }
private void Awake() { myRadar = GetComponent <Radar>(); rwr = GetComponent <RWR>(); creepAI = GetComponent <CreepControl>(); myRb = GetComponent <Rigidbody>(); if (CombatFlow.combatUnits == null) { CombatFlow.combatUnits = new List <CombatFlow>(); } if (showInWorldList) { CombatFlow.combatUnits.Add(this); } seenBy = new List <int>(); gameObject.name = abbreviation; }