Example #1
0
    /// <summary>
    /// 효과받는 타일을 구해서 effectedAreas에 Add
    /// </summary>
    /// <param name="mainTarget">효과범위의 중심이 되는 Actor</param>
    protected void GetArea(ICombatant mainTarget)
    {
        TileLayer   tileLayer     = GameManager.Instance.GetTileLayer(0);
        TileForMove mainTargetPos = mainTarget.GetCurTileForMove();

        effectedAreas.Clear();

        CentralAxis centralAxis = GetCentralAxis(owner.GetCurTileForMove(), mainTarget.GetCurTileForMove());

        switch (centralAxis)
        {
        case CentralAxis.Y:
            foreach (Coverage item in coverages)
            {
                effectedAreas.Add(tileLayer.GetTileForMove(mainTargetPos.GetX() + item.x, mainTargetPos.GetY() + item.y));
            }
            break;

        case CentralAxis.InverseY:
            foreach (Coverage item in coverages)
            {
                effectedAreas.Add(tileLayer.GetTileForMove(mainTargetPos.GetX() - item.x, mainTargetPos.GetY() - item.y));
            }
            break;

        case CentralAxis.X:
            foreach (Coverage item in coverages)
            {
                effectedAreas.Add(tileLayer.GetTileForMove(mainTargetPos.GetX() + item.y, mainTargetPos.GetY() + item.x));
            }
            break;

        case CentralAxis.InverseX:
            foreach (Coverage item in coverages)
            {
                effectedAreas.Add(tileLayer.GetTileForMove(mainTargetPos.GetX() - item.y, mainTargetPos.GetY() - item.x));
            }
            break;
        }
    }
Example #2
0
    protected virtual IEnumerator Charge(List <TileForMove> tileForMoveWay)
    {
        Direction dir = Direction.DownLeft;

        Vector3   dirVector;
        float     distance, sum = 0.0f;
        int       walkCnt      = 0;
        const int posCheckRate = 4;

#if DEBUG_CHARGE
        Debug.Log("적: " + enemy + ", 목적지: " + destinationTile);
#endif
        // 적이 이미 누웠거나, 사냥터에서 나갔다면
        if (!ValidatingEnemy(enemy))
        {
            curState = State.AfterBattle;
            yield break;
        }
        // 레인지 검사. 적이 공격 범위 안으로 들어왔을 때.
        if (CheckInRange())
        {
            curState = State.Battle;
            yield break;
        }

        // PathFinder에서 받은 경로대로 이동
        for (int i = 0; i < tileForMoveWay.Count - 1; i++)
        {
            // 방향에 따른 애니메이션 설정.
            SetAnimDirection(tileForMoveWay[i].GetDirectionFromOtherTileForMove(tileForMoveWay[i + 1]));

            // 이동
            dirVector = tileForMoveWay[i + 1].GetPosition() - tileForMoveWay[i].GetPosition();
            distance  = Vector3.Distance(tileForMoveWay[i].GetPosition(), tileForMoveWay[i + 1].GetPosition());
            while (Vector3.Distance(transform.position, tileForMoveWay[i].GetPosition()) < distance / 2)
            {
                yield return(null);

                transform.Translate(dirVector * Time.deltaTime);
            }

            // 절반 넘어가면 다음 타일로 위치지정해줌.
            SetCurTile(tileForMoveWay[i + 1].GetParent());
            SetCurTileForMove(tileForMoveWay[i + 1]);

            while (Vector3.Distance(transform.position, tileForMoveWay[i].GetPosition()) < distance)
            {
                yield return(null);

                transform.Translate(dirVector * Time.deltaTime);
            }
            sum = 0.0f;
            transform.position = tileForMoveWay[i + 1].GetPosition();

            // 적이 이미 누웠거나, 사냥터에서 나갔다면
            if (!ValidatingEnemy(enemy))
            {
                curState = State.AfterBattle;
                yield break;
            }
            // 레인지 검사. 적이 공격 범위 안으로 들어왔을 때.
            if (CheckInRange())
            {
                curState = State.Battle;
                yield break;
            }

            walkCnt++;
            if (walkCnt % posCheckRate == 0 && destinationTileForMove != enemy.GetCurTileForMove())
            {
                break;
            }
        }

        SetDestinationTowardEnemy();
        curState = State.PathFinding;
    }