Example #1
0
    public void ProjectileIntercepted(Projectile pr, RaycastHit2D hit)
    {
        // Called on both client and server.
        // Disable the projectile.
        // On server, this is authorative.
        // On client, this hides it, and could lead to visual desync. Oh well.


        // Ignore if not attached.
        if (!Attachment.IsAttached)
        {
            return;
        }

        // Do not shoot down our own projectiles!
        if (Attachment.ParentUnit.Faction == pr.Faction)
        {
            return;
        }

        pr.Disable(hit.point);

        // Play the shoot down effect, and spawn a shot down particle effect.
        PlayShootdownAnim(hit.point);

        var particle = Pool.Get(TempEffect.GetPrefab(TempEffects.DESTROYED_SPARKS).PoolableObject);

        particle.transform.position    = hit.point;
        particle.transform.eulerAngles = pr.transform.eulerAngles;
    }
    private void UnloadStaticAssets()
    {
        if (!LoadedStatic)
        {
            // Projectiles...
            ProjectileData.Unload();
            TempEffect.UnloadAll();
            Attachment.Unload();

            // Resources cleanup...
            Resources.UnloadUnusedAssets();

            LoadedStatic = false;
        }
    }
Example #3
0
    private void UnloadStaticAssets()
    {
        if (!LoadedStatic)
        {
            // Projectiles...
            ProjectileData.UnloadAll();
            TempEffect.UnloadAll();
            Item.UnloadAll();
            MeshGen.ClearCache();
            TileData.UnloadAll();

            // Resources cleanup...
            Resources.UnloadUnusedAssets();

            LoadedStatic = false;
        }
    }
Example #4
0
    private IEnumerator LoadStaticAssets()
    {
        if (!LoadedStatic)
        {
            LoadedStatic = false;

            List <KeyValuePair <string, Run> > actions = new List <KeyValuePair <string, Run> >();
            actions.Add(new KeyValuePair <string, Run>("Loading Items...", () => { Item.LoadAll(); }));
            actions.Add(new KeyValuePair <string, Run>("Loading Projectiles...", () => { ProjectileData.LoadAll(); }));
            actions.Add(new KeyValuePair <string, Run>("Loading Effects...", () => { TempEffect.LoadAll(); }));
            actions.Add(new KeyValuePair <string, Run>("Loading Tiles...", () => { TileData.LoadAll(); }));
            actions.Add(new KeyValuePair <string, Run>("Registering Items...", () => { Item.NetRegisterAll(); }));


            int total = actions.Count;

            System.Diagnostics.Stopwatch watch = new System.Diagnostics.Stopwatch();
            // Loop and execute...
            for (int i = 0; i < total; i++)
            {
                var pair = actions[i];
                // Execute...
                UI.Title      = pair.Key;
                UI.Percentage = i / total;
                yield return(null);

                watch.Restart();
                try
                {
                    pair.Value.Invoke();
                }
                catch (Exception e)
                {
                    Debug.LogError("Exception when loading on step #{0} - '{1}':\n{2}".Form(i, pair.Key, e));
                }
                watch.Stop();
                Debug.Log("'{0}' - Took {1} milliseconds.".Form(pair.Key, watch.ElapsedMilliseconds));
            }

            LoadedStatic = true;
            StartCoroutine(LoadScene());
        }
    }
Example #5
0
    private void UnloadStaticAssets()
    {
        if (!LoadedStatic)
        {
            // Unload all here.
            Item.UnloadAll();
            Projectile.UnloadAll();
            TempEffect.UnloadAll();
            Level.UnloadAll();

            // Resources cleanup...
            Resources.UnloadUnusedAssets();

            // Do some GC.
            System.GC.Collect();

            LoadedStatic = false;
        }
    }
    public void ProcessHit(RaycastHit2D hit, int penetration, DamageModel model)
    {
        // Can run on either server or client.

        // On server, deals damage, applies forces.
        if (isServer)
        {
            ProcessServerHit(hit, penetration, model);
        }

        // On clients, spawns hit effects and audio ect.
        // TODO apply hit effect and audio.

