Example #1
0
 void Hanging()
 {
     if (CheckMovement())
     {
         var centerPosition = transform.position + (currentDirection * -.25f) + (Vector3.down * .25f);
         if (targetDirection == currentDirection)
         {
             if ((CubeManager.Instance.getCube(centerPosition + targetDirection + Vector3.up) == null) && (CubeManager.Instance.getCube(centerPosition + Vector3.up) == null))
             {
                 targetPosition = centerPosition + targetDirection + Vector3.up;
                 knightState    = KnightState.ClimbingUp;
             }
         }
         else if (targetDirection != (currentDirection * -1))
         {
             if (CubeManager.Instance.getCube(centerPosition + targetDirection) != null)
             {
                 targetPosition   = transform.position + (currentDirection * -.25f) + (targetDirection * .25f);
                 currentDirection = targetDirection;
                 knightState      = KnightState.ClimbingDiagonal;
             }
             else if (CubeManager.Instance.getCube(centerPosition + targetDirection + currentDirection) != null)
             {
                 targetPosition = transform.position + targetDirection;
                 knightState    = KnightState.ClimbingAcross;
             }
             else
             {
                 targetPosition   = transform.position + (currentDirection * .75f) + (targetDirection * .75f);
                 currentDirection = -targetDirection;
                 knightState      = KnightState.ClimbingCorner;
             }
         }
     }
 }
Example #2
0
    void ClimbingDiagonal()
    {
        Vector3 compareVector1 = Vector3.Scale(targetPosition, targetDirection);
        Vector3 compareVector2 = Vector3.Scale(transform.position, targetDirection);

        if (Vector3.Distance(compareVector1, compareVector2) > 0.01f)
        {
            transform.position += targetDirection * .05f;
        }
        else
        {
            transform.position -= compareVector2;
            transform.position += compareVector1;

            float diff = Vector3.Distance(targetPosition, transform.position);
            if (Vector3.Distance(targetPosition, transform.position) > 0.01f)
            {
                Vector3 compareVector3 = Vector3.Normalize(targetPosition - transform.position);
                transform.position += compareVector3 * .05f;
            }
            else
            {
                transform.position = targetPosition;
                knightState        = KnightState.Hanging;
            }
        }
    }
Example #3
0
    void JumpingDown()
    {
        Vector3 verticalVector1 = Vector3.Scale(targetDirection, transform.position);

        verticalVector1.y = targetPosition.y;

        Vector3 verticalVector2 = Vector3.Scale(targetDirection, targetPosition);

        verticalVector2.y = targetPosition.y;

        if (Vector3.Distance(verticalVector1, verticalVector2) >= .5f)
        {
            transform.position += (Vector3.up * .05f);
            transform.position += (targetDirection * .1f);
        }
        else if (Vector3.Distance(verticalVector1, verticalVector2) > .01f)
        {
            transform.position += (Vector3.down * .2f);
            transform.position += (targetDirection * .1f);
        }
        else
        {
            transform.position = targetPosition;
            knightState        = KnightState.Idle;
        }
    }
Example #4
0
 void HoldingBlock()
 {
     if (Input.GetKeyUp(KeyCode.Space))
     {
         heldCube            = null;
         transform.position -= currentDirection * .25f;
         knightState         = KnightState.Idle;
     }
     else if (CheckMovement())
     {
         if (currentDirection == targetDirection)
         {
             heldCube.SendMessage("SetHeldCube", targetDirection);
             targetPosition = targetDirection + transform.position;
             knightState    = KnightState.Pulling;
         }
         else if (currentDirection == -targetDirection)
         {
             if (CubeManager.Instance.getCube(heldCube.transform.position + (targetDirection * 2)) == null)
             {
                 heldCube.SendMessage("SetTargetPosition", heldCube.transform.position + targetDirection);
                 targetPosition = targetDirection + transform.position;
                 knightState    = KnightState.Pulling;
             }
         }
     }
 }
Example #5
0
 void Pausing()
 {
     if (Time.time >= timeToUnpause)
     {
         knightState = KnightState.Idle;
     }
 }
Example #6
0
 // Start is called before the first frame update
 void Start()
 {
     hitPoint           = MaxHitPoint;
     instantSkillEffect = null;
     //myState = KnightState.AutoAttacking;
     //skill = KnightSkill.RangeSmash;
     myState = KnightState.SkillChaging;
     skill   = KnightSkill.Dunut;
 }
 public void ChangeState(KnightState state)
 {
     if (currentState != KnightState.None)
     {
         stateMachine[currentState].Quit();
     }
     stateMachine[state].Setup();
     currentState = state;
 }
Example #8
0
    //BattleCon - MonsterSetting()에서 호출됨.
    public void SetData(KnightState _ks, int n)
    {
        ks = _ks;

