Exemple #1
0
    //private void ShowModelUIName()
    //{
    //    foreach (var item in DataController.instance.ActorList)
    //    {
    //        if (item.Key != DataController.instance.MyLocateIndex)
    //        {
    //            memberGroup[item.Value.UniqueID].ShowMyName(item.Value.Register.name);
    //        }
    //    }
    //}

    /// <summary>
    /// 刷新3D模型的显示
    /// </summary>
    private void UpdateRoomActor()
    {
        GameObject obj = null;

        for (int i = 0; i < DataController.instance.MyRoomInfo.Limit; i++)
        {
            RoomActor info = DataController.instance.ActorList[i];

            if (!memberGroup.ContainsKey(i))
            {
                Debug.Log("初始化其他玩家模型站位:" + i);
                memberGroup.Add(i, null);
            }
            CharacterCommon mControl = memberGroup[i];
            if (mControl == null)//初始化生成
            {
                obj            = PoolManager.instance.GetPoolObjByType(PreLoadType.Member, transActor);
                mControl       = obj.GetComponent <CharacterCommon>();
                memberGroup[i] = mControl;
            }
            if (DataController.instance.ActorList[i] == null)//该位置玩家退出或不存在
            {
                mControl.gameObject.SetActive(false);
            }
            else
            {
                mControl.gameObject.SetActive(true);
                mControl.Init(info.UniqueID);
                mControl.ShowTeam(DataController.instance.ActorList[i].MyTeam);
            }
        }
    }
    void Awake()
    {
        attackChecker = transform.Find("Sensors/Attack").GetComponent <CharacterAttackChecker>();

        playerTrans   = GameObject.FindGameObjectWithTag("Player").transform;
        monsterCommon = GetComponent <CharacterCommon>();
    }
    void FixedUpdate()
    {
        float inputForward = 0f;
        float inputTurn    = 0f;

        // input is polled in the Update() step, not FixedUpdate()
        // Therefore, you should ONLY use input state that is NOT event-based in FixedUpdate()
        // Input events should be handled in Update(), and possibly passed on to FixedUpdate() through
        // the state of the MonoBehavior
        if (cinput.enabled)
        {
            inputForward = cinput.Forward;
            inputTurn    = cinput.Turn;
        }

        //onCollisionStay() doesn't always work for checking if the character is grounded from a playability perspective
        //Uneven terrain can cause the player to become technically airborne, but so close the player thinks they're touching ground.
        //Therefore, an additional raycast approach is used to check for close ground
        if (CharacterCommon.CheckGroundNear(this.transform.position, jumpableGroundNormalMaxAngle, 1.5f, 1f, out closeToJumpableGround))
        {
            isGrounded = true;
        }


        anim.SetFloat("velx", inputTurn);
        anim.SetFloat("vely", inputForward);
        anim.SetBool("isFalling", !isGrounded);
    }
Exemple #4
0
 void Awake()
 {
     animator        = GetComponent <Animator>();
     characterInfor  = GetComponent <CharacterInformation>();
     player          = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>();
     characterCommon = GetComponent <CharacterCommon>();
 }
Exemple #5
0
    void Update()
    {
        float inputTurn    = Input.GetAxis("Horizontal");
        float inputForward = Input.GetAxis("Vertical");
        bool  inputJump    = Input.GetButtonDown("Jump");



        //onCollisionXXX() doesn't always work for checking if the character is grounded from a playability perspective
        //Uneven terrain can cause the player to become technically airborne, but so close the player thinks they're touching ground.
        //Therefore, an additional raycast approach is used to check for close ground
        bool isGrounded = grounded || CharacterCommon.CheckGroundNear(this.transform.position, jumpableGroundNormalMaxAngle, 0.85f, 0f, out closeToJumpableGround);

        if (inputJump && (isGrounded || !doubleJumped))
        {
            rbody.velocity = new Vector3(rbody.velocity.x, 5, rbody.velocity.z);
            if (!isGrounded)
            {
                doubleJumped = true;
            }
        }

