Example #1
0
        public bool ShouldHandleWeaponChangesAndContinue(Player player)
        {
            if (player.HeldItem == null)
            {
                projectile.Kill();
                return(false);
            }

            if (weaponBinding == -1)
            {
                weaponBinding = player.HeldItem.type;
            }
            else
            {
                if (player.HeldItem.type != weaponBinding)
                {
                    // do a buttload of decay dust
                    for (var i = 0; i < DisperseDustQuantity; i++)
                    {
                        ProjectileUtil.DoChargeDust(GetChargeBallPosition(), DustType, DisperseDustFrequency, true, ChargeSize.ToVector2());
                    }
                    projectile.Kill();
                    return(false);
                }
            }
            // weapon's correct, keep doing what you're doing.
            return(true);
        }
Example #2
0
        public void ProcessKillRoutine(Player player)
        {
            projectile.timeLeft = 2;

            MyPlayer modPlayer = player.GetModPlayer <MyPlayer>();

            if (!modPlayer.IsMouseLeftHeld)
            {
                ProjectileUtil.StartKillRoutine(projectile);
            }

            if (IsDetached && FiringTime == 0)
            {
                DetachmentTimer++;
                TailDistance += BeamSpeed;
                Distance     -= BeamSpeed;
            }

            if (FiringTime > 0)
            {
                FiringTime--;
            }

            if (player.dead || DetachmentTimer >= BeamFadeOutTime || (DetachmentTimer > 0 && Distance <= 0))
            {
                projectile.Kill();
            }
        }
Example #3
0
 private void Update()
 {
     if (!_flying)
     {
         _velocityDisplay.text  = string.Format("Velocity: {0:f1}", _initialVelocity);
         _elevationDisplay.text = string.Format("Angle: {0:f1}", _elevation);
         var positions = ProjectileUtil.MakeTrajectory(_elevation, _initialVelocity, Physics.gravity.y);
         _trajectoryRenderer.positionCount = positions.Length;
         _trajectoryRenderer.SetPositions(positions);
     }
 }
Example #4
0
        public void KillBeam()
        {
            // set the cooldown
            CurrentFireTime = -InitialBeamCooldown;

            if (MyProjectile != null)
            {
                ProjectileUtil.StartKillRoutine(MyProjectile);
                MyProjectile = null;
            }
        }
Example #5
0
        public override bool PreAI()
        {
            // pre AI of the charge ball is responsible for telling us if the weapon has changed or the projectile should otherwise die

            bool isPassingPreAI = base.PreAI();

            if (!isPassingPreAI && MyProjectile != null)
            {
                ProjectileUtil.StartKillRoutine(MyProjectile);
            }
            return(isPassingPreAI);
        }
Example #6
0
 public override bool AltFunctionUse(Player player)
 {
     player.channel = true;
     if (Main.netMode != NetmodeID.MultiplayerClient || Main.myPlayer == player.whoAmI)
     {
         if (!ProjectileUtil.RecapturePlayerChargeBall(player, item.shoot))
         {
             int weaponDamage = item.damage;
             GetWeaponDamage(player, ref weaponDamage);
             var proj = Projectile.NewProjectileDirect(player.position, player.position, item.shoot, weaponDamage, item.knockBack, player.whoAmI);
             player.heldProj = proj.whoAmI;
         }
     }
     return(base.AltFunctionUse(player));
 }
    private void Update()
    {
        _velocityDisplay.text  = string.Format("Velocity: {0:f1}", _initialVelocity);
        _elevationDisplay.text = string.Format("Angle: {0:f1}", _elevation);

        if (!_flying)
        {
            if (ProjectileUtil.CalculateElevation(ref _elevation, _initialVelocity, _target))
            {
                var positions = ProjectileUtil.MakeTrajectoryToTarget(_elevation, _initialVelocity, _target.position, Physics.gravity.y);
                _trajectoryRenderer.positionCount = positions.Length;
                _trajectoryRenderer.SetPositions(positions);
            }
            else
            {
                _trajectoryRenderer.positionCount = 0;
            }
        }
    }
    public override void BeginToUse(Actor actorUsing, OnUsed <Actor> onUseBegin, OnUsed <Actor> onDynamicItemUsed)
    {
        //Casting projectile here
        this.actorUsing = actorUsing;
        onUseOver       = onDynamicItemUsed;

        actorFacingWhenFired = actorUsing.Facing;
        gameObjectInstanceId = actorUsing.gameObject.GetInstanceID();
        ownerId = actorUsing.ownerId;