        skin.SetData(ks.k);
        isKnight = true;
        UpdateText();
        TurnEnd();
        index = n;
    }
Example #9
0
    void ClimbingAcross()
    {
        transform.position += (targetDirection * .1f);

        if (Vector3.Distance(transform.position, targetPosition) <= 0.01f)
        {
            transform.position = targetPosition;
            knightState        = KnightState.Hanging;
        }
    }
Example #10
0
    void Falling()
    {
        transform.position += Vector3.down * .1f;

        Vector3 checkVector = transform.position + (currentDirection * .75f) + (Vector3.down * .25f);

        if (CubeManager.Instance.getCube(checkVector) != null)
        {
            knightState = KnightState.Hanging;
        }
    }
Example #11
0
    //XML LOAD에서 사용됨.
    public void Load()
    {
        knightStates = new KnightState[k.Length];

        for (int i = 0; i < k.Length; i++)
        {
            Knight knight = UnitData.Instance.knights[k[i]];
            knight.teaming  = true;
            knightStates[i] = new KnightState(knight);
        }
    }
Example #12
0
    public void SetData(Form _form, KnightState _ks, SkillInfo _skillInfo)
    {
        form = _form;
        //기본정보
        ks = _ks;

        //스킬정보
        skillInfo           = _skillInfo;
        skillIconImg.sprite = skillInfo.img;

        nameText.text = skillInfo.name;
    }
Example #13
0
    void Moving()
    {
        transform.position += (targetDirection * .1f);

        if (Vector3.Distance(transform.position, targetPosition) <= 0.01f)
        {
            transform.position = targetPosition;
            knightState        = KnightState.Idle;

            ContinueDirectionMove();
        }
    }
Example #14
0
    void SkillPlace()
    {
        if (skillPlaced)
        {
            bool attacked = skillPlaceComponent.DangerSkillAttacked("SkillChaging", "Skill");
            if (attacked)
            {
                myState = KnightState.AutoAttacking;
                Destroy(instantSkillEffect.gameObject);
                instantSkillEffect = null;
                skillPlaced        = false;
            }
        }
        else
        {
            skillPlaced = true;
            Quaternion effectQua = new Quaternion();
            effectQua          = Quaternion.Euler(new Vector3(-90, 0, 0));
            instantSkillEffect = Instantiate(chagingSkillEffect, transform.position, effectQua);
            instantSkillEffect.transform.parent = transform;

            GameObject ShotSkill = null;

            Vector3    targetPosition = new Vector3(0, 0, 0);
            Quaternion targetQua      = new Quaternion();
            switch (skill)
            {
            case (KnightSkill.RangeSmash):
                ShotSkill      = tripleSphereSkill;
                targetPosition = new Vector3(3.5f, 0, -12.0f);
                break;

            case (KnightSkill.Slash):
                ShotSkill      = crossSkill;
                targetPosition = transform.position;
                break;

            case (KnightSkill.Dunut):
                ShotSkill      = donut;
                targetPosition = transform.position;
                break;

            default:
                ShotSkill      = tripleSphereSkill;
                targetPosition = new Vector3(3.5f, 0, -12.0f);
                break;
            }

            skillPlaceComponent.SkillPlace(ShotSkill, targetPosition, "SkillChaging");
        }
    }
Example #15
0
    public void SetData(KnightState ks)
    {
        hp     = ks.k.hp;
        maxHp  = ks.k.maxHp;
        Power  = ks.k.power;
        Speed  = ks.k.speed;
        stress = ks.k.stress;
        uni    = ks.k.uni;

