Exemple #1
0
    // check ai shot for injured or die player ship
    bool CheckAIShipShoot(Vector3 shoot)
    {
        // check cubes transform == shoot
        foreach (Collider cube in playerShipColliders)
        {
            Debug.Log("Compare shot " + shoot + " with cube pos " + cube.gameObject.transform.position);
            if (cube.transform.position.x == shoot.x && cube.transform.position.z == shoot.z)
            {
                Debug.Log("AI shoot in " + cube.transform.parent.name);
                aSource.PlayOneShot(audioManager.ship);

                var ship = playerFieldData.Ships.Find(x => x.go == cube.transform.parent.gameObject);

                ship.status              = PlayerField.shipStatus.Injured;
                cube.transform.position += new Vector3(0, -0.2f, 0);

                //DestroyCube(cube.gameObject);

                if (CheckPlayerShipDie(ship.go.transform))
                {
                    ship.status = PlayerField.shipStatus.Die;
                    AddDeadZone(ship.go);
                    playerFieldData.CheckGameStatus();
                }
                else
                {
                    ship.status = PlayerField.shipStatus.Injured;
                }

                return(true);
            }
        }
        return(false);
    }
    // check player fire cell for injured or die ai ship
    void CheckFireCell(RaycastHit hit)
    {
        if (hit.collider.CompareTag("Ship"))
        {
            aSource.PlayOneShot(audioManager.ship);

            GameObject shipInjured = Instantiate(hitShip);
            shipInjured.transform.position = Vector3Int.RoundToInt(hit.collider.transform.position);
            shipInjured.transform.SetParent(otherPlayerFeildData.transform);
            shipInjured.transform.localPosition = Vector3Int.CeilToInt(shipInjured.transform.localPosition);

            hit.collider.GetComponentInChildren <MeshRenderer>().enabled = true;

            var ship = otherPlayerFeildData.Ships.Find(x => x.go == hit.collider.transform.parent.gameObject);
            ship.status = PlayerField.shipStatus.Injured;

            // check ship status
            if (CheckShipDie(hit.collider.transform.parent))
            {
                aSource.PlayOneShot(audioManager.ship);

                hit.collider.transform.parent.position -= new Vector3(0, 0.2f, 0);
                // set die in playerfield
                ship.status = PlayerField.shipStatus.Die;
                Debug.Log("ship " + ship.go.name + " " + ship.status);
                otherPlayerFeildData.CheckGameStatus();
            }
        }
        if (hit.collider.CompareTag("Field"))
        {
            // check fire in place
            var checkCell = Vector3Int.RoundToInt(hit.point);

            if (!CheckFire(checkCell))
            {
                aSource.PlayOneShot(audioManager.empty);

                GameObject fire = Instantiate(cross);
                fire.transform.localPosition = checkCell + new Vector3(0, -1f, 0);
                fire.transform.SetParent(otherPlayerFeildData.transform);
                fire.transform.localPosition = Vector3Int.CeilToInt(fire.transform.localPosition);
            }
            playerCanShot = false;
        }
    }