Exemple #1
0
 public void SetTarget(GameObject tar)
 {
     target = tar;
     if (target != null)
     {
         UnitStatSystem tarStat = target.GetComponent <UnitStatSystem>();
         if (tarStat != null)
         {
             foreach (GameObject uni in unitList)
             {
                 UnitCombat com = uni.GetComponent <UnitCombat>();
                 com.SetTarget(tarStat);
             }
         }
         UnitGroupSystem tarGro = target.GetComponent <UnitGroupSystem>();
         if (tarGro != null)
         {
             foreach (GameObject uni in unitList)
             {
                 UnitCombat     com        = uni.GetComponent <UnitCombat>();
                 UnitStatSystem tarLitStat = tarGro.GetUnitList()[Random.Range(0, tarGro.GetUnitList().Count)].GetComponent <UnitStatSystem>();
                 com.SetTarget(tarLitStat);
             }
         }
     }
 }
Exemple #2
0
 void UnselectUnit()
 {
     if (selectedUnit != null)
     {
         selectedUnit.SetSelect(false);
     }
     selectedUnit = null;
 }
Exemple #3
0
 void TrainingUnit()
 {
     if (isTraining)
     {
         cancelUI.gameObject.SetActive(true);
         barUI.gameObject.SetActive(true);
         if (cancelUI.CheckClick())
         {
             cancelUI.SetClick(false);
             isTraining = false;
         }
         if (trainTimeNow >= trainTimeMax)
         {
             isTraining = false;
             GameObject      unit  = Instantiate(unitTrainNow, spawnPoint.transform.position, spawnPoint.transform.rotation) as GameObject;
             UnitGroupSystem group = unit.GetComponent <UnitGroupSystem>();
             if (group != null)
             {
                 group.SetOwner(build.GetOwner());
             }
             WorkerUnit worker = unit.GetComponent <WorkerUnit>();
             if (worker != null)
             {
                 worker.SetOwner(this.build.GetOwner());
             }
         }
         trainTimeNow += Time.deltaTime;
         barUI.SetProgress(trainTimeNow / trainTimeMax);
     }
     else
     {
         cancelUI.gameObject.SetActive(false);
         barUI.gameObject.SetActive(false);
         VRPlayerIndicator player = null;
         foreach (GameObject plays in GameObject.FindGameObjectsWithTag("Player"))
         {
             VRPlayerIndicator ind = plays.GetComponent <VRPlayerIndicator>();
             if (ind.GetPlayerNumber() == stat.GetOwner())
             {
                 player = ind;
             }
         }
         for (int i = 0; i < trainUI.Length; i++)
         {
             if (trainUI[i].CheckClick() && player.GetEther() >= trainCost[i])
             {
                 isTraining   = true;
                 unitTrainNow = trainUnit[i];
                 trainTimeMax = trainTime[i];
                 trainTimeNow = 0;
                 player.ChangeEther(-trainCost[i]);
                 barUI.SetProgress(0);
                 trainUI[i].SetClick(false);
                 Debug.Log("Start Training!!!");
             }
         }
     }
 }
Exemple #4
0
    void CheckUnitOBJ(GameObject hitObject)
    {
        UnitStatSystem unit = hitObject.GetComponent <UnitStatSystem>();

        if (unit != null)
        {
            Debug.Log("SELECT UNIT");
            if (unit.GetUnitType() == UnitStatSystem.UnitObjectType.Building)
            {
                Debug.Log("SELECT Building");
                BuildingSystem buil = hitObject.GetComponent <BuildingSystem>();
                if (player.GetPlayerNumber() == buil.GetOwner())
                {
                    Debug.Log("Select Own Building");
                    UnselectUnit();
                    UnselectWorker();
                    if (buil != selectedBuilding)
                    {
                        UnselectBuilding();
                        SelectBuilding(buil);
                    }
                }
            }
            if (unit.GetUnitType() == UnitStatSystem.UnitObjectType.Units)
            {
                WorkerUnit wor = unit.GetComponent <WorkerUnit>();
                if (wor != null)
                {
                    if (player.GetPlayerNumber() == wor.GetOwner())
                    {
                        UnselectUnit();
                        UnselectBuilding();
                        if (wor != selectedWorker)
                        {
                            UnselectWorker();
                            SelectWorker(wor);
                        }
                    }
                }
            }
            if (unit.GetOwner() != player.GetPlayerNumber() && selectedUnit != null)
            {
                if (!AllianceSystem.CheckAlly(player.GetPlayerNumber(), unit.GetOwner()))
                {
                    Debug.Log("ATTACK");
                    selectedUnit.SetAutoAttaack(true);
                    selectedUnit.SetTarget(unit.gameObject);
                }
            }
        }
        if (hitObject.tag == "Soldier Group")
        {
            Debug.Log("SELECT SOLDIER");
            UnitGroupSystem unitGro = hitObject.GetComponent <UnitGroupSystem>();
            if (player.GetPlayerNumber() == unitGro.GetOwner())
            {
                Debug.Log("Select own Soldier");
                UnselectBuilding();
                UnselectWorker();
                if (unitGro != selectedUnit)
                {
                    UnselectUnit();
                    SelectUnit(unitGro);
                }
            }
            if (unitGro.GetOwner() != player.GetPlayerNumber() && selectedUnit != null)
            {
                if (!AllianceSystem.CheckAlly(player.GetPlayerNumber(), unitGro.GetOwner()))
                {
                    Debug.Log("ATTACK");
                    selectedUnit.SetAutoAttaack(true);
                    selectedUnit.SetTarget(unitGro.gameObject);
                }
            }
        }
    }
Exemple #5
0
 void SelectUnit(UnitGroupSystem uni)
 {
     selectedUnit = uni;
     selectedUnit.SetSelect(true);
 }
    private void CheckArmy()
    {
        foreach (UnitGroupSystem army in armyList)
        {
            if (!army)
            {
                armyList.Remove(army);
                Destroy(army.gameObject);
            }
        }

