Exemple #1
0
    void Fire(TrueGodGameObject attacker, TrueGodGameObject defender)
    {
        GameObject prf        = Resources.Load("Prefabs/Bullet") as GameObject;
        GameObject new_bullet = Instantiate(prf) as GameObject;

        new_bullet.transform.position = attacker.Get_OBJ().transform.position;
        new_bullet.GetComponent <Bullet>().direction = defender.Get_OBJ().transform.position - attacker.Get_OBJ().transform.position;
    }
Exemple #2
0
 void Set_Nav(TrueGodGameObject subj, Vector3 pos)
 {
     if (subj.Get_OBJ() == null)
     {
         return;
     }
     UnityEngine.AI.NavMeshAgent nav = subj.Get_OBJ().GetComponent <UnityEngine.AI.NavMeshAgent>();
     nav.stoppingDistance = 1f;
     nav.speed            = subj.Get_SPD();
     nav.SetDestination(pos);
 }
Exemple #3
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 void Set_Nav(TrueGodGameObject subj, TrueGodGameObject obj)
 {
     if (subj.Get_OBJ() == null || obj.Get_OBJ() == null)
     {
         return;
     }
     UnityEngine.AI.NavMeshAgent nav = subj.Get_OBJ().GetComponent <UnityEngine.AI.NavMeshAgent>();
     nav.stoppingDistance = 1f;
     nav.speed            = subj.Get_SPD();
     nav.SetDestination(obj.Get_OBJ().transform.position);
 }
Exemple #4
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 bool Attack(Vector3 atk_pos, TrueGodGameObject defender, float atk, float range)
 {
     if (!defender.Is_Dead())
     {
         float distance = Vector3.Distance(atk_pos, defender.Get_OBJ().transform.position);
         if (distance <= range)
         {
             defender.Endure_Attack(atk);
             if (defender.Is_Dead())
             {
                 print(defender.Get_OBJ().name + " Destroyed!!!");
                 GameObject.Destroy(defender.Get_OBJ());
             }
             return(true);
         }
     }
     return(false);
 }
Exemple #5
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    int Get_Closest <T>(TrueGodGameObject subject, List <T> objects) where T : TrueGodGameObject
    {
        float closest = 1000000;
        int   index   = -1;

        for (int i = 0; i < objects.Count; i++)
        {
            if (objects [i].Is_Dead() || subject.Is_Dead())
            {
                continue;
            }
            float distance = Vector3.Distance(subject.Get_OBJ().transform.position, objects[i].Get_OBJ().transform.position);
            if (distance < closest)
            {
                closest = distance;
                index   = i;
            }
        }
        return(index);
    }
Exemple #6
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 bool Attack(TrueGodGameObject attacker, TrueGodGameObject defender)
 {
     if (Time.time - attacker.timer >= 1f / attacker.Get_FQC() && !attacker.Is_Dead() && !defender.Is_Dead())
     {
         float distance = Vector3.Distance(attacker.Get_OBJ().transform.position, defender.Get_OBJ().transform.position);
         if (distance <= attacker.Get_RAG())
         {
             attacker.Launch_Attack(defender);
             Fire(attacker, defender);
             attacker.timer = Time.time;
             if (defender.Is_Dead())
             {
                 print(defender.Get_OBJ().name + " Destroyed!!!");
                 GameObject.Destroy(defender.Get_OBJ());
                 if (defender.Is_Enemy())
                 {
                     Add_Score(defender.Get_SCR());
                 }
             }
             return(true);
         }
     }
     return(false);
 }
 public void Launch_Attack(TrueGodGameObject obj)
 {
     obj.DEF -= this.ATK;
 }