        LifeType = LifeType.K;

        powerMultiple = 1;
        speedMultiple = 1;
    }
Example #16
0
 void Idle()
 {
     if (Input.GetKey(KeyCode.Space))
     {
         heldCube = CubeManager.Instance.getCube(transform.position + currentDirection);
         if (heldCube != null)
         {
             transform.position += currentDirection * .25f;
             knightState         = KnightState.HoldingBlock;
         }
     }
     else if (CheckMovement())
     {
         targetPosition = targetDirection + transform.position;
         if (CubeManager.Instance.getCube(targetPosition) == null)
         {
             currentDirection = targetDirection;
             if (CubeManager.Instance.getCube(targetPosition + Vector3.down) == null)
             {
                 if (CubeManager.Instance.getCube(targetPosition + (Vector3.down * 2)) != null)
                 {
                     targetPosition += Vector3.down;
                     knightState     = KnightState.JumpingDown;
                 }
                 else
                 {
                     currentDirection = -targetDirection;
                     targetPosition   = transform.position + (targetDirection * .75f) + (Vector3.down * .75f);
                     knightState      = KnightState.ClimbingDown;
                 }
             }
             else
             {
                 knightState = KnightState.Moving;
             }
         }
         else if (targetDirection != currentDirection)
         {
             currentDirection = targetDirection;
             knightState      = KnightState.Pausing;
             timeToUnpause    = Time.time + 0.1f;
         }
         else if (CubeManager.Instance.getCube(targetPosition + Vector3.up) == null)
         {
             targetPosition = transform.position + targetDirection + Vector3.up;
             knightState    = KnightState.JumpingUp;
         }
     }
 }
Example #17
0
    private void LoadBattleData()
    {
        //1-1 . 데이타 로드.
        //      -  몬스터 위치 지정은 그냥 순서대로 4명 씩 Load함.
        //      -  모든 기사와 몬스터의 요소를 Thing(ArrayList)에 집어넣음
        dp          = EventData.Instance.battle_dp;
        knightCount = dp.p.k.Length;

        int cnt = dp.p.k.Length;

        thing.Clear();
        for (int i = 0; i < cnt; i++)
        {
            KnightState ks = dp.p.knightStates[i];

            if (ks.s.Hp > 0)
            {
                thing.Add(ks.s);
                kps[i].SetData(ks, i);
                ks.s.SetBKP(kps[i]);
                thingTarget.Add(i);
            }
        }
        for (int i = cnt; i < 4; i++)
        {
            kps[i].gameObject.SetActive(false);
        }
        //1-1-2 스킬 폼을 세팅해줌.
        ColController.Instance.SetForm();

        //1-1-3 dp(Battle)에서 m은 int로 저장되있다. monsterArr를 생성해 직접 Monster를 삽입한다.
        int size = dp.m.Length;

        Monster[] monsterArr = new Monster[size];
        for (int i = 0; i < size; i++)
        {
            monsterArr[i] = MonsterData.Instance.monsters[dp.m[i]];
        }
        foreach (Monster m in monsterArr)
        {
            monsterList.Add(m);
        }

        //1-2 . 던전에 따른 세팅 (데코part)

        //---------- 필드 세팅 완료 -----------
        //1-3. 전투 턴, 페이즈 초기화 및 전투개시.
        State = BattleState.로드;
    }
Example #18
0
 void ContinueDirectionMove()
 {
     if (CheckMovement())
     {
         targetPosition = targetDirection + transform.position;
         if ((CubeManager.Instance.getCube(targetPosition) == null) && (CubeManager.Instance.getCube(targetPosition + Vector3.down) != null))
         {
             knightState = KnightState.Moving;
         }
         else if (CubeManager.Instance.getCube(targetPosition) != null)
         {
             currentDirection = targetDirection;
             knightState      = KnightState.Pausing;
             timeToUnpause    = Time.time + 0.1f;
         }
     }
 }
Example #19
0
    public Party(int _d, int[] _kNum, int _day, int _dayIndex)
    {
        dungeonNum = _d;

        int size = _kNum.Length;

        this.k       = new int[size];
        knightStates = new KnightState[size];
        for (int i = 0; i < size; i++)
        {
            this.k[i] = _kNum[i];

