Example #1
0
 void HandleClick()
 {
     if (GvrControllerInput.ClickButtonDown)
     {
         playerAttack.Attack(true);
     }
     if (GvrControllerInput.ClickButton)
     {
         playerAttack.Attack(false);
     }
 }
Example #2
0
 /// <summary>
 /// Recieves an attack grid.
 /// NOTE: AttackGrid must be [7,7]
 /// </summary>
 /// <param name="attackGrid"></param>
 public void Attack(float[,] attackGrid, float damage)
 {
     if (BeatSpawner.canBePressed == true && beatHit == false)
     {
         beatHit = true;
         unitAttack.Attack(attackGrid, lastDirection, damage);
     }
 }
Example #3
0
    IEnumerator AIUnitAttack(Unit unit)
    {
        while (isInAction)
        {
            yield return(null);
        }

        isInAction = true;

        //simulate thinking
        yield return(new WaitForSeconds(1f));

        UnitAttack dattack = unit.GetComponent <UnitAttack>();

        GameObject unitPos = BoardManager.Instance.GetPositionOfUnit(unit);

        List <GameObject> attackFields = dattack.GetAttackTiles(unitPos, true, BoardManager.TileType.Attack)
                                         .OrderBy(i => Vector3.Distance(i.transform.position, unitPos.transform.position)).ToList();

        while (GameController.Instance.State == GameController.GameState.PerformingAction)
        {
            yield return(null);
        }


        if (attackFields.Count > 0)
        {
            //simulate thinking
            yield return(new WaitForSeconds(1f));

            Unit closestEnemy = Unit.UnitsList.Where(i => BoardManager.Instance.GetPositionOfUnit(i) == attackFields[0]).ToList()[0];

            if (unit.CanAttack)
            {
                dattack.Attack(closestEnemy);
            }
        }

        unit.CanAttack = false;

        //simulate thinking
        yield return(new WaitForSeconds(0.5f));

        isInAction = false;
    }
Example #4
0
    public void AttackEnemy(UnitControl target)
    {
        unitAttack.ShouldBeAiming = true;
        Vector3 targetPosition = target.TargetPos;

        Vector3    aimDirection  = (targetPosition - unitAttack.FiringPosition).normalized;
        Quaternion burstRotation = Quaternion.AngleAxis(burstIncrementAngle, burstOffsetAxis);

        unitAttack.AimingDirection = burstRotation * aimDirection;

        Debug.DrawRay(unitAttack.FiringPosition, unitAttack.AimingDirection * 10, Color.red);
        Debug.DrawRay(unitAttack.FiringPosition, unitAttack.FiringDirection * 10, Color.green);

        float targetOffset = Vector3.Dot(unitAttack.FiringDirection, unitAttack.AimingDirection);

        if (ReadyToFire && targetOffset > 0.95f)
        {
            if (unitAttack.Attack(true))
            {
                if (burstCount == burstLength)
                {
                    burstOffsetAngle = Vector3.Angle(
                        unitAttack.AimingDirection,
                        unitAttack.FiringDirection
                        );
                    burstOffsetAxis = Vector3.Cross(
                        unitAttack.FiringDirection,
                        unitAttack.AimingDirection
                        );
                }
                burstCount--;
                burstIncrementAngle = (((float)burstCount / (float)burstLength) * (burstOffsetAngle * 2));
                if (burstCount <= 0)
                {
                    if (hitShots == 0)
                    {
                        Debug.Log("Didnt hit anything!");
                    }
                    burstCount     = burstLength;
                    firingCoolDown = firingCoolDownTime + Random.Range(-0.5f, 0.5f);
                    hitShots       = 0;
                }
            }
        }
    }
Example #5
0
 public bool Attack(SquadControl targetSquad, bool usePrimary)
 {
     isAttacking = true;
     return(unitAttack.Attack(targetSquad, usePrimary));
 }
Example #6
0
 public void Attack(float[,] attackGrid, float damage)
 {
     unitAttack.Attack(attackGrid, lastDirection, damage);
 }