Exemple #1
0
    public override void BehaviourUpdate()
    {
        //Profiler.BeginSample("BehaviourUpdate");
        #region debug
        if (Input.GetKeyDown(KeyCode.B))
        {
            combat.Block(currentStance.blocks[0]);
        }
        if (Input.GetKeyDown(KeyCode.N))
        {
            combat.B_BlockFlinch();
        }
        if (Input.GetKeyDown(KeyCode.M))
        {
            combat.Evade(currentStance.evades[1]);
        }
        if (Input.GetKeyDown(KeyCode.L))
        {
            combat.MeleeAttack(null, currentStance.attacks[1]);
        }
        #endregion


        //cache some variables for later
        nearestEnemy        = sensing.nearestEnemy;
        currentStance       = unitAI.currentStance;
        myTransformPosition = entity.myTransform.position;
        enemyIsNull         = nearestEnemy == null;


        //1. look at the enemy, if no enemy present -> continue looking in the movement direction


        if (!enemyIsNull)
        {
            //but only if something chenged
            if (nearestEnemyLastFrame != nearestEnemy)
            {
                nearestEnemysTransform = nearestEnemy.myTransform;
                movement.LookAt(nearestEnemysTransform);
            }

            nearestEnemyPosition = nearestEnemysTransform.position;
            currentSquaredDistanceToNearestEnemy = (nearestEnemyPosition - myTransformPosition).sqrMagnitude;
        }
        else
        {
            if (nearestEnemyLastFrame != nearestEnemy)
            {
                movement.StopLookAt();
            }
        }

        switch (meleeAttackBehaviourState)
        {
        //2. if theres an enemy -> walk towards him
        case MeleeAttackBehaviourState.Idle:

            if (!enemyIsNull)
            {
                movement.MoveTo(nearestEnemyPosition);
                meleeAttackBehaviourState = MeleeAttackBehaviourState.MovingToNearestEnemy;
            }

            break;

        case MeleeAttackBehaviourState.MovingToNearestEnemy:

            //check if the enemy is still alive
            if (enemyIsNull)
            {
                meleeAttackBehaviourState = MeleeAttackBehaviourState.Idle;
                movement.Stop();
            }
            //else check if we reached the destination
            else if (currentSquaredDistanceToNearestEnemy < rangeToEnterMeleeCombatSquared)
            {
                meleeAttackBehaviourState = MeleeAttackBehaviourState.InMeleeFight;
            }
            //if not, check if we need to update the destination
            else
            {
                if (Time.time > nextUpdateDestinationTime)
                {
                    nextUpdateDestinationTime = Time.time + updateDestinationInterval;
                    movement.MoveTo(nearestEnemyPosition);
                }
            }

            break;

        case MeleeAttackBehaviourState.InMeleeFight:

            //check if the enemy is still alive
            if (enemyIsNull)
            {
                meleeAttackBehaviourState = MeleeAttackBehaviourState.Idle;
                movement.Stop();
            }
            //check if the enemy has not escaped
            else if (currentSquaredDistanceToNearestEnemy > rangeToEnterMeleeCombatSquared)
            {
                if (combat.currentCombatState == CombatState.CombatIdle)
                {
                    movement.MoveTo(nearestEnemyPosition);
                    meleeAttackBehaviourState = MeleeAttackBehaviourState.MovingToNearestEnemy;
                }
            }
            //else check if i am in range for an attack - fix range and attack
            else
            {
                //decision making .- thats the tricky part here
                if (combat.currentCombatState == CombatState.CombatIdle)
                {
                    //check if we should block because our adversary was faster
                    if (nearestEnemy.combat.currentCombatState == CombatState.PreparingMeleeAttack)
                    {
                        //if he is lucky he will block or evade, if not then not :D
                        if (Random.Range(0, 2) == 0)
                        {
                            if (Random.Range(0, 2) == 0)
                            {
                                combat.Block(currentStance.blocks[0]);
                            }
                            else
                            {
                                combat.Evade(currentStance.evades[0]);
                            }
                        }
                        else
                        {
                            combat.MeleeAttack(nearestEnemy, currentStance.attacks[Random.Range(0, currentStance.attacks.Length)]);
                        }
                    }
                    else
                    {
                        combat.MeleeAttack(nearestEnemy, currentStance.attacks[Random.Range(0, currentStance.attacks.Length)]);
                    }
                }
                else if (combat.currentCombatState == CombatState.Blocking)
                {
                    //check if we can stop blocking and attack
                    if (nearestEnemy.combat.currentCombatState != CombatState.PreparingMeleeAttack)
                    {
                        combat.MeleeAttack(nearestEnemy, currentStance.attacks[Random.Range(0, currentStance.attacks.Length)]);
                    }
                }
            }
            break;
        }

        nearestEnemyLastFrame = nearestEnemy;