        GameObject gToSpawn = Resources.Load(actorUsing.projectileThrownType.ToString()) as GameObject;

        if (gToSpawn == null)
        {
            Debug.LogError("gToSpawn is null");
            return;
        }
        liveProjectile = GridManager.InstantiateGameObject(gToSpawn).GetComponent <ProjectileUtil>();
        liveProjectile.transform.position = actorUsing.actorTransform.position;
        finalPos = actorUsing.actorTransform.position + (liveProjectile.projectileTileTravelDistance * GridManager.instance.GetFacingDirectionOffsetVector3(actorUsing.Facing));
        liveProjectile.Initialise(this);
    }
Example #9
0
        public override void PostAI()
        {
            projectile.netUpdate = true;
            player           = Main.player[projectile.owner];
            FinalChargeLimit = ChargeLimit + MyPlayer.ModPlayer(player).ChargeLimitAdd;
            if (!ChargeBall)
            {
                projectile.scale = projectile.scale + ChargeLevel;
            }

            if (BeamTrail && projectile.scale > 0 && SizeTimer > 0)
            {
                SizeTimer = 120;
                SizeTimer--;
                projectile.scale = (projectile.scale * SizeTimer / 120f);
            }
            if (ChargeBall)
            {
                if (MyPlayer.ModPlayer(player).IsKiDepleted())
                {
                    player.channel = false;
                }
                projectile.hide = true;

                if (projectile.timeLeft < 4)
                {
                    projectile.timeLeft = 10;
                }

                projectile.position.X = player.Center.X + (player.direction * 20 + xoffset) - 5;
                projectile.position.Y = player.Center.Y - 3 + yoffset;
                projectile.netUpdate2 = true;

                if (!player.channel && ChargeLevel < 1)
                {
                    projectile.Kill();
                }

                // if the player is channeling, increment the timer and apply some slowdown
                if (player.channel && projectile.active)
                {
                    ChargeTimer++;
                    ProjectileUtil.ApplyChannelingSlowdown(player);
                }

                //ChargeTimerMax -= MyPlayer.ModPlayer(player).chargeTimerMaxAdd;

                if (ChargeTimer > ChargeTimerMax && ChargeLevel < FinalChargeLimit)
                {
                    ChargeLevel += 1;
                    CombatText.NewText(new Rectangle((int)player.position.X, (int)player.position.Y, player.width, player.height), new Color(51, 204, 255), ChargeLevel, false, false);
                    ChargeTimer = 0;
                }
                if (DBZMOD.IsTickRateElapsed(2) && !MyPlayer.ModPlayer(player).IsKiDepleted())
                {
                    MyPlayer.ModPlayer(player).AddKi(-KiDrainRate, true, false);
                }
                for (int d = 0; d < 4; d++)
                {
                    float   angle    = Main.rand.NextFloat(360);
                    float   angleRad = MathHelper.ToRadians(angle);
                    Vector2 position = new Vector2((float)Math.Cos(angleRad), (float)Math.Sin(angleRad));

                    Dust tDust = Dust.NewDustDirect(projectile.position + (position * (10 + 2.0f * projectile.scale)), projectile.width, projectile.height, DustType, 0f, 0f, 213, default(Color), ballscale);
                    tDust.velocity  = Vector2.Normalize((projectile.position + (projectile.Size / 2)) - tDust.position) * 2;
                    tDust.noGravity = true;
                }
            }
        }
Example #10
0
        public override void AI()
        {
            Player player = Main.player[projectile.owner];

            if (!isInitialized)
            {
                HeldTime      = 1;
                isInitialized = true;
            }

