Exemple #1
0
 public void addWaterPack(bool isGold)
 {
     if (isGold)
     {
         if (!goldObj.getIsOwned())
         {
             pbc.addBlaster(goldObj);
             hasGoldBlast = true;
         }
     }
     else
     {
         waterPacks++;
         waterPackText.text = "Water Packs: " + waterPacks;
     }
     questionScore++;
 }
Exemple #2
0
    void Update()
    {
        if (!gameOver)
        {
            //used to interact with objects
            RaycastHit interact;
            //used to see if a player is in the crosshairs
            RaycastHit playerFinder;

            crossHairWorldPos = cam.ScreenToWorldPoint(crossHairScreenPos);

            if (Physics.Raycast(crossHairWorldPos, transform.TransformDirection(Vector3.forward), out interact, interactLength))
            {
                if (interact.collider.tag.Equals("item"))
                {
                    isInteracting = true;
                    if (hasPlayer)
                    {
                        pc.foundObject();
                        if (Input.GetMouseButtonDown(0))
                        {
                            Blaster blaster = interact.collider.gameObject.GetComponent <Blaster>();
                            if (!blaster.getIsOwned() && blaster.getBlasterType() != 4)
                            {
                                pbc.addBlaster(blaster);
                            }
                        }
                    }
                    //if for some reason a PC isn't connected
                    else
                    {
                        Debug.Log("No player controller attached");
                    }
                }
                else
                {
                    isInteracting = false;
                }
            }
            else
            {
                isInteracting = false;
            }


            // Does the ray intersect any objects excluding the player layer
            if (Physics.Raycast(crossHairWorldPos, transform.TransformDirection(Vector3.forward), out playerFinder, gunDist, layerMask))
            {
                if (playerFinder.collider.tag.Equals("Player"))
                {
                    if (playerFinder.collider.GetComponent <playerController>().checkIfRedTeam() != pc.checkIfRedTeam())
                    {
                        foundPlayer = true;

                        if (hasPlayer)
                        {
                            pc.foundPlayer();
                        }
                        //In a perfect world, this line never runs
                        else
                        {
                            Debug.Log("No player controller attached");
                        }
                    }
                }
                else if (playerFinder.collider.tag.Equals("AI"))
                {
                    if (playerFinder.collider.GetComponent <aiPlayerController>().checkIfRedTeam() != pc.checkIfRedTeam())
                    {
                        foundPlayer = true;

                        if (hasPlayer)
                        {
                            pc.foundPlayer();
                        }
                        else
                        {
                            Debug.Log("No player controller attached");
                        }
                    }
                }

                else
                {
                    foundPlayer = false;
                }
                //Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.forward) * hit.distance, Color.yellow);
                //Debug.Log("Did Hit");
            }
            else
            {
                foundPlayer = false;
            }


            if (!isInteracting && !foundPlayer)
            {
                if (hasPlayer)
                {
                    if (pc.isCrossHairChanged())
                    {
                        pc.foundNothing();
                    }
                }
                else
                {
                    //Debug.Log("No player controller attached");
                }
            }

            //Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.forward) * 15, Color.yellow);
            if (gc == null)
            {
                // Debug.Log("Null gc");
                gc = parent.GetComponentInChildren <GameController>();
                if (gc == null)
                {
                    //Debug.Log("Could not locate GameController");
                }
            }
            else
            {
                if (!gc.getQuestionMode())
                {
                    if (axes == RotationAxes.MouseXAndY)
                    {
                        rotAverageY = 0f;
                        rotAverageX = 0f;

                        rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
                        rotationX += Input.GetAxis("Mouse X") * sensitivityX;

                        //rotationX = ClampAngle(rotationX, minimumX, maximumX);
                        rotationY = ClampAngle(rotationY, minimumY, maximumY);

                        rotArrayY.Add(rotationY);
                        rotArrayX.Add(rotationX);

                        if (rotArrayY.Count >= frameCounter)
                        {
                            rotArrayY.RemoveAt(0);
                        }
                        if (rotArrayX.Count >= frameCounter)
                        {
                            rotArrayX.RemoveAt(0);
                        }

                        for (int j = 0; j < rotArrayY.Count; j++)
                        {
                            rotAverageY += rotArrayY[j];
                        }
                        for (int i = 0; i < rotArrayX.Count; i++)
                        {
                            rotAverageX += rotArrayX[i];
                        }

