Example #1
0
    private void UpdateCurrentTile()
    {
        //What sort of tile are we on
        Cell currentTile = CurrentCell;

        CurrentCell = Map.GetClosestTile(transform.position);

        if (currentTile != null && currentTile != CurrentCell)
        {
            //We've changed tiles, make sure the old tile is no longer occupied
            currentTile.NoLongerOccupied(self);
            if (!CurrentCell.Occupied)
            {
                //Since we've changed, our next tile should equal the target tile
                if (CurrentCell != TCell)
                {
                    //If it doesn't equal then we've drifted off the tiles slightly, set the current tile the target tile
                    CurrentCell = TCell;
                }


                if (Path != null)
                {
                    if (Path.Count == 1)
                    {
                        CurrentCell.SetOccupied(self, true);
                    }
                    else
                    {
                        CurrentCell.SetOccupied(self, false);
                    }
                }
            }
        }
    }
Example #2
0
    void Update()
    {
        //Если объект создан на данном компьютере
        if (GetComponent <NetworkView>().isMine)
        {
            LayerMask lrr = (1 << 12);
            if (!Physics.Raycast(transform.position, -transform.up, 10f, lrr))
            {
                if (VARS.HP > 0)
                {
                    //Пускаем луч в землю, находим точку передвижения
                                        #if UNITY_ANDROID
                    Touch[] touches = Input.touches;

                    if (touches.Length == 1)
                    {
                        if (touches[0].phase == TouchPhase.Began)
                                        #else
                    if (Input.GetMouseButtonDown(1))
                                        #endif
                        {
                            Ray rc = Camera.main.ScreenPointToRay(Input.mousePosition);
                            if (Physics.Raycast(rc, out hit, Mathf.Infinity))
                            {
                                if (hit.transform.tag == "Ground")
                                {
                                    target      = null;
                                    ACell       = Map.GetClosestTile(hit.point);
                                    CurrentCell = Map.GetClosestTile(transform.position);
                                    FindObjectOfType <ThreadManager>().AddPathfindingThread(new GetPathThread(self, CurrentCell, hit.point, Const.BLOCKINGLEVEL_Normal));
                                    Instantiate(Resources.Load("PointClick", typeof(GameObject)), hit.point, Quaternion.Euler(90, 0, 0));
                                }
                                if ((hit.transform.tag == "Player") || (hit.transform.tag == "Enemy"))
                                {
                                    target = hit.transform;
                                    if (target == transform)
                                    {
                                        transform.rotation = Quaternion.LookRotation((hit.point - transform.position).normalized);
                                        transform.rotation = Quaternion.Euler(0, transform.rotation.eulerAngles.y, 0);
                                        target             = null;
                                        TCell = null;
                                        Path  = null;

                                        rig.velocity = Vector3.zero;
                                        charS        = CharS.Idle;
                                    }
                                    else
                                    {
                                        ACell       = Map.GetClosestTile(target.position);
                                        CurrentCell = Map.GetClosestTile(transform.position);
                                        FindObjectOfType <ThreadManager>().AddPathfindingThread(new GetPathThread(self, CurrentCell, target.position, Const.BLOCKINGLEVEL_Normal));
                                    }
                                }
                            }
                        }
                    }

                    //Если мы не в точке назначения
                    if (Path != null && Path.Count > 0)
                    {
                        //Двигаемся согласно пути
                        MoveForward();

                        //Обновить текущий тайл
                        UpdateCurrentTile();
                    }


                    if (target != null)
                    {
                        if ((target.position - transform.position).magnitude < VARS.Range)
                        {
                            TCell = null;
                            Path  = null;

                            charS = CharS.Attack;
                            //Поворот модели в сторону противника
                            Quaternion rot = Quaternion.LookRotation((target.position - transform.position).normalized);
                            transform.rotation = Quaternion.Slerp(transform.rotation, rot, Time.deltaTime * 10f);
                            transform.rotation = Quaternion.Euler(0, transform.rotation.eulerAngles.y, 0);