            Knight k = UnitData.Instance.knights[_kNum[i]];
            k.teaming       = true;
            knightStates[i] = new KnightState(k);
        }
        dayIndex   = _dayIndex;
        day        = DungeonData.Instance.day_Array[dayIndex];
        PrefaceDay = 0;
    }
Example #20
0
 void SkillChange()
 {
     timeLine++;
     if (timeLine == 1)
     {
         myState = KnightState.SkillChaging;
         skill   = KnightSkill.RangeSmash;
     }
     else if (timeLine == 1000)
     {
         myState = KnightState.SkillChaging;
         skill   = KnightSkill.Slash;
     }
     else if (timeLine == 1400)
     {
         myState = KnightState.SkillChaging;
         skill   = KnightSkill.Dunut;
     }
     else if (timeLine > 1800)
     {
         timeLine = 0;
     }
 }
Example #21
0
    void Pulling()
    {
        transform.position += (targetDirection * .1f);
        heldCube.SendMessage("UpdatePosition", targetDirection);

        if (Vector3.Distance(transform.position, targetPosition) <= 0.01f)
        {
            heldCube.SendMessage("SetEndPosition");
            transform.position = targetPosition;

            if (CubeManager.Instance.getCube(transform.position - (currentDirection * .25f) + Vector3.down) == null)
            {
                heldCube            = null;
                transform.position += (Vector3.up * .25f) - (currentDirection * .25f) - (targetDirection * .25f);
                currentDirection    = -targetDirection;
                knightState         = KnightState.Falling;
            }
            else
            {
                knightState = KnightState.HoldingBlock;
            }
        }
    }
Example #22
0
    void ClimbingUp()
    {
        Vector3 halfwayVector = transform.position;

        halfwayVector.y = targetPosition.y;

        if (Vector3.Distance(halfwayVector, transform.position) > 0.1f)
        {
            transform.position += (Vector3.up * .15f);
        }
        else
        {
            transform.position = halfwayVector;
            if (Vector3.Distance(targetPosition, transform.position) > 0.1f)
            {
                transform.position += (targetDirection * .15f);
            }
            else
            {
                transform.position = targetPosition;
                knightState        = KnightState.Idle;
            }
        }
    }
Example #23
0
    //3-2 [전투] 상태임.
    private void Battle()
    {
        //3-2-0 마지막 사람 종료시
        //      who는 sequence의 pivot임.
        if (who == sequence.Count)
        {
            //스피드 변경이 감지되면 순서 다시 정해줌.
            //아닐경우 해당 순서로 다시 진행.
            if (isSpeed)
            {
                SettingTurn();
            }
            else
            {
                Turn++;
                who   = 0;
                State = BattleState.전투;
            }
            return;
        }

        //전투 실행.(Player 행동결정)

        Debug.Log("  Battle() 실행");

        //알맞는 thing을 위해 몬스터의 경우, 부족한 기사 수만큼 피봇 수를 빼줌.
        int n = sequence[who];

        if (n >= 4)
        {
            n -= (4 - knightCount);
        }
        //3-2-1 기사 혹은 몬스터의 공격
        //      해당 턴이 기사일 경우, (사용자에게 입력받는) 해당 기사의 Skill셋으로 변경해줌.

        try
        {
            if (thing[n].LifeType == LifeType.K)
            {
                int         num = thingTarget[sequence[who]];
                KnightState ks  = kps[num].ks;
                kps[num].TurnStart();
                //스킬을 세팅해줌
                ColController.Instance.TurnStart(num);
            }
            else//일단 임시(테스트용)
            {
                if (mps[n - knightCount].s.alive == AliveType.죽음)
                {
                    StartCoroutine("NextTurn");
                    return;
                }
                int num = thingTarget[sequence[who]];
                mps[n - knightCount].MyTurn();
            }
        }
        catch (ArgumentOutOfRangeException ex)
        {
            Debug.Log("오류가 발생햇지만 넘어간당");
        }
    }
Example #24
0
    public void CheckDamage(Player p)
    {
        if (this.State == KnightState.INVULNERABLE || this.State == KnightState.DYING)
            return;

