Example #1
0
    //Collision
    public void ProcessCollision(Collider2D other)
    {
        if (!totaled)
        {
            //Process rowball
            if (other.gameObject.layer == module.rowballLayer)
            {
                Rowball      rowball = other.GetComponent <Rowball>();
                RowballState state   = GetRowballState(rowball);

                if (state == RowballState.Kill)
                {
                    //Process
                    totaled          = true;
                    effector.enabled = false;
                    bounds.enabled   = false;
                    collisionBounds.gameObject.SetActive(false);
                    //Drop rowball if carrying one
                    Vector2 relativeVelocity = rowball.RelativeVelocity(velocity);
                    if (hasRowball)
                    {
                        Rowball r = SpawnRowball();
                        r.AddImpulse(relativeVelocity * module.rowballDropFactor);
                    }

                    //Break closest point
                    float minDistance = size * 2;           //Arbitrary number, should always be larger
                    Point targetPoint = null;
                    foreach (Vertex v in edge)
                    {
                        Point p = vertexPoint(v); float distance;
                        if (p != null)
                        {
                            distance = Vector2.Distance(p.position, rowball.position);
                            if (distance < minDistance)
                            {
                                minDistance = distance;
                                targetPoint = p;
                            }
                        }
                    }
                    center.RemoveLink(targetPoint);
                    targetPoint.RemoveLinks();
                    //Random destruction and force
                    for (int i = 0; i < center.linkCount; ++i)
                    {
                        if (Random.Range(0f, 1f) > (1 - module.frameworkDestroyChance))
                        {
                            center.RemoveLink(i);                                                                      //Framework
                        }
                    }
                    foreach (Point p in points)
                    {
                        if (p != null)
                        {
                            if (p != center && Random.Range(0f, 1f) > (1 - module.edgeDestroyChance))
                            {
                                p.RemoveLinks();                                                                          //Edge
                            }
                            //Force (no else, in order to process dummy links)
                            p.AddImpulse(relativeVelocity * Random.Range(module.minDestroyForce, module.maxDestroyForce));
                        }
                    }
                }
            }

            //Ramming (stealing)
            if (other.gameObject.layer == module.pointLayer)
            {
                Point p = other.GetComponent <Point>();
                if (p.handler != null && p.handler.GetComponent <ShipRevamped>() != null)
                {
                    ShipRevamped s = p.handler.GetComponent <ShipRevamped>();
                    Vector2      relativeVelocity = center.velocity - s.center.velocity;
                    //Check if relative velocity is above threshold and stealer is moving faster
                    if (relativeVelocity.magnitude > module.stealSpeed && s.center.velocity.magnitude > center.velocity.magnitude)
                    {
                        Pass(s);
                    }
                }
            }
        }
    }
Example #2
0
    public void ProcessCollision(Collider2D other)
    {
        if (!totaled)
        {
            //Process rowball
            if (other.gameObject.layer == module.rowballLayer)
            {
                Rowball      rowball = other.GetComponent <Rowball>();
                RowballState state   = GetRowballState(rowball);

                //
                float comparator = 2 * shipModule.volleyWidth - 1;

                for (float x = -1; x <= 1; x += 0.3f)
                {
                    for (float y = -1; y <= 1; y += 0.3f)
                    {
                        Vector2 v  = new Vector2(x, y).normalized;
                        float   d0 = Vector2.Dot(aiming.normalized, v);
                        float   d1 = Vector2.Dot(rowball.velocity.normalized, v);
                        Debug.DrawRay(position, -v * 32, (d0 < comparator) ? Color.green : Color.red, 4);
                        if (d1 < comparator)
                        {
                            Debug.DrawRay(position, v * 16, Color.blue, 4);
                        }
                    }
                }

                //if (volley && rowball.shooter != null && rowball.level > 1)
                //{
                //    float dotProduct = Vector2.Dot(rowball.velocity.normalized, aiming.normalized);
                //    if (dotProduct < comparator)
                //    {
                //        rowball.velocity = (new Vector2(-1 * shipModule.volleySpeed * rowball.velocity.x, -1 * shipModule.volleySpeed * rowball.velocity.y));
                //        rowball.shooter = this.gameObject; //Update shooter on volley

                //        InterfaceManager.CreateTextEffect(
                //            "VOLLEY",
                //            position + new Vector2(Random.Range(size, size * 2), Random.Range(size, size * 2)),
                //            color, 0.3f //Magic number
                //        );
                //        PlayerManager.GetPlayer(this).volleys++;