        // Apply hit effect.
        if (model != null)
        {
            if (model.ColliderPartMap.ContainsKey(hit.collider))
            {
                var hitEffect = model.ColliderPartMap[hit.collider].HitEffect;
                if (hitEffect != TempEffects.NONE)
                {
                    // Spawn hit effect.
                    var prefab = TempEffect.GetPrefab(hitEffect).PoolableObject;
                    var effect = Pool.Get(prefab);
                    if (effect != null)
                    {
                        effect.transform.position = hit.point;
                        float angle = Mathf.Atan2(hit.normal.y, hit.normal.x) * Mathf.Rad2Deg;
                        effect.transform.eulerAngles = new Vector3(0f, 0f, angle);
                    }
                    else
                    {
                        Debug.LogWarning("Tried to spawn effect for projectile hit, but the pool returned null!");
                    }
                }
            }
        }
    }
Example #7
0
    private void AddEffect(TempEffectType type, float duration, Vector3 pos, Vector3 dest, GameObject gameObject)
    {
        TempEffect te = new TempEffect(type, gameObject, duration, pos, dest);

        tempEffectList.Add(te);
    }
        private void AddEffect(TempEffectType type, float duration, Vector3 pos, Vector3 dest, GameObject gameObject)
        {
            TempEffect te = new TempEffect(type, gameObject, duration, pos, dest);

            tempEffectList.Add(te);
        }
Example #9
0
    public void RpcSpawnTempEffect(byte effect, Vector2 position, float angle)
    {
        TempEffects e = (TempEffects)effect;

        TempEffect.NetCallback(e, position, angle);
    }
Example #10
0
    public void ResolveCollisions(Vector2 currentPos, Vector2 predictedPos, float currentAngle, out Vector2 finalPos, out float finalAngle)
    {
        // Detect and solve collisions between current and future pos.
        Physics2D.queriesStartInColliders = false;
        int totalHits = Physics2D.LinecastNonAlloc(currentPos, predictedPos, hits, CollisionMask);

        if (totalHits > MAX_RAY_HITS)
        {
            Debug.LogWarning("Number of ray hits exceeded the processing capacity! Capacity is {0}, hit {1} colliders. Consider upping the MAX_RAY_HITS value in Projectile.cs.".Form(MAX_RAY_HITS, totalHits));
            totalHits = MAX_RAY_HITS;
        }

        for (int i = 0; i < totalHits; i++)
        {
            var hit = hits[i];

            // If it is a trigger, ignore.
            if (hit.collider.isTrigger)
            {
                continue;
            }

            // We hit something!
            ServerHit(hit);

            // For now, assume nothing can be penetrated through...
            // Check of we can bounce of this...
            if (bounceCount < Data.MaxBounces)
            {
                bounceCount++;
                Vector2 n = hit.normal;
                Vector2 b = Bearing;

                Vector2 newBearing = b - (2 * (Vector2.Dot(b, n)) * n);
                float   angle      = newBearing.ToAngle();

                bool  pos = Random.value >= 0.5f;
                float add = Random.Range(Mathf.Abs(Data.BounceAngleChange.x), Mathf.Abs(Data.BounceAngleChange.y));
                angle += add * (pos ? 1f : -1f);

                finalAngle = angle;
                finalPos   = hit.point;

                // Spawn a hit effect
                if (isServer)
                {
                    TempEffect.NetSpawn(TempEffects.HIT_SPARKS_SMALL, hit.point + hit.normal * 0.15f, hit.normal.ToAngle());
                }

                return;
            }

            // Just stop as soon as we hit something: destroy this object if on server.
            StopAll();

            // Spawn a hit effect.
            // Spawn a hit effect, on the server so it is authorative: if a client sees a hit effect, it is 'real'.
            if (isServer)
            {
                TempEffect.NetSpawn(TempEffects.HIT_SPARKS, hit.point + hit.normal * 0.15f, hit.normal.ToAngle());
            }

            // Break out of the method.
            finalPos   = hit.point;
            finalAngle = currentAngle;
            return;
        }

        // Looks like no final collisions.
        finalPos   = predictedPos;
        finalAngle = currentAngle;
    }
Example #11
0
 private void SpawnMuzzleFlash()
 {
     TempEffect.Spawn(EffectPrefab.MUZZLE_FLASH, Muzzle.transform.position, Muzzle.transform.eulerAngles.z + (Muzzle.lossyScale.x < 0f ? 180 : 0));
 }