        foreach (UnitGroupSystem army in armyList)
        {
            GameObject target       = null;
            Collider[] hitColliders = Physics.OverlapSphere(army.transform.position, 50);
            int        i            = 0;
            while (i < hitColliders.Length)
            {
                UnitStatSystem tarStat = hitColliders[i].GetComponent <UnitStatSystem>();
                if (tarStat && tarStat.GetAlive() && tarStat.GetOwner() != playerStat.GetPlayerNumber() && !AllianceSystem.CheckAlly(playerStat.GetPlayerNumber(), tarStat.GetOwner()))
                {
                    target = tarStat.gameObject;
                }
                else
                {
                    UnitGroupSystem tarGroup = hitColliders[i].GetComponent <UnitGroupSystem>();
                    if (tarGroup && tarGroup.GetOwner() != playerStat.GetPlayerNumber() && !AllianceSystem.CheckAlly(playerStat.GetPlayerNumber(), tarGroup.GetOwner()))
                    {
                        target = tarGroup.gameObject;
                    }
                }
                i++;
            }
            if (target && !army.HaveTarget())
            {
                army.SetAutoAttaack(true);
                army.SetTarget(target);
            }
            else
            {
                if (armyList.Count >= 3)
                {
                    UnitStatSystem[] tarG = FindObjectsOfType <UnitStatSystem>();
                    foreach (UnitStatSystem tarDum in tarG)
                    {
                        if (tarDum && tarDum.GetAlive() && tarDum.GetOwner() != playerStat.GetPlayerNumber() && !AllianceSystem.CheckAlly(playerStat.GetPlayerNumber(), tarDum.GetOwner()))
                        {
                            target = tarDum.gameObject;
                        }
                    }
                    if (target)
                    {
                        army.GetComponent <UnitMove>().OrderMove(target.transform.position);
                    }
                }
                else
                {
                    GameObject posDummy = Instantiate(aiPointDummy, aiStronghold.transform.position, aiStronghold.transform.rotation) as GameObject;
                    posDummy.transform.Rotate(new Vector3(0, Random.Range(135f, 225f), 0));
                    posDummy.transform.position += posDummy.transform.forward * Random.Range(40, 50);
                    army.GetComponent <UnitMove>().OrderMove(posDummy.transform.position);
                    //army.GetComponent<UnitMove>().OrderMove(Vector3.one);
                }
            }
        }
    }
Exemple #7
0
    private void Moving()
    {
        Vector3 movement    = Vector3.zero;
        Vector3 adjustedPos = new Vector3();

        if (isColEvd)
        {
            adjustedPos = new Vector3(evdPoints[0].transform.position.x, transform.position.y, evdPoints[0].transform.position.z);
        }
        else
        {
            adjustedPos = new Vector3(_targetPos.x, transform.position.y, _targetPos.z);
        }


        if (_targetPos != Vector3.one)
        {
            Quaternion targetRot = Quaternion.LookRotation(adjustedPos - transform.position);
            //
            transform.rotation = Quaternion.Slerp(transform.rotation, targetRot, rotSpeed * Time.deltaTime);

            movement = _curSpeed * Vector3.forward;
            movement = transform.TransformDirection(movement);
        }

        if (isColEvd)
        {
        }
        else
        {
            //Debug.Log(Vector3.Distance(adjustedPos, transform.position));
            if (Vector3.Distance(adjustedPos, transform.position) < targetBuffer)
            {
                _curSpeed -= deceleration * Time.deltaTime;
                if (_curSpeed <= 0)
                {
                    _targetPos = Vector3.one;
                }
            }
        }


        if (needAni)
        {
            _animator.SetFloat("Speed", movement.sqrMagnitude);
        }


        movement *= Time.deltaTime;
        _charController.Move(movement);

        if (isColEvd)
        {
            CollisionEvading();
        }
        else
        {
            RaycastHit hit;
            GameObject hitObject = null;

            Debug.DrawRay(checkColPoint.transform.position + (transform.up * 2), checkColPoint.transform.TransformDirection(Vector3.forward) * colCheckDistance, Color.blue);
            if (Physics.Raycast(checkColPoint.transform.position + transform.up, checkColPoint.transform.TransformDirection(Vector3.forward), out hit, colCheckDistance))
            {
                Debug.Log("Raycast Hit");
                hitObject = hit.transform.gameObject;
                UnitMove colUnit = hitObject.gameObject.GetComponent <UnitMove>();

                if (colUnit)
                {
                    UnitStatSystem colUnitStat = colUnit.GetComponent <UnitStatSystem>();
                    if (colUnitStat && colUnitStat.GetOwner() == stat.GetOwner())
                    {
                        if (colUnit.GetCurrentSpeed() < _curSpeed)
                        {
                            if (evdPoints.Count == 0)
                            {
                                //StartColEvade();
                            }
                        }
                    }
                    else
                    {
                        UnitGroupSystem colGroup = hitObject.GetComponent <UnitGroupSystem>();
                        if (colGroup && colGroup.GetOwner() == stat.GetOwner())
                        {
                            if (evdPoints.Count == 0)
                            {
                                //StartColEvade();
                            }
                        }
                    }
                }
                else
                {
                    if (evdPoints.Count == 0)
                    {
                        //StartColEvade();
                    }
                }
            }
            else
            {
                isColEvd = false;
            }
        }
    }