            // cancel channeling if the projectile is maxed
            if (player.channel && projectile.scale > 2.5)
            {
                player.channel = false;
            }

            if (player.channel && HeldTime > 0)
            {
                projectile.scale = BASE_SCALE + SCALE_INCREASE * HeldTime;
                Vector2 projectileOffset = new Vector2(-projectile.width * 0.5f, -projectile.height * 0.5f);
                projectileOffset   += new Vector2(0, -(80 + projectile.scale * 115f));
                projectile.position = player.Center + projectileOffset;
                HeldTime++;

                projectile.netUpdate = true;

                //Rock effect
                projectile.ai[1]++;
                if (projectile.ai[1] % 7 == 0)
                {
                    Projectile.NewProjectile(projectile.Center.X + Main.rand.NextFloat(-500, 600), projectile.Center.Y + 1000, 0, -10, mod.ProjectileType("StoneBlockDestruction"), projectile.damage, 0f, projectile.owner);
                }
                Projectile.NewProjectile(projectile.Center.X + Main.rand.NextFloat(-500, 600), projectile.Center.Y + 1000, 0, -10, mod.ProjectileType("DirtBlockDestruction"), projectile.damage, 0f, projectile.owner);

                if (projectile.timeLeft < 399)
                {
                    projectile.timeLeft = 400;
                }

                projectile.netUpdate2 = true;

                MyPlayer.ModPlayer(player).AddKi(-2, true, false);
                ProjectileUtil.ApplyChannelingSlowdown(player);

                // depleted check, release the ball
                if (MyPlayer.ModPlayer(player).IsKiDepleted())
                {
                    player.channel = false;
                }
                int soundtimer = 0;
                soundtimer++;
                if (soundtimer > 120)
                {
                    SoundUtil.PlayCustomSound("Sounds/SuperNovaCharge", player, 0.6f);
                    soundtimer = 0;
                }
            }
            else if (HeldTime > 0)
            {
                HeldTime               = 0;
                projectile.timeLeft    = (int)Math.Ceiling(projectile.scale * 15) + 600;
                projectile.velocity    = Vector2.Normalize(Main.MouseWorld - player.Center) * 6;
                projectile.tileCollide = false;
                projectile.damage     *= (int)Math.Ceiling(projectile.scale * 3f);
                SoundUtil.PlayCustomSound("Sounds/SuperNovaThrow", player, 0.6f);
            }
        }
Example #11
0
        public void HandleChargingKi(Player player)
        {
            bool IsCharging = false;

            FinalChargeLimit = ChargeLimit + MyPlayer.ModPlayer(player).ChargeLimitAdd;

            // stop channeling if the player is out of ki
            if (MyPlayer.ModPlayer(player).IsKiDepleted())
            {
                player.channel = false;
            }

            // keep alive routine.
            if (projectile.timeLeft < 4)
            {
                projectile.timeLeft = 10;
            }

            MyPlayer modPlayer = MyPlayer.ModPlayer(player);

            // The energy in the projectile decays if the player stops channeling.
            if (!player.channel && !modPlayer.IsMouseRightHeld && !IsSustainingFire)
            {
                // kill the tracked charge sound if the player let go, immediately
                ChargeSoundSlotId = SoundUtil.KillTrackedSound(ChargeSoundSlotId);

                if (ChargeLevel > 0f)
                {
                    ChargeLevel = Math.Max(0, ChargeLevel - DecayRate());

                    // don't draw the ball when firing.
                    if (!IsSustainingFire)
                    {
                        ProjectileUtil.DoChargeDust(GetChargeBallPosition(), DustType, DecayDustFrequency, true, ChargeSize.ToVector2());
                    }
                }
                else
                {
                    // the charge level zeroed out, kill the projectile.
                    projectile.Kill();
                }
            }