                        rotAverageY /= rotArrayY.Count;
                        rotAverageX /= rotArrayX.Count;

                        rotAverageY = ClampAngle(rotAverageY, minimumY, maximumY);
                        //rotAverageX = ClampAngle(rotAverageX, minimumX, maximumX);

                        Quaternion yQuaternion = Quaternion.AngleAxis(rotAverageY, Vector3.left);
                        Quaternion xQuaternion = Quaternion.AngleAxis(rotAverageX, Vector3.up);

                        //Quaternion yQuaternion = Quaternion.AngleAxis(rotationY, Vector3.left);
                        //Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);

                        transform.localRotation        = originalRotation * yQuaternion;
                        parent.transform.localRotation = originalRotation * xQuaternion;
                    }
                    else if (axes == RotationAxes.MouseX)
                    {
                        rotAverageX = 0f;

                        rotationX += Input.GetAxis("Mouse X") * sensitivityX;

                        rotArrayX.Add(rotationX);

                        if (rotArrayX.Count >= frameCounter)
                        {
                            rotArrayX.RemoveAt(0);
                        }
                        for (int i = 0; i < rotArrayX.Count; i++)
                        {
                            rotAverageX += rotArrayX[i];
                        }
                        rotAverageX /= rotArrayX.Count;

                        //rotAverageX = ClampAngle(rotAverageX, minimumX, maximumX);

                        Quaternion xQuaternion = Quaternion.AngleAxis(rotAverageX, Vector3.up);
                        transform.localRotation = originalRotation * xQuaternion;
                    }
                    else
                    {
                        rotAverageY = 0f;

                        rotationY += Input.GetAxis("Mouse Y") * sensitivityY;

                        rotArrayY.Add(rotationY);

                        if (rotArrayY.Count >= frameCounter)
                        {
                            rotArrayY.RemoveAt(0);
                        }
                        for (int j = 0; j < rotArrayY.Count; j++)
                        {
                            rotAverageY += rotArrayY[j];
                        }
                        rotAverageY /= rotArrayY.Count;

                        rotAverageY = ClampAngle(rotAverageY, minimumY, maximumY);

                        Quaternion yQuaternion = Quaternion.AngleAxis(rotAverageY, Vector3.left);
                        transform.localRotation = originalRotation * yQuaternion;
                    }
                }
            }
        }
    }
Exemple #3
0
    void Update()
    {
        if (gameStarted)
        {
            if (!dead)
            {
                //if has a gun, find player or nearby guns as long as not chasing a player
                if (ownsBlaster)
                {
                    //If you don't currently have a target, check once every ___ frames
                    if (!hasTarget)
                    {
                        targetCheck++;
                        if (targetCheck == TARGET_CHECK_FRAME_COUNT)
                        {
                            targetCheck = 0;
                            float distance = 500f;
                            float tempDist;
                            int   foundIndex = 0;
                            for (int i = 0; i < touchingPlayers.Count; i++)
                            {
                                if (touchingPlayers[i].tag.Equals("Player") || touchingPlayers[i].tag.Equals("AI"))
                                {
                                    tempDist = Vector3.Distance(transform.position,
                                                                touchingPlayers[i].transform.position);
                                    if (tempDist < distance)
                                    {
                                        distance   = tempDist;
                                        foundIndex = i;
                                        hasPlayer  = true;
                                        hasTarget  = true;
                                    }
                                }
                            }
                            //keep following that player unless another one comes closer
                            if (hasPlayer && hasTarget)
                            {
                                targetObj   = touchingPlayers[foundIndex];
                                targetPoint = touchingPlayers[foundIndex].transform.position;
                                apc.setTarget(targetObj, true);
                            }
                            //if no players are contained in the area
                            else
                            {
                                if (Vector3.Distance(targetPoint, parent.transform.position) < 25f)
                                {
                                    int rand = Random.Range(0, runPoints.Length);
                                    targetPoint = runPoints[rand];
                                    //Debug.Log("Running to center");
                                    //if close to the origin point, run away in a direction
                                    //if (transform.position.sqrMagnitude < 500f)
                                    //{
                                    //Debug.Log("Running away from the center");

                                    //runToCenter = false;