        // Profiler.EndSample();
    }
Exemple #2
0
    void Update()
    {
        float horizontalInput = Input.GetAxis("Horizontal");
        float verticalInput   = Input.GetAxis("Vertical");

        if (unitIsPosessedByPlayer)
        {
            if (movement.agent.desiredVelocity.sqrMagnitude > 0)
            {
                movement.RotateTo(movement.agent.desiredVelocity, Time.deltaTime);
            }

            #region movement


            if (horizontalInput != 0 || verticalInput != 0)
            {
                Vector3 flatUpVectorOfCamera = Camera.main.transform.up;
                flatUpVectorOfCamera.y = 0;
                flatUpVectorOfCamera.Normalize();
                Vector3 flatRightVectorOfCamera = Camera.main.transform.right;
                flatRightVectorOfCamera.y = 0;
                flatRightVectorOfCamera.Normalize();

                flatRightVectorOfCamera *= horizontalInput;
                flatUpVectorOfCamera    *= verticalInput;

                Vector3 movementVector = flatRightVectorOfCamera + flatUpVectorOfCamera;

                if (combat.currentCombatState == CombatState.CombatIdle)
                {
                    movement.MoveTo(playerEntity.transform.position + movementVector);
                }
            }
            else
            {
                // movement.Stop();
            }

            #endregion

            #region combat

            if (Input.GetMouseButtonDown(1))
            {
                combat.Block(unitAI.currentStance.blocks[0]);
            }
            else if (!Input.GetMouseButton(1))
            {
                if (Input.GetKeyDown(KeyCode.G))
                {
                    combat.MeleeAttack(null, unitAI.currentStance.attacks[1]);
                }

                if (Input.GetMouseButtonDown(0))
                {
                    if (combat.currentCombatState == CombatState.Blocking || combat.currentCombatState == CombatState.CombatIdle || combat.currentCombatState == CombatState.PreparingBlock)
                    {
                        Debug.Log("hor: " + horizontalInput);
                        Debug.Log("vert: " + verticalInput);
                        if (horizontalInput != 0 || verticalInput != 0)
                        {
                            Debug.Log("yes");
                            combat.MeleeAttack(null, unitAI.currentStance.attacks[1]);
                        }
                        else
                        {
                            combat.MeleeAttack(null, unitAI.currentStance.attacks[0]);
                        }
                    }
                }
                else if (Input.GetKeyDown(KeyCode.E))
                {
                    combat.MeleeAttack(null, unitAI.currentStance.attacks[2]);
                }
                else if (combat.currentCombatState == CombatState.Blocking || combat.currentCombatState == CombatState.PreparingBlock)
                {
                    combat.StopBlocking();
                }
            }
            if (Input.GetKeyDown(KeyCode.Space))
            {
                if (horizontalInput != 0 || verticalInput != 0)
                {
                    Debug.Log("yep");
                    Vector3 inputDirection = new Vector3(horizontalInput, 0f, verticalInput);
                    combat.Evade(unitAI.currentStance.evades[0]);
                }
            }

            #endregion
        }
        else
        {
            //simple rts camera movement

            Vector3 flatUpVectorOfCamera = Camera.main.transform.up;
            flatUpVectorOfCamera.y = 0;
            flatUpVectorOfCamera.Normalize();
            Vector3 flatRightVectorOfCamera = Camera.main.transform.right;
            flatRightVectorOfCamera.y = 0;
            flatRightVectorOfCamera.Normalize();

            flatRightVectorOfCamera *= horizontalInput;
            flatUpVectorOfCamera    *= verticalInput;

            Vector3 movementVector = flatRightVectorOfCamera + flatUpVectorOfCamera;

            cam.transform.position += movementVector;
        }

        if (Input.GetAxis("Mouse ScrollWheel") != 0)
        {
            cam.GetComponent <Camera>().orthographicSize -= Input.GetAxis("Mouse ScrollWheel") * 2;
        }

        if (Input.GetKeyDown(KeyCode.P))
        {
            if (unitIsPosessedByPlayer)
            {
                Deposess();
            }
            else
            {
                Posess();
            }
        }
    }