Example #1
0
        private void PerformHits()
        {
            Console.WriteLine($"Performing {_hits.Count} melee hits");
            TouchData touch = new TouchData();

            touch.damage    = _damage;
            touch.teamId    = _source.team;
            touch.touchType = TouchType.Melee;
            for (int i = 0; i < _hits.Count; ++i)
            {
                IActor  a      = _hits[i];
                Vector3 origin = _source.ignoreBody.GlobalTransform.origin;
                Vector3 dest   = a.GetTransformForTarget().origin;
                Godot.Collections.Dictionary hit =
                    ZqfGodotUtils.CastRay(this, origin, dest, uint.MaxValue, _source.ignoreBody);
                if (hit.Keys.Count == 0)
                {
                    continue;
                }

                touch.hitPos    = (Vector3)hit["position"];
                touch.hitNormal = (Vector3)hit["normal"];
                Console.WriteLine($"Hitting actor {a.actorId}");
                TouchResponseData response = Game.TouchGameObject(touch, hit["collider"]);
                //a.ActorTouch(touch);
            }
            _hits.Clear();
        }
Example #2
0
    private void MoveAsRay(float delta)
    {
        Transform t       = GlobalTransform;
        Vector3   origin  = t.origin;
        Vector3   forward = -t.basis.z;
        Vector3   dest    = origin;

        dest += (forward * _def.launchSpeed) * delta;
        uint mask = uint.MaxValue;
        PhysicsDirectSpaceState space = GetWorld().DirectSpaceState;

        Godot.Collections.Array arr = null;
        if (_ignoreBody != null)
        {
            arr = new Godot.Collections.Array();
            arr.Add(_ignoreBody);
        }
        Dictionary hitResult = space.IntersectRay(origin, dest, arr, mask);

        if (hitResult.Keys.Count > 0)
        {
            _touch.damage    = _def.damage;
            _touch.teamId    = 0;
            _touch.touchType = TouchType.Bullet;
            IActorProvider actorProvider = hitResult["collider"] as IActorProvider;
            if (actorProvider != null)
            {
                IActor actor = actorProvider.GetActor();
                if (actor != null)
                {
                    TouchResponseData response = actor.ActorTouch(_touch);
                    Console.WriteLine($"Prj hit actor for {response.damageTaken}");
                }
                else
                {
                    Console.WriteLine($"Prj hit provider but actor is null!");
                }
            }
            else
            {
                //Node hitObj = (hitResult["collider"] as Node);
                //Console.WriteLine($"Prj hit non-actor node {hitObj.Name}");
            }
            Vector3  gfxOrigin = (Vector3)hitResult["position"];
            GFXQuick gfx       = Main.i.factory.SpawnGFX(GameFactory.Path_GFXImpact);
            gfx.Spawn(gfxOrigin);
            Die();
            return;
        }
        t.origin        = dest;
        GlobalTransform = t;
    }
Example #3
0
    private void MoveAsRay(float delta)
    {
        Transform t = GlobalTransform;

        // apply move effects
        if (_def.speedMode == ProjectileDef.SpeedMode.Accel)
        {
            _speed += _def.accelPerSecond * delta;
            _speed  = ZqfGodotUtils
                      .Capf(_speed, _def.minSpeed, _def.maxSpeed);
        }

        if (_def.guideMode == ProjectileDef.GuideMode.Turn &&
            _targetActorId != Game.NullActorId)
        {
            IActor actor = Main.i.game.GetActor(_targetActorId);
            // TODO lerp rotation toward target
            Transform turnTarget = actor.GetTransformForTarget();
        }

        Vector3 origin  = t.origin;
        Vector3 forward = -t.basis.z;
        Vector3 dest    = origin;

        dest += (forward * _speed) * delta;
        // Set origin back slightly as otherwise rays seem to tunnel
        // (perhaps due to ray starting inside collider...?)
        origin -= (forward * 0.25f);
        uint mask = uint.MaxValue;

        Dictionary hitResult = ZqfGodotUtils.CastRay(this, origin, dest, mask, _ignoreBody);
        bool       spawnGFX  = true;

        // no hits, just move and leave
        if (hitResult.Keys.Count <= 0)
        {
            t.origin        = dest;
            GlobalTransform = t;
            return;
        }

        _touch.hitPos     = (Vector3)hitResult["position"];
        _touch.hitNormal  = (Vector3)hitResult["normal"];
        _touch.damage     = _def.damage;
        _touch.teamId     = _team;
        _touch.touchType  = TouchType.Projectile;
        _touch.damageType = _def.damageType;

        object obj = hitResult["collider"];

        /*
         * IActor actor = Game.ExtractActor(obj);
         * //ITouchable actor = Game.ExtractTouchable(obj);
         * if (actor != null)
         * {
         *      TouchResponseData response = actor.ActorTouch(_touch);
         *      if (response.responseType != TouchResponseType.None)
         *      {
         *              // leave spawning particles to the victim
         *              spawnGFX = false;
         *      }
         * }
         */
        TouchResponseData response = Game.TouchGameObject(_touch, obj);

        if (response.responseType == TouchResponseType.None)
        {
            t.origin        = dest;
            GlobalTransform = t;
            return;
        }
        if (response.responseType != TouchResponseType.None)
        {
            // leave spawning particles to the victim
            spawnGFX = false;
        }

        if (spawnGFX)
        {
            GFXQuick gfx = Main.i.factory.SpawnGFX(impactGFX);
            gfx.Spawn(_touch.hitPos, _touch.hitNormal);
        }
        if (_def.impactDef != null)
        {
            RunImpactDef(_touch.hitPos, _def.impactDef);
        }
        if (_def.destroyMode == ProjectileDef.DestroyMode.Embed)
        {
            _state          = State.Embedded;
            t.origin        = _touch.hitPos;
            _tick           = 3;
            GlobalTransform = t;
        }
        else
        {
            Die();
        }
        return;
    }