                                    //}
                                }
                                //check if far away from origin and return if so
                                //else
                                //{
                                //    if (transform.position.sqrMagnitude > 80000f)
                                //    {
                                //        //Debug.Log("Going back to old Nassau");
                                //        runToCenter = true;
                                //        targetPoint = Vector3.zero;
                                //    }
                                //}
                            }
                        }
                    }

                    //if you have a target, lock on to it's position,
                    //if it's a player and they're in range and you can shoot
                    //blast 'em
                    else
                    {
                        playerTargetCheck++;
                        if (playerTargetCheck == PLAYER_TARGET_FRAME_COUNT)
                        {
                            playerTargetCheck = 0;
                            targetPoint       = targetObj.transform.position;

                            //if targeting player
                            if (hasPlayer)
                            {
                                if (Vector3.Distance(targetPoint, transform.position) <= gunDist)
                                {
                                    if (!shooting)
                                    {
                                        shooting = true;
                                    }
                                }
                                else
                                {
                                    shooting = false;
                                }
                                if ((Vector3.Distance(targetPoint, transform.position) <= gunDist) &&
                                    abc.canShoot())
                                {
                                    questionReloading = false;
                                    //if you want the effect instantiated at a point
                                    if (abc.getBlasterType() == 1)
                                    {
                                        shoot1(abc.getName() + "effect", abc.getDamage(), targetObj);
                                        abc.incrementAmmo();
                                        abc.shooting();
                                        apc.setShooting(true);
                                    }
                                    //if you want a trail to be shot
                                    if (abc.getBlasterType() == 2 || abc.getBlasterType() == 3)
                                    {
                                        shoot2(abc.getName() + "effect", abc.getDamage(), abc.getGunTipPosition(), targetObj);
                                        abc.incrementAmmo();
                                        abc.shooting();
                                        apc.setShooting(true);
                                    }
                                }
                                else
                                {
                                    if (!abc.isShooting())
                                    {
                                        apc.setShooting(false);
                                    }
                                    if (!abc.hasAmmo() && !questionReloading)
                                    {
                                        abc.startAnswerFakeQuestion();
                                        questionReloading = true;
                                    }
                                    //if out of your gun's range, pursue but act as if you don't have a player target
                                    //to prevent shooting
                                    if ((Vector3.Distance(targetPoint, transform.position) > gunDist))
                                    {
                                        hasPlayer = false;
                                    }
                                }
                            }
                        }
                    }
                }
                //if you don't have a gun, priority number one is finding one. Advance towards
                //the origin
                else
                {
                    //Are we already chasing a gun?
                    if (hasBlaster)
                    {
                        if (targetBlaster.getIsOwned())
                        {
                            hasBlaster = false;
                            hasTarget  = false;
                            int rand = Random.Range(0, runPoints.Length);
                            targetPoint = runPoints[rand];
                        }
                    }
                    //we don't have a gun and we aren't chasing one. Is one contained in
                    //our collider?
                    else
                    {
                        //Check if we have a blaster in our current list of contained objs
                        //made float really high so it is larger than the distance to an item
                        float distance = 500f;
                        float tempDist;
                        int   foundIndex = 0;
                        for (int i = 0; i < touchingObjs.Count; i++)
                        {
                            tempDist = Vector3.Distance(transform.position,
                                                        touchingObjs[i].transform.position);
                            if (tempDist < distance)
                            {
                                distance   = tempDist;
                                foundIndex = i;
                                hasBlaster = true;
                                hasTarget  = true;
                            }
                        }

                        //Checks if a blaster has been successfully located
                        //if so, update travel location
                        if (hasBlaster && hasTarget)
                        {
                            targetObj     = touchingObjs[foundIndex];
                            targetPoint   = targetObj.transform.position;
                            targetBlaster = targetObj.GetComponent <Blaster>();
                            apc.setTarget(targetObj, false);
                        }
                        //if moving towards the center and not within 10 ft,
                        else
                        {
                            if (Vector3.Distance(targetPoint, parent.transform.position) < 25f)
                            {
                                int rand = Random.Range(0, runPoints.Length);
                                targetPoint = runPoints[rand];
                            }
                        }
                    }
                }
            }
        }
        else
        {
            if (countdown)
            {
                if (PhotonNetwork.Time > gameTimer)
                {
                    countdown   = false;
                    gameStarted = true;
                    int rand = Random.Range(0, runPoints.Length);
                    targetPoint = runPoints[rand];
                    Debug.Log("target point set");
                }
            }
        }
    }