Exemple #1
0
    public virtual void Clear(bool clearTargets = true)
    {
        base.Clear();

        if (clearTargets)
        {
            IronPulling  = false;
            SteelPushing = false;
        }
        else     // prevents calling of StopOn____Targets
        {
            ironPulling  = false;
            steelPushing = false;
        }
        IronBurnPercentageTarget  = 0;
        SteelBurnPercentageTarget = 0;
        IronPassiveBurn           = 0;
        SteelPassiveBurn          = 0;
        PullTargets.Clear(true, clearTargets);
        PushTargets.Clear(true, clearTargets);
        lastExpectedAllomancerAcceleration = Vector3.zero;
        //lastExpectedAllomancerVelocityChange = Vector3.zero;
        //LastExpectedAllomancerEnergyUsed = 0;
        LastAllomancerVelocity   = Vector3.zero;
        LastNetForceOnAllomancer = Vector3.zero;
        LastAllomanticForce      = Vector3.zero;
        LastAnchoredPushBoost    = Vector3.zero;
        LastMaximumNetForce      = Vector3.zero;
    }
    public void RemoveAllTargets()
    {
        PullTargets.Clear();
        PushTargets.Clear();

        HUD.TargetOverlayController.Clear();
    }
Exemple #3
0
 public virtual void StopBurning()
 {
     if (IsBurning)
     {
         PullTargets.Clear();
         PushTargets.Clear();
         IronBurnPercentageTarget  = 0;
         SteelBurnPercentageTarget = 0;
         IsBurning      = false;
         lastWasPulling = false;
         lastWasPushing = false;
     }
 }
Exemple #4
0
    /*
     * Every frame: Calculate and apply forces to targets being pushed on.
     *      Drain metal reserves.
     */
    private void FixedUpdate()
    {
        if (!PauseMenu.IsPaused)
        {
            if (IsBurning)
            {
                // Remove all targets that are out of pushing range
                // For Mouse/Keyboard, Iron and Steel burn percentages are equal, so it's somewhat redundant to specify
                PullTargets.RemoveAllOutOfRange(IronBurnPercentageTarget, this);
                PushTargets.RemoveAllOutOfRange(SteelBurnPercentageTarget, this);

                // Calculate net charges to know how pushes will be distributed amongst targets
                float netPullTargetsCharge = PullTargets.NetCharge();
                float netPushTargetsCharge = PushTargets.NetCharge();
                float sumPullTargetsCharge = PullTargets.SumOfCharges();
                float sumPushTargetsCharge = PushTargets.SumOfCharges();

                // Calculate Allomantic Forces and APBs
                // Execute AFs and APBs on target and Allomancer
                if (PullingOnPullTargets)
                {
                    for (int i = 0; i < PullTargets.Count; i++)
                    {
                        CalculateForce(PullTargets[i], netPullTargetsCharge, sumPullTargetsCharge, iron);
                        AddForce(PullTargets[i]);
                        BurnIron(PullTargets[i].LastNetForceOnAllomancer.magnitude);
                    }
                }
                else if (PushingOnPullTargets)
                {
                    for (int i = 0; i < PullTargets.Count; i++)
                    {
                        CalculateForce(PullTargets[i], netPullTargetsCharge, sumPullTargetsCharge, steel);
                        AddForce(PullTargets[i]);
                        BurnSteel(PullTargets[i].LastNetForceOnAllomancer.magnitude);
                    }
                }
                else if (HasPullTarget)
                {
                    for (int i = 0; i < PullTargets.Count; i++)
                    {
                        CalculateForce(PullTargets[i], netPullTargetsCharge, sumPullTargetsCharge, iron);
                    }
                }

                if (PullingOnPushTargets)
                {
                    for (int i = 0; i < PushTargets.Count; i++)
                    {
                        CalculateForce(PushTargets[i], netPushTargetsCharge, sumPushTargetsCharge, iron);
                        AddForce(PushTargets[i]);
                        BurnIron(PushTargets[i].LastNetForceOnAllomancer.magnitude);
                    }
                }
                else if (PushingOnPushTargets)
                {
                    for (int i = 0; i < PushTargets.Count; i++)
                    {
                        CalculateForce(PushTargets[i], netPushTargetsCharge, sumPushTargetsCharge, steel);
                        AddForce(PushTargets[i]);
                        BurnSteel(PushTargets[i].LastNetForceOnAllomancer.magnitude);
                    }
                }
                else if (HasPushTarget)
                {
                    for (int i = 0; i < PushTargets.Count; i++)
                    {
                        CalculateForce(PushTargets[i], netPushTargetsCharge, sumPushTargetsCharge, steel);
                    }
                }
                // Consume iron or steel for passively burning, depending on which metal was last used to push/pull
                if (HasIron && lastWasPulling || !HasSteel)
                {
                    IronReserve.Mass += IronPassiveBurn * gramsPerSecondPassiveBurn * Time.fixedDeltaTime;
                }
                else if (HasSteel && lastWasPushing || !HasIron)
                {
                    SteelReserve.Mass += SteelPassiveBurn * gramsPerSecondPassiveBurn * Time.fixedDeltaTime;
                }
                else
                {
                    IronReserve.Mass  += IronPassiveBurn * gramsPerSecondPassiveBurn * Time.fixedDeltaTime / 2;
                    SteelReserve.Mass += SteelPassiveBurn * gramsPerSecondPassiveBurn * Time.fixedDeltaTime / 2;
                }

                // If out of metals, stop burning.
                if (!HasIron)
                {
                    if (HasPullTarget)
                    {
                        PullTargets.Clear();
                    }
                    if (!HasSteel)
                    {
                        StopBurning();
                    }
                }
                if (!HasSteel)
                {
                    if (HasPushTarget)
                    {
                        PushTargets.Clear();
                    }
                }


                lastWasPulling = (lastWasPulling || IronPulling) && !SteelPushing;
                lastWasPushing = (lastWasPushing || SteelPushing) && !IronPulling;

                // Update variables for calculating APBs and the like for next frame
                LastAllomancerVelocity             = rb.velocity;
                LastAllomanticForce                = thisFrameAllomanticForce;
                thisFrameAllomanticForce           = Vector3.zero;
                LastAnchoredPushBoost              = thisFrameAnchoredPushBoost;
                thisFrameAnchoredPushBoost         = Vector3.zero;
                LastMaximumNetForce                = thisFrameMaximumNetForce;
                thisFrameMaximumNetForce           = Vector3.zero;
                LastNetForceOnAllomancer           = LastAllomanticForce + LastAnchoredPushBoost;
                lastExpectedAllomancerAcceleration = LastNetForceOnAllomancer / rb.mass;
            }
        }
    }