                            if (Time.time - damage_timer >= VARS.AttackSpeed + 1f)
                            {
                                damage_timer = Time.time;
                            }

                            if (target.tag == "Player")
                            {
                                if (target.GetComponent <PlayerVars>().HP <= 0)
                                {
                                    target = null;
                                }
                                else if (Time.time - damage_timer >= VARS.AttackSpeed)
                                {
                                    damage_timer = Time.time;
                                }
                            }
                            if (target.tag == "Enemy")
                            {
                                if (target.GetComponent <EnemyAI>().HP > 0)
                                {
                                    float DMG = Time.time - damage_timer;
                                    if (DMG >= VARS.AttackSpeed)
                                    {
                                        target.GetComponent <EnemyAI>().HP -= VARS.Damage * DMG;
                                        damage_timer = Time.time;
                                    }
                                }
                                else
                                {
                                    target = null;
                                }
                            }
                        }
                        else if ((ACell != null) && (ACell != Map.GetClosestTile(target.position)))
                        {
                            ACell = Map.GetClosestTile(target.position);
                            FindObjectOfType <ThreadManager>().AddPathfindingThread(new GetPathThread(self, CurrentCell, target.position, Const.BLOCKINGLEVEL_OccupiedStatic));
                        }
                    }
                    else if (charS == CharS.Attack)
                    {
                        charS = CharS.Idle;
                    }
                }
                //Смерть
                else
                {
                    charS        = CharS.Death;
                    TCell        = null;
                    Path         = null;
                    rig.velocity = Vector3.zero;

                    GameObject.FindGameObjectWithTag("GameController").GetComponent <Connection>().Respawn = GetComponent <Controller>();
                }
            }


            if (Input.GetKeyUp("z"))
            {
                VARS.HP = 0;
            }
        }
        //Если это клон других игроков, то назначаем принятые переменные в методе OnSerializeNetworkView
        else
        {
            syncTime    += Time.deltaTime;
            rig.position = Vector3.Slerp(syncStartPosition, syncEndPosition, syncTime / syncDelay);

            Cell curcell = Map.GetClosestTile(transform.position);
            if (CurrentCell != curcell)
            {
                CurrentCell.NoLongerOccupied(self);

                CurrentCell = curcell;
                CurrentCell.SetOccupied(self, false);
            }

            if (chr == CharS.Idle || chr == CharS.Attack)
            {
                if (charS == CharS.Death)
                {
                    VARS.HP = VARS.HPMAX;
                }
                CurrentCell.SetOccupied(self, true);
            }


            charS              = chr;
            VARS.HP            = HPP;
            transform.rotation = rtOUT;
            if (charS == CharS.Attack)
            {
                if (Time.time - damage_timer >= VARS.AttackSpeed + 1f)
                {
                    damage_timer = Time.time;
                }

                Vector3 pos = new Vector3(transform.position.x, 1.6f, transform.position.z);
                if (Physics.Raycast(pos, transform.forward, out hit, speed / 4))
                {
                    float DMG = Time.time - damage_timer;
                    if (DMG >= VARS.AttackSpeed)
                    {
                        if (hit.transform.tag == "Player")
                        {
                            hit.transform.GetComponent <PlayerVars>().HP -= VARS.Damage * DMG;
                            damage_timer = Time.time;
                        }

                        if (hit.transform.tag == "Enemy")
                        {
                            hit.transform.GetComponent <EnemyAI>().HP -= VARS.Damage * DMG;
                            damage_timer = Time.time;
                        }
                    }
                }
            }
        }
        //Контроллер анимаций
        if (anim)
        {
            switch (charS)
            {
            case CharS.Idle:
                anim.CrossFade("idle");
                break;

            case CharS.Run:
                anim.CrossFade("run");
                break;

            case CharS.Attack:
                anim.CrossFade("attack");
                if (CurrentCell.Occupied)
                {
                    CurrentCell.NoLongerOccupied(self);
                }
                break;

            case CharS.Death:
                anim.CrossFade("death");
                break;
            }
        }
    }