            // charge the ball if the proper keys are held.
            // increment the charge timer if channeling and apply slowdown effect
            if (player.channel && projectile.active && modPlayer.IsMouseRightHeld && !IsSustainingFire)
            {
                // the player can hold the charge all they like once it's fully charged up. Currently this doesn't incur a movespeed debuff either.
                if (ChargeLevel < FinalChargeLimit && !modPlayer.IsKiDepleted())
                {
                    IsCharging = true;

                    // drain ki from the player when charging
                    if (DBZMOD.IsTickRateElapsed(CHARGE_KI_DRAIN_WINDOW))
                    {
                        MyPlayer.ModPlayer(player).AddKi(-ChargeKiDrainRate(), true, false);
                    }

                    // increase the charge
                    ChargeLevel = Math.Min(FinalChargeLimit, ChargeRate() + ChargeLevel);

                    // slow down the player while charging.
                    ProjectileUtil.ApplyChannelingSlowdown(player);

                    // shoot some dust into the ball to show it's charging, and to look cool.
                    if (!IsSustainingFire)
                    {
                        ProjectileUtil.DoChargeDust(GetChargeBallPosition(), DustType, ChargeDustFrequency, false, ChargeSize.ToVector2());
                    }
                }
            }

            // play the sound if the player just started charging and the audio is "off cooldown"
            if (!WasCharging && IsCharging && ChargeSoundCooldown == 0f)
            {
                if (!Main.dedServ)
                {
                    ChargeSoundSlotId = SoundUtil.PlayCustomSound(ChargeSoundKey, projectile.Center);
                }
                ChargeSoundCooldown = ChargeSoundDelay;
            }
            else
            {
                ChargeSoundCooldown = Math.Max(0f, ChargeSoundCooldown - 1);
            }

            // set the wasCharging flag for proper tracking
            WasCharging = IsCharging;
        }
Example #12
0
        // The AI of the projectile
        public override void AI()
        {
            Player player = Main.player[projectile.owner];

            ProcessKillRoutine(player);

            // stationary beams are instantaneously "detached", they behave weirdly.
            if (IsStationaryBeam && !IsDetached)
            {
                DetachmentTimer = 1;
            }

            // capture the current mouse vector, we're going to normalize movement prior to updating the charge ball location.
            if (projectile.owner == Main.myPlayer)
            {
                Vector2 mouseVector = Main.MouseWorld;

                if (OriginalMouseVector == Vector2.Zero)
                {
                    OriginalMouseVector = mouseVector;
                }

                if (IsStationaryBeam && OriginalMouseVector != Vector2.Zero)
                {
                    mouseVector = OriginalMouseVector;
                }

                Vector2 screenPosition = Main.screenPosition;

                if (OriginalScreenPosition == Vector2.Zero)
                {
                    OriginalScreenPosition = screenPosition;
                }

                if (IsStationaryBeam && OriginalScreenPosition != Vector2.Zero)
                {
                    screenPosition = OriginalScreenPosition;
                }

                if (OldMouseVector != Vector2.Zero && !IsStationaryBeam)
                {
                    Vector2 mouseMovementVector = (mouseVector - OldMouseVector) / RotationSlowness;
                    Vector2 screenChange        = screenPosition - OldScreenPosition;
                    mouseVector = OldMouseVector + mouseMovementVector + screenChange;
                }

                UpdateBeamTailLocationAndDirection(player, mouseVector);

                OldMouseVector = mouseVector;

                OldScreenPosition = screenPosition;
            }

            UpdateBeamPlayerItemUse(player);

            // handle whether the beam should be visible, and how visible.
            HandleBeamVisibility();

            // handle the distance routine
            // the difference between distance and tracked distance is that distance is the actual travel.
            // tracked distance is with collision, and resets distance if it's too high.
            Distance += BeamSpeed;
            float TrackedDistance;

            for (TrackedDistance = 0f; TrackedDistance <= MaxBeamDistance; TrackedDistance += BEAM_TILE_DISTANCE_GRADIENT)
            {
                Vector2 origin = TailPositionStart() + projectile.velocity * (TrackedDistance + HeadSize.Y - StepLength());

                if (!ProjectileUtil.CanHitLine(TailPositionStart(), origin))
                {
                    // changed to a while loop at a much finer gradient to smooth out beam transitions. Experimental.
                    TrackedDistance -= BEAM_TILE_DISTANCE_GRADIENT;
                    if (TrackedDistance <= 0)
                    {
                        TrackedDistance = 0;
                    }
                    break;
                }
            }