        anim.SetFloat("velx", inputTurn);
        anim.SetFloat("vely", inputForward);
        anim.SetBool("isFalling", !isGrounded);
    }
Exemple #6
0
    public BulletInfo RayShoot()
    {
        BulletInfo bulletInfo = new BulletInfo();
        Ray        ray        = new Ray(transform.position, transform.forward);
        RaycastHit hit;

        if (Physics.Raycast(ray, out hit, Mathf.Infinity))
        {
            // 如果射线与平面碰撞,打印碰撞物体信息
            Debug.Log("碰撞对象: " + hit.collider.name);
            // 在场景视图中绘制射线
            Debug.DrawLine(ray.origin, hit.point, Color.red);
            GameObject obj = hit.transform.gameObject;

            switch (obj.tag)
            {
            case nameof(Tag.Box):
                Box box = obj.GetComponent <Box>();
                bulletInfo.shootTag  = ShootTag.Box;
                bulletInfo.shootInfo = box.myInfo.myIndex + "";
                break;

            case nameof(Tag.Member):
                CharacterCommon member = obj.GetComponent <CharacterCommon>();
                bulletInfo.shootTag  = ShootTag.Character;
                bulletInfo.shootInfo = member.myIndex + "";
                break;

            default:    //墙体及障碍物
                bulletInfo.shootTag = ShootTag.Wall;
                break;
            }
        }
        return(null);
    }
    void OnAnimatorMove()
    {
        Vector3    newRootPosition;
        Quaternion newRootRotation;

        bool isGrounded = IsGrounded || CharacterCommon.CheckGroundNear(this.transform.position, jumpableGroundNormalMaxAngle, 0.85f, 0f, out closeToJumpableGround);

        if (isGrounded)
        {
            //use root motion as is if on the ground
            newRootPosition = anim.rootPosition;
        }
        else
        {
            //Simple trick to keep model from climbing other rigidbodies that aren't the ground
            newRootPosition = new Vector3(anim.rootPosition.x, this.transform.position.y, anim.rootPosition.z);
        }

        //use rotational root motion as is
        newRootRotation = anim.rootRotation;

        //TODO Here, you could scale the difference in position and rotation to make the character go faster or slower

        this.transform.position = newRootPosition;
        this.transform.rotation = newRootRotation;
    }
Exemple #8
0
 void Awake()
 {
     health          = GetComponent <CharacterHealth>();
     animator        = GetComponent <Animator>();
     rigid2D         = GetComponent <Rigidbody2D>();
     characterCommon = GetComponent <CharacterCommon>();
 }
Exemple #9
0
 void Awake()
 {
     normalChecker   = transform.Find("Sensors/SkillQNormalAttack").GetComponent <CharacterAttackChecker>();
     powerChecker    = transform.Find("Sensors/SkillQPowerAttack").GetComponent <CharacterAttackChecker>();
     characterCommon = GetComponent <CharacterCommon>();
     source          = GetComponent <AudioSource>();
     player          = GetComponent <PlayerControl>();
 }
Exemple #10
0
    /// <summary>
    /// 模型加载完成,设置初始状态
    /// </summary>
    private void SetPrepareData(GameModelData info)
    {
        CharacterCommon member = null;

        member = GameManager.instance.memberGroup[info.userIndex];
        member.SetPosition(SerializeHelper.BackVector(info.pos));
        //member.SetRotate(SerializeHelper.BackVector(info.rotate));
        member.SetAnimation(info.animation);
    }
Exemple #11
0
    void Awake()
    {
        player        = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>();
        playerCommon  = player.GetComponent <CharacterCommon>();
        monster       = GetComponent <MonsterControll>();
        monsterCommon = GetComponent <CharacterCommon>();
        monsterInfor  = GetComponent <CharacterInformation>();

        attackLocation = transform.Find("Effect/Attack");
    }
    void Update()
    {
        // // Event-based inputs need to be handled in Update()

