Example #1
0
    // Update is called once per frame
    void Update()
    {
        bool forward, back, left, right;

        forward = Input.GetKey(KeyCode.W);
        back    = Input.GetKey(KeyCode.S);
        left    = Input.GetKey(KeyCode.A);
        right   = Input.GetKey(KeyCode.D);

        Vector3 camRight   = Vector3.Cross(new Vector3(0, 1, 0), curentCamera.transform.forward).normalized;
        Vector3 camForward = -Vector3.Cross(new Vector3(0, 1, 0), camRight).normalized;

        Vector2 localClick = new Vector2();
        Camera  cam        = GameDirector.Director.currentCamera.GetComponent <Camera>();

        if (RectTransformUtility.RectangleContainsScreenPoint(Q, Input.mousePosition) && Input.GetMouseButtonDown(0))
        {
            Debug.Log("Q skill");
            foreach (GameObject enemy in GameDirector.Director.enemiesSpawned)
            {
                enemy.GetComponent <SlimeMovement>().stun(this.gameObject);
                LightningSegment.spawnLightningChain(this.gameObject, enemy, lightningLine);
                //Debug.Break();
            }
        }
        else if (RectTransformUtility.RectangleContainsScreenPoint(W, Input.mousePosition) && Input.GetMouseButtonDown(0))
        {
            Debug.Log("W skill");
        }
        else if (RectTransformUtility.RectangleContainsScreenPoint(E, Input.mousePosition) && Input.GetMouseButtonDown(0))
        {
            Debug.Log("E skill");
        }
        else if (RectTransformUtility.RectangleContainsScreenPoint(R, Input.mousePosition) && Input.GetMouseButtonDown(0))
        {
            Debug.Log("R skill");
            Instantiate(spookPrefab, this.transform);
            GameDirector.Director.mainLight.GetComponent <Light>().intensity = 0;
            Invoke("lightBackOn", 10);
        }
        else
        {
            RaycastHit retVal = new RaycastHit();
            Physics.Raycast(curentCamera.GetComponent <Camera>().ScreenPointToRay(Input.mousePosition), out retVal);
            Vector3       wantDir      = new Vector3();
            SlimeMovement attackTarget = null;

            if (retVal.collider != null)
            {
                SlimeMovement enemyHit = retVal.transform.gameObject.GetComponent <SlimeMovement>();
                if (enemyHit != null)
                {
                    wantDir = enemyHit.transform.position - this.transform.position;
                    if ((enemyHit.transform.position - this.transform.position).magnitude < attackRange && Input.GetMouseButtonDown(0))
                    {
                        attackTarget = enemyHit;
                    }
                }
                else
                {
                    wantDir = retVal.point + new Vector3(0, this.transform.position.y, 0) - this.transform.position;
                }
                wantDir = wantDir.normalized * moveSpeed;

                /*if (wantDir.magnitude > moveSpeed)
                 * {
                 *  wantDir = wantDir.normalized * moveSpeed;
                 * }
                 * else if (wantDir.magnitude < moveSpeed / 2)
                 * {
                 *  wantDir = wantDir.normalized * moveSpeed/2;
                 * }*/
                Debug.DrawRay(this.transform.position, wantDir, Color.cyan);
                if (Time.time - moveTime > 0 && Input.GetMouseButtonDown(0))
                {
                    float jump = Random.value > .7 ? moveSpeed : 0;
                    phys.velocity = new Vector3(wantDir.x, phys.velocity.y + jump, wantDir.z);
                    moveTime      = Time.time + moveDownTime;
                    //Debug.Log("moved!");
                }
            }

            if (attackTarget && Time.time - nextAttackTime > 0)
            {
                energy        += attack(attackTarget);
                nextAttackTime = Time.time + attackCoolDown;
            }
        }


        /*Vector3 newMove = new Vector3();
         * newMove.y = phys.velocity.y;
         * if (forward) newMove += moveSpeed*camForward;
         * if (back) newMove += -moveSpeed * camForward;
         * if (left) newMove += -moveSpeed * camRight;
         * if (right) newMove += moveSpeed * camRight;
         */

        //Debug.DrawRay(this.transform.position, camRight, Color.green);
        //Debug.DrawRay(this.transform.position, camForward, Color.red);



        //phys.velocity = newMove;
    }
Example #2
0
 private float attack(SlimeMovement enemy)
 {
     LightningSegment.spawnLightningChain(this.gameObject, enemy.gameObject, lightningLine);
     enemy.damage(1);
     return(1);
 }