            // handle animation frames on animated beams
            if (IsBeamSegmentAnimated)
            {
                BeamSegmentAnimation += 8;
                if (BeamSegmentAnimation >= StepLength())
                {
                    BeamSegmentAnimation = 0;
                }
            }

            // if distance is about to be throttled, we're hitting something. Spawn some dust.
            if (Distance >= TrackedDistance)
            {
                var dustVector = TailPositionStart() + (TrackedDistance + HeadSize.Y - StepLength()) * projectile.velocity;
                ProjectileUtil.DoBeamCollisionDust(DustType, CollisionDustFrequency, projectile.velocity, dustVector);
            }

            // throttle distance by collision
            Distance = Math.Min(TrackedDistance, Distance);

            // shoot sweet sweet particles
            for (var i = 0; i < FireParticleDensity; i++)
            {
                ProjectileUtil.DoBeamDust(projectile.position, projectile.velocity, DustType, DustFrequency, Distance, TailHeldDistance, TailSize.ToVector2(), BeamSpeed);
            }

            // Handle the audio playing, note this positionally tracks at the head position end for effect.
            if (JustFired)
            {
                BeamSoundSlotId = SoundUtil.PlayCustomSound(BeamSoundKey, HeadPositionEnd());
            }

            JustFired = false;

            // Update tracked audio
            SoundUtil.UpdateTrackedSound(BeamSoundSlotId, HeadPositionEnd());

            //Add lights
            DelegateMethods.v3_1 = new Vector3(0.8f, 0.8f, 1f);
            Utils.PlotTileLine(projectile.Center, projectile.Center + projectile.velocity * (Distance - TailHeldDistance), BeamSize.Y, DelegateMethods.CastLight);
        }
        public override void AI()
        {
            Player player = Main.player[projectile.owner];

            if (!isInitialized)
            {
                HeldTime      = 1;
                isInitialized = true;
            }

            if (player.channel && HeldTime > 0)
            {
                projectile.scale    = BASE_SCALE + SCALE_INCREASE * HeldTime;
                projectile.position = player.Center + new Vector2(0, -40 - (projectile.scale * 17));
                HeldTime++;

                // reduced from 25.
                for (int d = 0; d < 15; d++)
                {
                    // loop hitch for variance.
                    if (Main.rand.NextFloat() < 0.3f)
                    {
                        continue;
                    }

                    float   angle    = Main.rand.NextFloat(360);
                    float   angleRad = MathHelper.ToRadians(angle);
                    Vector2 position = new Vector2((float)Math.Cos(angleRad), (float)Math.Sin(angleRad));

                    Dust tDust = Dust.NewDustDirect(projectile.position + (position * (20 + 12.5f * projectile.scale)), projectile.width, projectile.height, 230, 0f, 0f, 213, default(Color), 2.0f);
                    tDust.velocity  = Vector2.Normalize((projectile.position + (projectile.Size / 2)) - tDust.position) * 2;
                    tDust.noGravity = true;
                }

                //Rock effect
                if (DBZMOD.IsTickRateElapsed(10) && rocksFloating < MAX_ROCKS)
                {
                    // only some of the time, keeps it a little more varied.
                    if (Main.rand.NextFloat() < 0.6f)
                    {
                        rocksFloating++;
                        BaseFloatingDestructionProj.SpawnNewFloatingRock(player, projectile);
                    }
                }

                projectile.netUpdate = true;

                if (projectile.timeLeft < 399)
                {
                    projectile.timeLeft = 400;
                }

                MyPlayer.ModPlayer(player).AddKi(-5, true, false);
                ProjectileUtil.ApplyChannelingSlowdown(player);

                projectile.netUpdate2 = true;