        if (p.shouldDamage && (p.State == Player.PlayerState.SWORD || p.State == Player.PlayerState.SWORD_TWO))
        {
            if (isColliding(p.swordCollision))
            {
                TakeDamage(p.GetPosition());
            }
        }
        else
        {
            if (p.invulnCount > 0)// || (p.StateCount > .01f && p.State == Player.PlayerState.JUMP))
                return;
            if (isColliding(p))
            {
                p.TakeDamage(this.GetPosition());
            }
        }

        switch (State)
        {
            case KnightState.IDLE:
            case KnightState.MOVING:
                switch (_direction)
                {
                    case Direction.RIGHT:
                    case Direction.LEFT:
                        if (this.y - attackSideDist < p.y && this.y + attackSideDist > p.y)
                            if (_direction == Direction.LEFT && this.x > p.x && this.x - attackDist < p.x)
                            {
                                FSoundManager.PlaySound("knightAttack");
                                State = KnightState.ATTACK_START;
                                PlayAnim(true);
                                attackTarget = p;
                            }
                            else if (_direction == Direction.RIGHT && this.x < p.x && this.x + attackDist > p.x)
                            {
                                FSoundManager.PlaySound("knightAttack");
                                State = KnightState.ATTACK_START;
                                PlayAnim(true);
                                attackTarget = p;
                            }
                        break;
                    case Direction.UP:
                    case Direction.DOWN:
                        if (this.x - attackSideDist < p.x && this.x + attackSideDist > p.x)
                            if (_direction == Direction.DOWN && this.y > p.y && this.y - attackDist < p.y)
                            {
                                FSoundManager.PlaySound("knightAttack");
                                State = KnightState.ATTACK_START;
                                PlayAnim(true);
                                attackTarget = p;
                            }
                            else if (_direction == Direction.UP && this.y < p.y && this.y + attackDist > p.y)
                            {
                                FSoundManager.PlaySound("knightAttack");
                                State = KnightState.ATTACK_START;
                                PlayAnim(true);
                                attackTarget = p;
                            }
                        break;
                }
                break;
            case KnightState.ATTACKING:
                if (RXRandom.Float() < .3f)
                    SpawnTrailParticles(_direction, 1);
                break;
        }
    }
Example #25
0
    public override void OnFixedUpdate()
    {
        if (C.isTransitioning)
            return;
        switch (State)
        {
            case KnightState.IDLE:
            case KnightState.MOVING:
                if (stateCount > minState)
                {
                    if (RXRandom.Float() < .3f)
                    {
                        switch (State)
                        {
                            case KnightState.IDLE:
                                if (RXRandom.Float() < .5f)
                                {
                                    //left or right
                                    if (RXRandom.Float() < .5f)
                                        xAcc = moveSpeed;
                                    else
                                        xAcc = -moveSpeed;
                                }
                                else
                                {
                                    //up or down
                                    if (RXRandom.Float() < .5f)
                                        yAcc = moveSpeed;
                                    else
                                        yAcc = -moveSpeed;
                                }
                                State = KnightState.MOVING;
                                break;
                            case KnightState.MOVING:
                                if (RXRandom.Float() < .3f)
                                {
                                    //stop
                                    State = KnightState.IDLE;
                                    PlayAnim(true);
                                    xAcc = 0;
                                    yAcc = 0;

                                }
                                else
                                {
                                    //Just turn
                                    if (RXRandom.Float() < .5f)
                                    {
                                        if (RXRandom.Float() < .5f)
                                            xAcc = moveSpeed;
                                        else
                                            xAcc = -moveSpeed;
                                        yAcc = 0;
                                    }
                                    else
                                    {
                                        if (RXRandom.Float() < .5f)
                                            yAcc = moveSpeed;
                                        else
                                            yAcc = -moveSpeed;
                                        xAcc = 0;
                                    }
                                    stateCount = 0;
                                }
                                break;
                        }