        if (cinput.Interact && !debounceInteractButton)
        {
            EventManager.instance.ActionButtonPressed();
            debounceInteractButton = true;
        }
        else if (!cinput.Interact && debounceInteractButton)
        {
            debounceInteractButton = false;
        }

        if (cinput.Action && !debounceActionButton)
        {
            if (pickedUpItem)
            {
                _putdown_item();
            }
            else
            {
                GameObject target = CharacterCommon.CheckForNearestPickupableItem(transform, 100f);
                if (target)
                {
                    _pickup_item(target);
                }
            }
            debounceActionButton = true;
        }
        else if (!cinput.Action && debounceActionButton)
        {
            debounceActionButton = false;
        }

        if (pickedUpItem)
        {
            if (!itemInPosition && pickedUpItem.transform.position == HoldSpot.transform.position)
            {
                itemInPosition = true;
            }

            if (!itemInPosition)
            {
                pickedUpItem.transform.position += (HoldSpot.transform.position - pickedUpItem.transform.position) * (Time.deltaTime * pickupSpeed);
            }
            else
            {
                pickedUpItem.transform.position = HoldSpot.transform.position;
            }
        }

        anim.speed = animationSpeed;
    }
    // Update is called once per frame
    void Update()
    {
        bool isGrounded = IsGrounded || CharacterCommon.CheckGroundNear(this.transform.position, jumpableGroundNormalMaxAngle, 0.1f, 1f, out closeToJumpableGround);

        if (isGrounded)
        {
            if (Input.GetKeyDown(KeyCode.Space))
            {
                Vector3 jump = new Vector3(0.0f, 150.0f, 0.0f);
                rb.AddForce(jump * jumpHeight, ForceMode.Impulse);
                anim.SetBool("is_in_air", true);
            }
            else
            {
                anim.SetBool("is_in_air", false);
            }
        }

        float moveHorizontal = Input.GetAxisRaw("Horizontal");
        float moveVertical   = Input.GetAxisRaw("Vertical");
        // logic for compatibility for third person camera
        Vector3 direction = new Vector3(moveHorizontal, 0.0f, moveVertical).normalized;



        //do some filtering of our input as well as clamp to a speed limit
        float movespeed = Mathf.Max(Mathf.Abs(moveHorizontal), Mathf.Abs(moveVertical));

        filteredForwardInput = Mathf.Clamp(Mathf.Lerp(filteredForwardInput, movespeed,
                                                      Time.deltaTime * forwardInputFilter), -forwardSpeedLimit, forwardSpeedLimit);

        // test for moving using character controller
        if (direction.magnitude >= 0.1f)
        {
            float targetAngle   = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
            float smoothedAngle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
            transform.rotation = Quaternion.Euler(0f, smoothedAngle, 0f);
            Vector3 moveDirection = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
            //controller.Move(moveDirection.normalized * speed * Time.deltaTime);
            rb.MovePosition(rb.position + moveDirection.normalized * speed * Time.deltaTime);
        }

        if (Input.GetKeyUp(KeyCode.Escape))
        {
            if (!gameEnded)
            {
                PauseMenuToggle pauseMenuScript = InGameMenu.GetComponent <PauseMenuToggle>();
                pauseMenuScript.PauseMenuInteraction();
            }
        }

        anim.SetFloat("velocity", filteredForwardInput);
    }
Exemple #14
0
    void Awake()
    {
        player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>();
        player.GetComponent <CharacterCommon>();
        GetComponent <MonsterControll>();
        monsterCommon = GetComponent <CharacterCommon>();
        GetComponent <CharacterInformation>();

        attackLocation = transform.Find("Effect/Attack");

