Exemple #1
0
        void Start()
        {
            outputUITexts[0] = GameObject.Find("AgentText1")?.GetComponent <Text>();
            outputUITexts[1] = GameObject.Find("AgentText2")?.GetComponent <Text>();
            agent            = GetComponent <ITankAgent>();
            int textIndex = agent.GetPlayerNumber() - 1;

            outputText = outputUITexts[textIndex];
        }
        void Start()
        {
            agent = GetComponent <ITankAgent>();
            if (cameraSensor == null)
            {
                cameraSensor = GetComponent <CameraSensor>();
            }

            // wire up to UI images normal/segmented based on player 1 or 2
            // yeah this isn't pretty, but we just need something quick.
            int playerNumber = agent.GetPlayerNumber() - 1;

            // might not need to use this, might be better off manually wiring up for visual agents

            normalRenderTexture    = normalRTs[playerNumber];
            segmentedRenderTexture = segmentedRTs[playerNumber];

            normalCam.targetTexture = normalRenderTexture;
            cameraSensor.Camera     = normalCam;
        }
Exemple #3
0
        private void OnTriggerEnter(Collider other)
        {
            // Collect all the colliders in a sphere from the shell's current position to a radius of the explosion radius.
            Collider[] colliders = Physics.OverlapSphere(transform.position, m_ExplosionRadius, m_TankMask);

            // Go through all the colliders...
            for (int i = 0; i < colliders.Length; i++)
            {
                // ... and find their rigidbody.
                Rigidbody targetRigidbody = colliders[i].GetComponent <Rigidbody> ();

                // If they don't have a rigidbody, go on to the next collider.
                if (!targetRigidbody)
                {
                    continue;
                }

                // Add an explosion force.
                targetRigidbody.AddExplosionForce(m_ExplosionForce, transform.position, m_ExplosionRadius);

                // Find the TankHealth script associated with the rigidbody.
                TankHealth targetHealth = targetRigidbody.GetComponent <TankHealth> ();

                // If there is no TankHealth script attached to the gameobject, go on to the next collider.
                if (!targetHealth)
                {
                    continue;
                }

                // Calculate the amount of damage the target should take based on it's distance from the shell.
                float damage = CalculateDamage(targetRigidbody.position);

                // Deal this damage to the tank.
                targetHealth.TakeDamage(damage);

                // add to damage report, so we can send to listensers
                // note that tank might damage itself, so we need to add all damages
                ITankAgent agent = targetRigidbody.GetComponent <ITankAgent>();
                if (agent == null)
                {
                    continue;
                }

                if (damageReport.ContainsKey(agent.GetPlayerNumber()))
                {
                    // if multiple parts of the tank are hit, we need to add up all the damage
                    damageReport[agent.GetPlayerNumber()] += damage;
                }
                else
                {
                    damageReport.Add(agent.GetPlayerNumber(), damage);
                }
            }

            // once all damages are calculated, send out damage report
            if (OnExplosion != null)
            {
                OnExplosion.Invoke(this, damageReport);
            }

            // Unparent the particles from the shell.
            m_ExplosionParticles.transform.parent = null;

            // Play the particle system.
            m_ExplosionParticles.Play();

            // Play the explosion sound effect.
            // m_ExplosionAudio.Play();

            // Once the particles have finished, destroy the gameobject they are on.
            ParticleSystem.MainModule mainModule = m_ExplosionParticles.main;
            Destroy(m_ExplosionParticles.gameObject, mainModule.duration);

            // Destroy the shell.
            Destroy(gameObject);
        }