Example #1
0
 public RootAnimationAITestObject(IInteractiveGameObject interactiveGameObject, RootAnimationAITestObjectInitializerData RootAnimationAITestObjectInitializerData)
 {
     this.RootAnimationAITestObjectInitializerData = RootAnimationAITestObjectInitializerData;
     interactiveGameObject.CreateAgent(this.RootAnimationAITestObjectInitializerData.AIAgentDefinition);
     interactiveGameObject.CreateLogicCollider(this.RootAnimationAITestObjectInitializerData.InteractiveObjectLogicCollider);
     base.BaseInit(interactiveGameObject);
 }
Example #2
0
 public AggressiveAIObject(IInteractiveGameObject interactiveGameObject, AggressiveObjectInitializerData AIInteractiveObjectInitializerData)
 {
     this.AggressiveObjectInitializerData = AIInteractiveObjectInitializerData;
     interactiveGameObject.CreateLogicCollider(AIInteractiveObjectInitializerData.InteractiveObjectLogicCollider);
     interactiveGameObject.CreateAgent(AIInteractiveObjectInitializerData.AIAgentDefinition);
     base.BaseInit(interactiveGameObject, true);
 }
Example #3
0
        public SoliderEnemy(IInteractiveGameObject parent, SoliderEnemyDefinition SoliderEnemyDefinition)
        {
            var mainCamera = Camera.main;

            parent.CreateLogicCollider(SoliderEnemyDefinition.InteractiveObjectBoxLogicColliderDefinition);
            parent.CreateAgent(SoliderEnemyDefinition.AIAgentDefinition);
            this.interactiveObjectTag = new InteractiveObjectTag()
            {
                IsTakingDamage = true
            };
            BaseInit(parent);
            this.InteractiveObjectActionPlayerSystem = new InteractiveObjectActionPlayerSystem(this);
            this.HealthSystem = new HealthSystem(this, SoliderEnemyDefinition.HealthSystemDefinition, this.OnHealthChanged);
            this._stunningDamageDealerReceiverSystem = new StunningDamageDealerReceiverSystem(SoliderEnemyDefinition.stunningDamageDealerReceiverSystemDefinition, this.HealthSystem, this.OnStunningDamageDealingStarted, this.OnStunningDamageDealingEnded);
            this.WeaponHandlingSystem = new WeaponHandlingSystem(this,
                                                                 new WeaponHandlingSystemInitializationData(this, SoliderEnemyDefinition.WeaponHandlingSystemDefinition.WeaponHandlingFirePointOriginLocalDefinition,
                                                                                                            SoliderEnemyDefinition.WeaponHandlingSystemDefinition.WeaponDefinition));
            this.FiringTargetPositionSystem        = new FiringTargetPositionSystem(SoliderEnemyDefinition.FiringTargetPositionSystemDefinition);
            this.ObjectMovementSpeedSystem         = new ObjectMovementSpeedSystem(this, SoliderEnemyDefinition.AITransformMoveManagerComponentV3, new UnConstrainedObjectSpeedAttenuationValueSystem(AIMovementSpeedAttenuationFactor.RUN), ObjectSpeedCalculationType.AGENT);
            this.AIMoveToDestinationSystem         = new AIMoveToDestinationSystem(this, SoliderEnemyDefinition.AITransformMoveManagerComponentV3, this.OnAIDestinationReached);
            this.SoliderEnemyAnimationStateManager = new SoliderEnemyAnimationStateManager(this.AnimationController, SoliderEnemyDefinition.LocomotionAnimation, SoliderEnemyDefinition.SoldierAnimationSystemDefinition);
            this._soldierStateBehavior             = new SoldierStateBehavior();

            this.SightObjectSystem = new SightObjectSystem(this, SoliderEnemyDefinition.SightObjectSystemDefinition, tag => tag.IsPlayer || tag.IsGivingHealth,
                                                           this._soldierStateBehavior.OnInteractiveObjectJustOnSight, null, this._soldierStateBehavior.OnInteractiveObjectJustOutOfSight);

            Profiler.BeginSample("SoliderEnemy : Memory test");
            this.SightVisualFeedbackSystemPtr = SightVisualFeedbackSystemPointer.Allocate();
            this.SightVisualFeedbackSystemPtr.Ref()->Initialize(SoliderEnemyDefinition.SightVisualFeedbackSystemDefinition, this, mainCamera);
            this.SightVisualFeedbackStateBehavior = new SightVisualFeedbackStateBehavior(this.SightVisualFeedbackSystemPtr);
            Profiler.EndSample();

