Exemple #1
0
    // Checks if there are any hostiles within a 25f sphere radius. Then gets the closest one within line of sight.
    // Line of sight here means not obstructed by buildings/terrain/other units/ etc
    // Returns null if no such hostile is found.
    // This is currently being called in several Update methods, need an optimization to drastically reduce calls
    // Do not make this a command, there will be too much traffic and its needless
    public GameObject AcquireTarget()
    {
        Collider[] colls         = Physics.OverlapSphere(transform.position, 55f);
        GameObject targetLocal   = null;
        float      distanceLocal = float.MaxValue;

        foreach (Collider coll in colls)
        {
            if (coll.transform.gameObject.tag == attackTag)
            {
                TroopClass enemyTC = coll.transform.gameObject.GetComponent <TroopClass>();
                if (enemyTC != null)
                {
                    enemyTC.visible = true;
                }
                float newDistance = Vector3.Distance(coll.transform.position, this.gameObject.transform.position);
                if (targetLocal == null || newDistance < distanceLocal)
                {
                    if (coll.gameObject == targetLocal)
                    {
                    }
                    targetLocal   = coll.gameObject;
                    distanceLocal = newDistance;
                }
            }
        }
        if (targetLocal != null && ProgUtils.InLineOfSight(gameObject, targetLocal) &&
            targetLocal.GetComponent <TroopClass>().isHidden == false)
        {
            return(targetLocal);
        }
        return(null);
    }
Exemple #2
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    void Update()
    {
        // Can only attack when the timer is greater than attack speed, hence;
        // Greater attack speed value actually means more time between attacks
        attackTimer += 0.5f * Time.deltaTime;

        // If there is no target to attack, then find a target in range
        if (target == null)
        {
            SetTarget(tc.AcquireTarget());
            // Else if there is a target, attack if in range or move to it if not in range
        }
        else
        {
            if (ProgUtils.InRange(gameObject, target, attackRange))
            {
                if (ProgUtils.InLineOfSight(gameObject, target))
                {
                    tc.Stop();
                    Attack();
                }
                else if (tc.IsStopped())
                {
                    tc.Move(target.transform.position);
                }
            }
            else
            {
                tc.Move(ProgUtils.GetNearestWithinRange(gameObject, target, attackRange - 2f));
            }
        }
    }
Exemple #3
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 public static bool InCover(GameObject attacker, GameObject target)
 {
     foreach (GameObject cov in cover)
     {
         if (ProgUtils.InRange(attacker, target, cov))
         {
             Vector3    vec1 = attacker.transform.position;
             Vector3    vec2 = target.transform.position;
             RaycastHit hit;
             if (Physics.Raycast(vec1, vec2 - vec1, out hit, Vector3.Distance(vec1, vec2)))
             {
                 if (hit.collider.gameObject.tag == "Cover")
                 {
                     float attackDistance = Mathf.Abs(Vector3.Distance(attacker.transform.position, cov.transform.position));
                     float targetDistance = Mathf.Abs(Vector3.Distance(cov.transform.position, target.transform.position));
                     if (attackDistance > targetDistance)
                     {
                         return(true);
                     }
                 }
             }
         }
     }
     return(false);
 }
 //Delegated helper function for SelectTroops
 static void SelectTroop(TroopClass troop, Vector3 corner1, Vector3 corner2)
 {
     if (troop != null && ProgUtils.InSelectWindow(corner1, corner2, troop.transform.position))
     {
         troop.MarkSelected();
         selectedTroops.Push(troop);
     }
 }
Exemple #5
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    void EndSelect()
    {
        GameObject target = null;

        //Get click point will set target equal to whatever the player clicked on
        selectedEndPoint = ProgUtils.GetClickPoint(cam, out target);

        if (target != null && target.tag == "Friendly")
        {
            commandManager.AddTroop(target.GetComponent <TroopClass>());
        }
        commandManager.SelectTroops();
    }
Exemple #6
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    // Like Warcraft/AoE/DotA the camera pans if the mouse moves to an edge
    // Not a command because only this client needs to be aware of its camera position
    void CameraMovement()
    {
        float horizontal, vertical;

        float screenLow      = .05f;
        float screenHigh     = .95f;
        float invertControls = 1f;

        if (gameObject.name == "Red_Player")
        {
            invertControls = -1f;
        }

        if (ProgUtils.InRange(Screen.width * screenLow, Screen.width * screenHigh, Input.mousePosition.x))
        {
            horizontal = 0f;
        }
        else
        {
            horizontal = mouseSensitivity * ProgUtils.GetSign(Input.mousePosition.x - Screen.width / 2) * invertControls;
        }

        if (ProgUtils.InRange(Screen.height * screenLow, Screen.height * screenHigh, Input.mousePosition.y))
        {
            vertical = 0f;
        }
        else
        {
            vertical = mouseSensitivity * ProgUtils.GetSign(Input.mousePosition.y - Screen.height / 2) * invertControls;
        }