                // depleted check, release the ball
                if (MyPlayer.ModPlayer(player).IsKiDepleted())
                {
                    player.channel = false;
                }
                int soundtimer = 0;
                soundtimer++;
                if (soundtimer > 120)
                {
                    SoundUtil.PlayCustomSound("Sounds/SpiritBombCharge", player, 0.5f);
                    soundtimer = 0;
                }
            }
            else if (HeldTime > 0)
            {
                HeldTime               = 0;
                projectile.timeLeft    = (int)Math.Ceiling(projectile.scale * 15) + 600;
                projectile.velocity    = Vector2.Normalize(Main.MouseWorld - player.Center) * 2.8f;
                projectile.tileCollide = false;
                projectile.damage     *= (int)projectile.scale / 2;
                SoundUtil.PlayCustomSound("Sounds/SpiritBombFire", player);
            }
        }
Example #14
0
        public override void AI()
        {
            Player player = Main.player[projectile.owner];

            if (!isInitialized)
            {
                HeldTime      = 1;
                isInitialized = true;
            }

            // cancel channeling if the projectile is maxed
            if (player.channel && projectile.scale > 3.0)
            {
                player.channel = false;
            }

            if (player.channel && HeldTime > 0)
            {
                projectile.scale = BASE_SCALE + SCALE_INCREASE * HeldTime;
                Vector2 projectileOffset = new Vector2(-projectile.width * 0.5f, -projectile.height * 0.5f);
                projectileOffset += new Vector2(0, -(80 + projectile.scale * 115f));
                Vector2 projectileOuter = new Vector2(projectile.scale * projectile.width, projectile.scale * projectile.height) / 2f;
                projectile.position = player.Center + projectileOffset;
                HeldTime++;

                for (int d = 0; d < 25; d++)
                {
                    float   angle        = Main.rand.NextFloat(360);
                    float   angleRad     = MathHelper.ToRadians(angle);
                    Vector2 dustPosition = new Vector2((float)Math.Cos(angleRad), (float)Math.Sin(angleRad));

                    Dust tDust = Dust.NewDustDirect(projectile.Center + (dustPosition * projectileOuter) + projectileOffset, projectile.width, projectile.height, 15, 0f, 0f, 213, default(Color), 2.0f);
                    tDust.velocity  = Vector2.Normalize((projectile.Center + projectile.Size / 2f) - tDust.position) * 2;
                    tDust.noGravity = true;
                }

                //Rock effect
                projectile.ai[1]++;
                if (projectile.ai[1] % 7 == 0)
                {
                    Projectile.NewProjectile(projectile.Center.X + Main.rand.NextFloat(-500, 600), projectile.Center.Y + 1000, 0, -10, mod.ProjectileType("StoneBlockDestruction"), projectile.damage, 0f, projectile.owner);
                }
                Projectile.NewProjectile(projectile.Center.X + Main.rand.NextFloat(-500, 600), projectile.Center.Y + 1000, 0, -10, mod.ProjectileType("DirtBlockDestruction"), projectile.damage, 0f, projectile.owner);


                projectile.netUpdate = true;

                if (projectile.timeLeft < 399)
                {
                    projectile.timeLeft = 400;
                }

                MyPlayer.ModPlayer(player).AddKi(-2, true, false);
                ProjectileUtil.ApplyChannelingSlowdown(player);

                projectile.netUpdate2 = true;

                // depleted check, release the ball
                if (MyPlayer.ModPlayer(player).IsKiDepleted())
                {
                    player.channel = false;
                }
            }
            else if (HeldTime > 0)
            {
                HeldTime               = 0;
                projectile.timeLeft    = (int)Math.Ceiling(projectile.scale * 15) + 600;
                projectile.velocity    = Vector2.Normalize(Main.MouseWorld - player.Center) * 6;
                projectile.tileCollide = false;
                projectile.damage     *= (int)Math.Ceiling(projectile.scale * 4f);
            }
        }