                    }
                }
                if (xAcc == 0)
                    xVel *= .8f;
                if (yAcc == 0)
                    yVel *= .8f;
                break;
            case KnightState.ATTACK_START:
                xAcc = 0;
                yAcc = 0;
                xVel = 0;
                yVel = 0;
                if (stateCount > attackDelay)
                {
                    State = KnightState.ATTACKING;
                    Vector2 diff = (attackTarget.GetPosition() - this.GetPosition()).normalized;
                    maxXVel = 100;
                    maxYVel = 100;
                    minYVel = -100;
                    xVel = diff.x * 6;
                    yVel = diff.y * 6;
                }
                break;
            case KnightState.ATTACKING:
                if (stateCount > attackTime * 1.4f)
                {
                    State = KnightState.IDLE;
                    if (changeDirAfterAttack)
                    {
                        switch (CurrentDirection)
                        {
                            case Direction.UP:
                                xAcc = RXRandom.Bool() ? moveSpeed : -moveSpeed;
                                yAcc = 0;
                                break;
                            case Direction.RIGHT:
                                xAcc = 0;
                                yAcc = RXRandom.Bool() ? moveSpeed : -moveSpeed;
                                break;
                            case Direction.DOWN:
                                xAcc = RXRandom.Bool() ? moveSpeed : -moveSpeed;
                                yAcc = 0;
                                break;
                            case Direction.LEFT:
                                changeDirAfterAttack = true;
                                xAcc = 0;
                                yAcc = RXRandom.Bool() ? moveSpeed : -moveSpeed;
                                break;
                        }
                        State = KnightState.MOVING;
                    }
                    changeDirAfterAttack = false;
                    resetMax();
                }
                this.xVel *= .9f;
                this.yVel *= .9f;
                switch (CurrentDirection)
                {
                    case Direction.UP:
                        if (hitUp)
                            changeDirAfterAttack = true;

                        break;
                    case Direction.RIGHT:
                        if (hitRight)
                            changeDirAfterAttack = true;

                        break;
                    case Direction.DOWN:
                        if (hitDown)
                            changeDirAfterAttack = true;

                        break;
                    case Direction.LEFT:
                        if (hitLeft)

                            changeDirAfterAttack = true;

                        break;
                }
                break;
            case KnightState.INVULNERABLE:

                if (RXRandom.Float() < .2f)
                    SpawnParticles(Direction.UP, 1);
                this.isVisible = stateCount * 100 % 10 < 5;
                if (stateCount > invulnerableCount)
                {
                    State = KnightState.IDLE;

                    resetMax();
                    this.isVisible = true;
                }
                this.xVel *= .9f;
                this.yVel *= .9f;
                break;
            case KnightState.DYING:
                if (RXRandom.Float() < .4f + .4f * stateCount)
                    SpawnParticles(Direction.UP, 1 + (int)stateCount);
                this.isVisible = stateCount * 100 % 10 < 5;
                if (stateCount > invulnerableCount)
                {
                    if (!String.IsNullOrEmpty(name))
                        C.Save.requiredEnemyKills.Add(this.name);
                    FSoundManager.PlaySound("enemyDie");
                    if (RXRandom.Float() < Knight.HEART_DROP_CHANCE)
                        world.addObject(new Heart(world, this.GetPosition()));
                    SpawnParticles(Direction.UP, 25);
                    world.removeObject(this);

                }
                this.xVel *= .9f;
                this.yVel *= .9f;
                break;
        }
        base.OnFixedUpdate();
        PlayAnim();
    }
Example #26
0
 public void TakeDamage(Vector2 pos)
 {
     FSoundManager.PlaySound("enemyHurt");
     Go.killAllTweensWithTarget(this);
     this.health--;
     if (health > 0)
         State = KnightState.INVULNERABLE;
     else
         State = KnightState.DYING;
     Vector2 dist = (this.GetPosition() - pos).normalized * 4;
     maxXVel = 50f;
     maxYVel = 50f;
     minYVel = -50f;
     xVel = dist.x;
     yVel = dist.y;
     xAcc = 0;
     yAcc = 0;
 }