//expected to be a turn update
    public void BasicAttackUpdate()
    {
        Turn X = MyUnit.GetCombatActionQueue()[0];

        //model.transform.forward = direction;
        X.direction = (player.transform.position - MyUnit.transform.position).normalized * 1.5f;
        MyUnit.transform.forward = X.direction;
        //todo produce a fireball unitbehavior that moves to TargetLocator's position after say 40 frames
        //Debug.Log("procced =: " + X.HasProcced);
        if (!X.HasProcced)
        {
            //test to see if we dont hit the player.
            if (X.CurrentTime - X.StartTime > X.ProcTime)
            {
                bool hit = true;
                //determine distance/angle
                Vector3 diff = player.transform.position - MyUnit.transform.position;
                // short if distance is too great.
                if (diff.magnitude > 1.5f)
                {
                    X.HasProcced = true;
                    hit          = false;
                }
                else
                {
                    float L = MyUnit.transform.GetComponent <CapsuleCollider>().radius;
                    float H = L * 2;
                    Ray   r = new Ray(MyUnit.transform.position, X.direction.normalized);
                    float o = Vector3.Cross(r.direction, diff).magnitude;
                    // Hit this unit if inside hitbox influence;
                    if ((o - player.GetComponent <SphereCollider>().radius) > L + (H - L) * (diff.magnitude / X.ran))
                    {
                        hit = false;
                    }
                    Debug.Log("Hit is: " + hit);
                }

                X.HasProcced = true;
                if (hit)
                {
                    player.DamageHealth(MyUnit.GetSkill("basicattack"));
                }
            }
        }
    }
Exemple #2
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    //expected to be a turn update
    public void BasicAttackUpdate()
    {
        //model.transform.forward = direction;
        self.transform.forward = direction;
        //todo produce a fireball unitbehavior that moves to TargetLocator's position after say 40 frames
        //Debug.Log("procced =: " + HasProcced);
        if (!HasProcced)
        {
            if (CurrentTime - StartTime > ProcTime)
            {
                //CAST FIRE BALL
                List <UnitBehavior> EligibleUnits = new List <UnitBehavior>(), pulled = GetSusceptibleUnits();
                //Debug.Log("GetSusceptibleUnits gave " + pulled.Count + " units.");
                foreach (UnitBehavior unit in pulled)
                {
                    //determine distance/angle
                    Vector3 diff = unit.transform.position - origin;
                    // short if distance is too great.
                    if (diff.magnitude > ran)
                    {
                        continue;
                    }


                    float L = self.transform.GetComponent <SphereCollider>().radius;
                    float H = L * 2;
                    Ray   r = new Ray(origin, direction.normalized);
                    float o = Vector3.Cross(r.direction, diff).magnitude;
                    // skip this unit if outside hitbox influence;
                    if (o - unit.GetComponent <CapsuleCollider>().radius > L + (H - L) * (diff.magnitude / ran))
                    {
                        continue;
                    }
                    //add the eligible enemies to the list.
                    EligibleUnits.Add(unit);
                }
                if (EligibleUnits.Count < 1)
                {
                    Debug.Log("no units hit."); HasProcced = true; return;
                }

                //hit the closest enemy code below

                UnitBehavior hit = EligibleUnits[0];
                foreach (UnitBehavior unit in EligibleUnits)
                {
                    if ((unit.transform.position - origin).magnitude < (hit.transform.position - origin).magnitude)
                    {
                        hit = unit;
                    }
                }
                hit.DamageHealth(self.GetSkill(actiontype));


                //hit all enemies able to be hit code below

                /*
                 * foreach (UnitBehavior unit in EligibleUnits)
                 * {
                 *  unit.DamageHealth(self.GetSkill(actiontype));
                 * }
                 */
                HasProcced = true;
            }
        }
    }