        PowerEffectController.OnShoot += OnShoot;
        powerAnimator = PowerEffectController.GetComponent <Animator>();
    }
Exemple #15
0
    void Awake()
    {
        // Setting up references.
        groundChecker = transform.Find("Checkers/Ground");

        anim         = GetComponent <Animator>();
        anim.enabled = false;

        rigid2D = GetComponent <Rigidbody2D>();

        characterCommon = GetComponent <CharacterCommon>();
        characterHealth = GetComponent <CharacterHealth>();
    }
Exemple #16
0
    void OnCollisionEnter(Collision hit)
    {
        rb.useGravity = false;
        GameObject obj = hit.gameObject;

        switch (obj.tag)
        {
        case nameof(Tag.Member):
            Debug.LogError("Buff:" + myInfo.myIndex + "->" + obj.name);
            CharacterCommon cha = obj.GetComponent <CharacterCommon>();
            BePickUp(cha.myIndex);
            break;
        }
    }
    void FixedUpdate()
    {
        float inputForward = 0f;
        float inputTurn    = 0f;

        if (cinput.enabled)
        {
            inputForward = cinput.Forward;
            inputTurn    = cinput.Turn;
        }

        //switch turn around if going backwards
        if (inputForward < 0f)
        {
            inputTurn = -inputTurn;
        }

        //onCollisionStay() doesn't always work for checking if the character is grounded from a playability perspective
        //Uneven terrain can cause the player to become technically airborne, but so close the player thinks they're touching ground.
        //Therefore, an additional raycast approach is used to check for close ground
        if (CharacterCommon.CheckGroundNear(this.transform.position, jumpableGroundNormalMaxAngle, 0.1f, 1f, out closeToJumpableGround))
        {
            isGrounded = true;
        }

        //this.transform.Translate(Vector3.forward * cinput.Forward * Time.deltaTime * forwardMaxSpeed);
        //this.transform.Rotate(Vector3.up, cinput.Turn * Time.deltaTime * turnMaxSpeed);

        //It's supposed to be safe to not scale with Time.deltaTime (e.g. framerate correction) within FixedUpdate()
        //If you want to make that optimization, you can precompute your velocity-based translation using Time.fixedDeltaTime
        //We use rbody.MovePosition() as it's the most efficient and safest way to directly control position in Unity's Physics
        rbody.MovePosition(rbody.position + this.transform.forward * inputForward * Time.deltaTime * forwardMaxSpeed);
        //Most characters use capsule colliders constrained to not rotate around X or Z axis
        //However, it's also good to freeze rotation around the Y axis too. This is because friction against walls/corners
        //can turn the character. This errant turn is disorienting to players.
        //Luckily, we can break the frozen Y axis constraint with rbody.MoveRotation()
        //BTW, quaternions multiplied has the effect of adding the rotations together
        rbody.MoveRotation(rbody.rotation * Quaternion.AngleAxis(inputTurn * Time.deltaTime * turnMaxSpeed, Vector3.up));


        //anim.SetFloat("velx", inputTurn);
        anim.SetFloat("vely", inputForward);
        anim.SetBool("isFalling", !isGrounded);


        //clear for next OnCollisionStay() callback
        isGrounded = false;
    }
    void FixedUpdate()
    {
        float inputForward = 0f;
        float inputTurn    = 0f;

        if (cinput.enabled)
        {
            inputForward = cinput.Forward;
            inputTurn    = cinput.Turn;
        }

        //onCollisionXXX() doesn't always work for checking if the character is grounded from a playability perspective
        //Uneven terrain can cause the player to become technically airborne, but so close the player thinks they're touching ground.
        //Therefore, an additional raycast approach is used to check for close ground
        bool isGrounded = IsGrounded || CharacterCommon.CheckGroundNear(this.transform.position, jumpableGroundNormalMaxAngle, 0.85f, 0f, out closeToJumpableGround);


        anim.SetFloat("velx", inputTurn);
        anim.SetFloat("vely", inputForward);
        anim.SetBool("isFalling", !isGrounded);
    }
    public void Init(GameObject characterObject, iPlayer player)
    {
        GameObject  = characterObject;
        this.player = player;
        Animator    = GameObject.GetComponent <Animator>();
        Inputs      = GameObject.GetComponent <CharacterInputs>();
        Common      = new CharacterCommon(this);