                //        //Hardcoded for now
                //        return;
                //    }
                //}

                if (state == RowballState.Kill)
                {
                    if (!rowball.clearedShot && rowball.shooter == this)
                    {
                        //Debug.Log("Rowball hasn't cleared shot!");
                        return;
                    }
                    // Only allow kills when game is in active state (not in ready/end state)
                    if (GameManager.instance.roundState != GameManager.RoundState.PLAYING)
                    {
                        return;
                    }
                    //Process
                    Debug.Log("Player totaled");
                    this.totaled     = true;
                    effector.enabled = false;
                    bounds.enabled   = false;
                    collisionBounds.gameObject.SetActive(false);

                    //Drop rowball if carrying one
                    Vector2 relativeVelocity = rowball.RelativeVelocity(velocity);
                    if (hasRowball)
                    {
                        Rowball r = ObjectManager.AddRowball(this.position, Color.white);;
                        r.AddImpulse(relativeVelocity * module.rowballDropFactor);
                        hasRowball = false;
                    }

                    //Break closest point
                    float minDistance = size * 2; //Arbitrary number, should always be larger
                    Point targetPoint = null;
                    foreach (Vertex v in edge)
                    {
                        Point p = vertexPoint(v); float distance;
                        if (p != null)
                        {
                            distance = Vector2.Distance(p.position, rowball.position);
                            if (distance < minDistance)
                            {
                                minDistance = distance;
                                targetPoint = p;
                            }
                        }
                    }
                    if (targetPoint != null)
                    {
                        center.RemoveLink(targetPoint);
                        targetPoint.RemoveLinks();
                    }
                    //Random destruction and force
                    for (int i = 0; i < center.linkCount; ++i)
                    {
                        if (Random.Range(0f, 1f) > (1 - module.frameworkDestroyChance))
                        {
                            center.RemoveLink(i);                                                             //Framework
                        }
                    }
                    foreach (Point p in points)
                    {
                        if (p != null && p != center)
                        {
                            if (Random.Range(0f, 1f) > (1 - module.edgeDestroyChance))
                            {
                                p.RemoveLinks();                                                        //Edge
                            }
                            //Force (no else, in order to process dummy links)
                            Vector2 explosionDirection = (relativeVelocity.normalized + (p.position - position).normalized) * 0.5f;
                            p.AddImpulse(explosionDirection * Random.Range(module.minDestroyForce, module.maxDestroyForce));
                        }
                    }

                    //Event
                    Debug.Log("Player killed");
                    Observer.OnKill.Invoke(this, rowball);
                }
                else
                {//if(state==RowballState.Pickup){
                    if (!hasRowball && Time.time - cannon.lastFireTime > cannon.cooldownTime)
                    {
                        //Process pickup
                        //InitSpritePosition(rowball.position);
                        hasRowball = true;
                        Destroy(rowball.gameObject);
                    }
                    else if (rowball.shooter == null || rowball.clearedShot)
                    {
                        rowball.velocity = new Vector2(this.velocity.x * 2, this.velocity.y * 2); //Magic numbers
                    }
                }
            }

            //Ramming (force-fire and stealing)
            if (other.gameObject.layer == module.pointLayer)
            {
                Point p = other.GetComponent <Point>();
                if (p.handler != null && p.handler.GetComponent <ShipRevamped>() != null)
                {
                    ShipRevamped s = p.handler.GetComponent <ShipRevamped>();
                    Vector2      relativeVelocity = center.velocity - s.center.velocity;
                    //Check if relative velocity is above threshold and stealer is moving faster
                    if (hasRowball && relativeVelocity.magnitude > module.stealSpeed && s.center.velocity.magnitude > center.velocity.magnitude)
                    {
                        string stealString = "BUMP";
                        if (!s.hasRowball)
                        {
                            Pass(s);
                            stealString = "STEAL";
                            PlayerManager.GetPlayer(this).steals++;
                        }
                        //else this.cannon.Fire(0.1f);
                        InterfaceManager.CreateTextEffect(
                            stealString,
                            position + new Vector2(Random.Range(size, size * 2), Random.Range(size, size * 2)),
                            s.color, 0.3f //Magic number
                            );
                    }
                    //Ramming
                    if (s.center.velocity.magnitude > center.velocity.magnitude &&
                        Vector2.Dot(relativeVelocity.normalized, (s.center.position - center.position).normalized) > 0
                        )
                    {
                        AddImpulseAtPoint(-relativeVelocity * module.ramMultiplier, p.position, module.ramScale);
                    }
                }
            }
        }
    }