        Vector3 camPos = gameObject.transform.position;

        if (camPos.x >= xBound)
        {
            horizontal = Mathf.Clamp(horizontal, -1f, 0f);
        }
        if (camPos.x <= -15)
        {
            horizontal = Mathf.Clamp(horizontal, 0f, 1f);
        }
        if (camPos.z >= yBound)
        {
            vertical = Mathf.Clamp(vertical, -1f, 0f);
        }
        if (camPos.z <= -15)
        {
            vertical = Mathf.Clamp(vertical, 0f, 1f);
        }
        transform.Translate(horizontal, 0, vertical, Space.World);
    }
Exemple #7
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    void EndSelect()
    {
        selectedEndPoint = ProgUtils.GetClickPoint();
        RaycastHit hit;
        Vector3    pos = gameObject.transform.position;

        if (Physics.Raycast(pos, selectedEndPoint - pos, out hit, Mathf.Infinity))
        {
            if (hit.collider.gameObject.tag == "Friendly")
            {
                CommandManagement.AddTroop(hit.collider.gameObject.GetComponent <TroopClass>());
            }
        }
        CommandManagement.SelectTroops();
    }
Exemple #8
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 void SetTarget()
 {
     CommandManagement.target        = null;
     CommandManagement.pointSelected = ProgUtils.GetClickPoint();
     //Get Click Point also sets CommandManagement.target to
     //what it clicked on, if it clicked on an enemy
     if (CommandManagement.target != null)
     {
         //if the target is not null, it means GetClickPoint found an enemy so attack it
         //the Combat class handles movement towards enemies so it isn't done here
         CommandManagement.SetAttackTargets();
     }
     else
     {
         //There was no enemy so just move to the pointSelected as usual
         CommandManagement.MoveTroops();
     }
 }
Exemple #9
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    // Like Warcraft/AoE/DotA the camera pans if the mouse moves to an edge
    void CameraMovement()
    {
        float horizontal;
        float vertical;

        if (ProgUtils.InRange(Screen.width * .05f, Screen.width * .95f, Input.mousePosition.x))
        {
            horizontal = 0f;
        }
        else
        {
            horizontal = mouseSensitivity * ProgUtils.GetSign(Input.mousePosition.x - Screen.width / 2);
        }

        if (ProgUtils.InRange(Screen.height * .05f, Screen.height * .95f, Input.mousePosition.y))
        {
            vertical = 0f;
        }
        else
        {
            vertical = mouseSensitivity * ProgUtils.GetSign(Input.mousePosition.y - Screen.height / 2);
        }

        Vector3 camPos = gameObject.transform.position;

        if (camPos.x >= xBound)
        {
            Mathf.Clamp(horizontal, -1f, 0f);
        }
        if (camPos.x <= 0)
        {
            Mathf.Clamp(horizontal, 0f, 1f);
        }
        if (camPos.y >= yBound)
        {
            Mathf.Clamp(vertical, -1f, 0f);
        }
        if (camPos.y <= 0)
        {
            Mathf.Clamp(vertical, 0f, 1f);
        }
        transform.Translate(horizontal, 0, vertical, Space.World);
    }
Exemple #10
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    void SetTarget()
    {
        GameObject newTarget = null;

        //Have to reset commandManager's current target to null so right clicks disengage by default
        commandManager.target = null;

        //get click point will set newTarget to whatever the player clicked on
        commandManager.pointSelected = ProgUtils.GetClickPoint(cam, out newTarget);


        if (newTarget != null && newTarget.tag == commandManager.GetEnemySide())
        {
            //the Combat class handles movement towards enemies so it isn't done here
            commandManager.SetManagerTarget(newTarget);
            commandManager.SetAttackTargets();
        }
        else
        {
            //There was no enemy so just move to the pointSelected as usual
            commandManager.MoveTroops();
        }
    }
 public static void SetAttackTargets()
 {
     ProgUtils.IterateAll(selectedTroops, SetAttackTarget);
     attacking = false;
 }
Exemple #12
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 void Death()
 {
     gameObject.GetComponent <TroopClass> ().UnmarkSelected();
     ProgUtils.RecursiveDestruction(gameObject);
     Destroy(this);
 }
 public static void ClearSelection()
 {
     ProgUtils.IterateAll(selectedTroops, UnmarkTroop);
     selectedTroops.Clear();
 }
 public static void MoveTroops()
 {
     ProgUtils.IterateAll(selectedTroops, MoveTroop);
 }
Exemple #15
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 // Selection works by creating two Vector3's on the surface of the map. Any selectable in between
 // these Vector3 corners are considered selected and added to the selection stack.
 // Also not a command because only determines where this client began selecting
 void BeginSelect()
 {
     selectedStartPoint = ProgUtils.GetClickPoint(cam);
     dragOrigin         = new Vector2(Input.mousePosition.x, Screen.height - Input.mousePosition.y);
 }
 public static void SelectTroops()
 {
     ProgUtils.IterateAll(troops, SelectTroop, Camera.main.gameObject);
 }
Exemple #17
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 public void SelectTroops()
 {
     ProgUtils.IterateAll(troops, SelectTroop, camScript);
 }