        controller = new FSMController <CharacterController, eStates>(this);
        controller.RegisterState(eStates.Idle, new CharacterIdle());
        controller.RegisterState(eStates.Walk, new CharacterIdleWalk());
        controller.RegisterState(eStates.Jump, new CharacterJump());
        controller.RegisterState(eStates.Falling, new CharacterFalling());

        controller.AddMapping(eStates.Idle, eStates.Jump, eStates.Walk, eStates.Falling);
        controller.AddMapping(eStates.Walk, eStates.Jump, eStates.Idle, eStates.Falling);
        controller.AddMapping(eStates.Jump, eStates.Idle, eStates.Walk, eStates.Falling);
        controller.AddMapping(eStates.Falling, eStates.Idle, eStates.Walk, eStates.Jump);

        controller.SetLogToGUI(true, 1);

        controller.SetState(eStates.Idle);
    }
Exemple #20
0
    private void OnTriggerEnter(Collider other)
    {
        CharacterCommon checkSelf = other.GetComponent <CharacterCommon>();

        if (checkSelf != null)
        {
            if (checkSelf.myIndex == info.userIndex)//子弹碰撞的是子弹的主人,不处理,不停止
            {
                return;
            }
        }
        //自身被射检测以后再判断其他
        if (!isDestroy)
        {
            isDestroy = true;
            bool       isSend     = (ownIndex == DataController.instance.MyLocateIndex);
            GameObject obj        = other.gameObject;
            BulletInfo bulletInfo = new BulletInfo()
            {
                userIndex = DataController.instance.MyLocateIndex
            };
            switch (obj.tag)
            {
            case nameof(Tag.Box):
                Box box = obj.GetComponent <Box>();
                bulletInfo.shootTag  = ShootTag.Box;
                bulletInfo.shootInfo = box.myInfo.myIndex + "";
                if (isSend)    //本人射击
                {
                    TeamType type = DataController.instance.ActorList[DataController.instance.MyLocateIndex].MyTeam;
                    box.ChangeTexture(type);
                }
                break;

            case nameof(Tag.Member):
                CharacterCommon member = obj.GetComponent <CharacterCommon>();
                bulletInfo.shootTag  = ShootTag.Character;
                bulletInfo.shootInfo = member.myIndex + "";
                RoomActorState state = DataController.instance.ActorList[member.myIndex].CurState;
                string         tip   = "";
                switch (state)
                {
                case RoomActorState.Dead:
                    tip = "该玩家已死亡";
                    break;

                case RoomActorState.Invincible:
                    tip = "该玩家当前无敌";
                    break;
                }
                if (!string.IsNullOrEmpty(tip))
                {
                    UIManager.instance.ShowAlertTip(tip);
                    isSend = false;
                }
                break;

            default:    //墙体及障碍物
                isSend = false;
                break;
            }
            Debug.Log("射中:" + bulletInfo.shootTag);
            if (isSend)
            {
                GameManager.instance.SendNetInfo(bulletInfo);
            }
            //
            PoolDestory();
        }
    }
Exemple #21
0
 void Awake()
 {
     player          = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>();
     characterCommon = player.GetComponent <CharacterCommon>();
 }
Exemple #22
0
 public void Init(CharacterCommon target, string name)
 {
     txName.text = name;
     Head        = target.cameraParent;
     UI          = this.transform;
 }
 void Awake()
 {
     characterCommon = SourceCharacter.GetComponent <CharacterCommon>();
     characterInfor  = SourceCharacter.GetComponent <CharacterInformation>();
 }
Exemple #24
0
 void Awake()
 {
     monsterControll = GetComponent <MonsterControll>();
     characterCommon = GetComponent <CharacterCommon>();
 }
Exemple #25
0
    // Update is called once per frame
    void Update()
    {
        //onCollisionStay() doesn't always work for checking if the character is grounded from a playability perspective
        //Uneven terrain can cause the player to become technically airborne, but so close the player thinks they're touching ground.
        //Therefore, an additional raycast approach is used to check for close ground
        if (CharacterCommon.CheckGroundNear(this.transform.position, jumpableGroundNormalMaxAngle, 0.1f, 1f, out closeToJumpableGround))
        {
            