            this._soldierStateBehavior.Init(this, SoliderEnemyDefinition.SoldierAIBehaviorDefinition,
                                            new SoldierAIBehaviorExternalCallbacksV2()
            {
                SetAIAgentDestinationAction          = this.SetDestination,
                SetAIAgentDestinationAction_NoReturn = (IAgentMovementCalculationStrategy => this.SetDestination(IAgentMovementCalculationStrategy)),
                SetAIAgentSpeedAttenuationAction     = this.SetAISpeedAttenuationFactor,
                ClearAIAgentPathAction = this.AIMoveToDestinationSystem.ClearPath,
                AskToFireAFiredprojectile_WithWorldDirection_Action = this.FireProjectileAction_Start,
                GetWeaponFirePointOriginLocalDefinitionAction       = () => SoliderEnemyDefinition.WeaponHandlingSystemDefinition.WeaponHandlingFirePointOriginLocalDefinition,
                OnShootingAtPlayerStartAction = this.OnShootingAtPlayerStart,
                OnShootingAtPlayerEndAction   = this.OnShootingAtPlayerEnd,
                GetIWeaponHandlingSystem_DataRetrievalAction = this.WeaponHandlingSystem,
                OnMoveTowardsPlayerStartedAction             = (CoreInteractiveObject MovingTowardsObject) => this.SightVisualFeedbackStateBehavior.SetSightVisualFeedbackState(SightVisualFeedbackState.DANGER),
                OnMoveTowardsPlayerEndedAction              = () => this.SightVisualFeedbackStateBehavior.SetSightVisualFeedbackState(SightVisualFeedbackState.NONE),
                OnMoveAroundPlayerStartedAction             = (Vector3 LockedWorldPosition) => this.SightVisualFeedbackStateBehavior.SetSightVisualFeedbackState(SightVisualFeedbackState.WARNING),
                OnMoveAroundPlayerEndedAction               = () => this.SightVisualFeedbackStateBehavior.SetSightVisualFeedbackState(SightVisualFeedbackState.NONE),
                OnMoveToLastSeenPlayerPositionStartedAction = (Vector3 LockedWorldPosition) => this.SightVisualFeedbackStateBehavior.SetSightVisualFeedbackState(SightVisualFeedbackState.WARNING),
                OnMoveToLastSeenPlayerPositionEndedAction   = () => this.SightVisualFeedbackStateBehavior.SetSightVisualFeedbackState(SightVisualFeedbackState.NONE)
            });
        }
Example #4
0
        public HealthGlobeInteractiveObject(HealthGlobeInteractiveObjectDefinitionStruct healthGlobeInteractiveObjectDefinitionStruct,
                                            IInteractiveGameObject interactiveGameObject, BeziersControlPointsBuildInput BeziersControlPointsBuildInput, bool IsUpdatedInMainManager = true)
        {
            this.HealthGlobeInteractiveObjectDefinitionStruct = healthGlobeInteractiveObjectDefinitionStruct;
            this.interactiveObjectTag = new InteractiveObjectTag()
            {
                IsGivingHealth = true
            };

            interactiveGameObject.CreateLogicCollider(healthGlobeInteractiveObjectDefinitionStruct.InteractiveObjectSphereLogicColliderDefinitionStruct);

            base.BaseInit(interactiveGameObject, IsUpdatedInMainManager);

            this.SpawnBeziersMovementSystem = new BeziersMovementSystem(BeziersControlPointsBuildInput, this.OnHealthGlobeSpawnBeziersMovementEnded);
            this.SpawnBeziersMovementSystem.StartBeziersMovement();
        }
Example #5
0
        public FiredProjectile(IInteractiveGameObject parent, FiredProjectileDefinition FiredProjectileDefinition, CoreInteractiveObject weaponHolder)
        {
            this.FiredProjectileDefinition = FiredProjectileDefinition;
            this.interactiveObjectTag = new InteractiveObjectTag() { IsDealingDamage = true };

            parent.CreateLogicCollider(BuildBoxColliderDefinition(FiredProjectileDefinition));
            this.BaseInit(parent, true);

            this.ProjectileWeaponHoldingSystem = new ProjectileWeaponHoldingSystem(weaponHolder);
            this.FiredProjectileMovementSystem = new FiredProjectileMovementSystem(FiredProjectileDefinition, this);
            this._damageDealerEmitterSystem = new DamageDealerEmitterSystem(this, FiredProjectileDefinition.damageDealerEmitterSystemDefinition,
                TriggerSelectionGuard: (InteractiveObjectPhysicsTriggerInfo) => FiredProjectileHasTriggerEnter_DealsDamage_And_MustBeDestroyed(InteractiveObjectPhysicsTriggerInfo.OtherInteractiveObject, this.ProjectileWeaponHoldingSystem.GetWeaponHolder()),
                OnDamageDealtToOtherAction: null);
            this.RegisterInteractiveObjectPhysicsEventListener(new InteractiveObjectPhysicsEventListenerDelegated(
                (InteractiveObjectPhysicsTriggerInfo) => FiredProjectileHasTriggerEnter_DealsDamage_And_MustBeDestroyed(InteractiveObjectPhysicsTriggerInfo.OtherInteractiveObject, this.ProjectileWeaponHoldingSystem.GetWeaponHolder()),
                this.OnObstacleTriggerEnter));
        }
Example #6
0
 public TestAttractiveObject(IInteractiveGameObject interactiveGameObject, TestAttractiveObjectInitializerData InteractiveObjectInitializerData)
 {
     this.TestAttractiveObjectInitializerData = InteractiveObjectInitializerData;
     interactiveGameObject.CreateLogicCollider(this.TestAttractiveObjectInitializerData.InteractiveObjectLogicCollider);
     base.BaseInit(interactiveGameObject, true);
 }