 isGrounded = true;
        }

        //Horizontal
        if (Input.GetButtonDown("Horizontal"))
        {
            isTurning = true;
            anim.SetBool("turn", isTurning);
        }


        if (Input.GetButton("Horizontal"))
        {
            var x = Input.GetAxis("Horizontal") * Time.deltaTime * 150f;
            transform.Rotate(0, x, 0);
        }

        if (Input.GetButtonUp("Horizontal"))
        {
            isTurning = false;
            anim.SetBool("turn", isTurning);
        }

        //Shift
        if (Input.GetButtonDown("Shift"))
        {
            shiftPressed = true;
            anim.SetBool("shift", shiftPressed);
        }

        if (Input.GetButtonUp("Shift"))
        {
            shiftPressed = false;
            anim.SetBool("shift", shiftPressed);
        }

        //Vertical
        if (Input.GetButtonDown("Vertical"))
        {
            anim.SetFloat("vert", 1f);
        }

        if (Input.GetButton("Vertical"))
        {
            if (shiftPressed)
            {
                speed = 1.7f;
            }
            else
            {
                speed = 1.3f;
            }
            var z = Input.GetAxis("Vertical") * Time.deltaTime * speed;
            transform.Translate(0, 0, Mathf.Abs(z));
        }

        if (Input.GetButtonUp("Vertical"))
        {
            anim.SetFloat("vert", 0f);
        }

        //Other Functions
        //if (Input.GetKeyDown(KeyCode.C))
        //{
        //    anim.SetTrigger("cry");
        //}

        //if (Input.GetButtonDown("Fire1")) {
        //    Vector3 dir = this.transform.position;
        //    anim.SetTrigger("atk");
        //    dir = -dir.normalized;
        //    //rb.AddForce(dir * 1000);
        //}

        if (Input.GetButtonDown("Jump"))
        {
            if (isGrounded)
            {
                anim.SetTrigger("jump");
                rb.AddForce(transform.up * 200);
            }
        }

        anim.SetBool("isGrounded", isGrounded);
        isGrounded = false;
    }
Exemple #26
0
    /// <summary>
    /// 解析所有帧操作指令并在本客户端复现
    /// </summary>
    /// <param name="xieyi"></param>
    private void SelectFrameInfo(MessageXieYi xieyi)
    {
        byte[]          tempMessageContent = xieyi.MessageContent;
        string          messageInfo        = "";
        CharacterCommon member             = null;
        BuffInfo        buffInfo           = null;

        switch ((MessageConvention)xieyi.XieYiFirstFlag)
        {
        case MessageConvention.moveDirection:
            ActorMoveDirection moveDir = SerializeHelper.Deserialize <ActorMoveDirection>(tempMessageContent);
            member = GameManager.instance.memberGroup[moveDir.userIndex];
            //用上次移动操作到这次操作的时间,算出当前位置,并移动到该点
            //member.transform.DOMove(SerializeHelper.BackVector(moveDir.position), DataController.FrameFixedTime);
            //member.SetPosition(SerializeHelper.BackVector(moveDir.position));
            member.SetNetDirection(moveDir);
            break;

        case MessageConvention.rotateDirection:
            ActorRotateDirection rotateDir = SerializeHelper.Deserialize <ActorRotateDirection>(tempMessageContent);
            //判断用户
            //Debug.LogError("玩家接收方向移动:" + messageInfo);
            member = GameManager.instance.memberGroup[rotateDir.userIndex];
            member.SetNetDirection(rotateDir);
            break;

        case MessageConvention.jump:
            ActorJump netJump = SerializeHelper.Deserialize <ActorJump>(tempMessageContent);
            member = GameManager.instance.memberGroup[netJump.userIndex];
            member.SetJump();
            break;

        case MessageConvention.shootBullet:
            ShootInfo shootInfo = SerializeHelper.Deserialize <ShootInfo>(tempMessageContent);
            member = GameManager.instance.memberGroup[shootInfo.userIndex];
            if (shootInfo.userIndex != DataController.instance.MyLocateIndex)    //自身在收到服务器消息之前已旋转
            {
                member.ShowBullet(shootInfo);
            }
            break;

        case MessageConvention.bulletInfo:
            BulletInfo bulletInfo = SerializeHelper.Deserialize <BulletInfo>(tempMessageContent);
            switch (bulletInfo.shootTag)
            {
            case ShootTag.Box:
                BoxManager.instance.SetBulletInfo(bulletInfo);
                break;

            case ShootTag.Character:
                UpdateMemberShoot(xieyi);
                break;

            case ShootTag.Wall:
                Debug.Log("射中Wall:" + bulletInfo.shootInfo);
                break;

            case ShootTag.Buff:
                Debug.LogError("Buff不算是子弹");
                break;
            }

            break;

        case MessageConvention.createBuff:
            buffInfo = SerializeHelper.Deserialize <BuffInfo>(tempMessageContent);
            GameObject obj = PoolManager.instance.GetPoolObjByType(PreLoadType.Buff, GameManager.instance.transBuff);
            obj.transform.position = BoxManager.instance.GetBoxInfoByIndex(buffInfo.boxIndex).transform.position;
            MagicBuff buff = obj.GetComponent <MagicBuff>();
            buff.Init(buffInfo);
            break;

        case MessageConvention.getBuff:
            buffInfo = SerializeHelper.Deserialize <BuffInfo>(tempMessageContent);
            BoxManager.instance.SetBuffData(buffInfo);
            break;
        }
    }
Exemple #27
0
    void Update()
    {
        float inputForward         = 0f;
        float inputTurn            = 0f;
        bool  inputAction          = false;
        bool  doButtonPress        = false;
        bool  doMatchToButtonPress = false;


        if (cinput.enabled)
        {
            inputForward = cinput.Forward;
            inputTurn    = cinput.Turn;
            inputAction  = cinput.Action;
        }

        //onCollisionXXX() doesn't always work for checking if the character is grounded from a playability perspective
        //Uneven terrain can cause the player to become technically airborne, but so close the player thinks they're touching ground.
        //Therefore, an additional raycast approach is used to check for close ground.
        //This is good for allowing player to jump and not be frustrated that the jump button doesn't
        //work
        bool isGrounded = IsGrounded || CharacterCommon.CheckGroundNear(this.transform.position, jumpableGroundNormalMaxAngle, 0.1f, 1f, out closeToJumpableGround);



        float buttonDistance     = float.MaxValue;
        float buttonAngleDegrees = float.MaxValue;

        if (buttonPressStandingSpot != null)
        {
            buttonDistance     = Vector3.Distance(transform.position, buttonPressStandingSpot.transform.position);
            buttonAngleDegrees = Quaternion.Angle(transform.rotation, buttonPressStandingSpot.transform.rotation);
        }

        if (inputAction)
        {
            Debug.Log("Action pressed");

            if (buttonDistance <= buttonCloseEnoughForMatchDistance)
            {
                if (buttonDistance <= buttonCloseEnoughForPressDistance &&
                    buttonAngleDegrees <= buttonCloseEnoughForPressAngleDegrees)
                {
                    Debug.Log("Button press initiated");

                    doButtonPress = true;
                }
                else
                {
                    // TODO UNCOMMENT THESE LINES FOR TARGET MATCHING
                    // Debug.Log("match to button initiated");
                    // doMatchToButtonPress = true;
                }
            }
        }


        // TODO HANDLE BUTTON MATCH TARGET HERE



        anim.SetFloat("velx", inputTurn);
        anim.SetFloat("vely", inputForward);
        anim.SetBool("isFalling", !isGrounded);
        anim.SetBool("doButtonPress", doButtonPress);
        anim.SetBool("matchToButtonPress", doMatchToButtonPress);
    }