Esempio n. 1
0
        private static PortTownIndividualPacket createNewPortTownAtLocation(SimplifiedLayoutReturnPacket simplifiedLayout, UpscaledLayoutReturnPacket upscaledLayout,
                                                                            byte roomX, byte roomY, float roomWidthHeight, int numOfVertsPerEdge, System.Random random_forThread)
        {
            PortTownIndividualPacket portTownIndividual = new PortTownIndividualPacket();

            portTownIndividual.setPortTownPierCoords_simple(roomX, roomY);

            Vector2 waterPosition = new Vector2((roomX + 0.5f) * roomWidthHeight, (roomY + 0.5f) * -roomWidthHeight);
            Vector2 landPosition  = findPortTownPierLandPoint(simplifiedLayout.getSimplifiedRoomArray()[roomX, roomY], waterPosition, roomWidthHeight, random_forThread);

            portTownIndividual.setPortTownYRotation(Vector2.SignedAngle(waterPosition - landPosition, Vector2.up));

            Vector2 stepAmount = (landPosition - waterPosition).normalized * Constants.shipMoveSpeed;

            do
            {
                waterPosition += stepAmount;
            } while (BoolArrayManager.checkForConflict_V2_noDoors(upscaledLayout.getBoolArray(), waterPosition));

            stepAmount     = stepAmount / Constants.shipMoveSpeed * Constants.portTownDistanceFromLand;
            waterPosition -= stepAmount;

            portTownIndividual.setPortTownPierCoords_upscaled(waterPosition.x, waterPosition.y);

            addHousesAroundPier(portTownIndividual, upscaledLayout.getLandVertexHeights(), random_forThread);

            return(portTownIndividual);
        }
Esempio n. 2
0
    private void checkVulnerability()
    {
        if (!isVulnerable)
        {
            if (isBeingKnockedBack)
            {
                knockbackDirection_current *= Constants.knockback_dragMultiplier_player;
                if (BoolArrayManager.checkForConflict_V3(boolArray, doorHitboxManager, playerBoatTransform_target.position + knockbackDirection_current))
                {
                    playerBoatTransform_target.position  += knockbackDirection_current;
                    playerBoatTransform_delayed.position += knockbackDirection_current;
                }

                if (knockbackDuration_current > 0)
                {
                    knockbackDuration_current--;
                    if (knockbackDuration_current == 0)
                    {
                        isBeingKnockedBack = false;
                    }
                }
            }

            if (--invulnerabilityDuration_current <= 5)
            {
                isVulnerable = true;
                // playerBoat_actual.GetComponent<Renderer>().material.SetColor("_Color", new Color32(255, 255, 255, 255));
                playerBoat_actual_renderer_main.material.SetColor("_Color", new Color32(255, 255, 255, 255));
                playerBoat_actual_renderer_sail.material.SetColor("_Color", new Color32(255, 255, 255, 255));
            }
        }
    }
Esempio n. 3
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 public static void moveGameObject_andChangeForward(Transform objectTransform, Vector3 moveVec, bool[,] boolArray, DoorHitboxManager doorHitboxManager)
 {
     if (moveVec.magnitude > 0.05f)
     {
         objectTransform.forward   = moveVec.normalized;
         objectTransform.position += BoolArrayManager.adjustMovementBasedOnWalls(boolArray, objectTransform.position, moveVec, doorHitboxManager);
     }
 }
Esempio n. 4
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    public void slideRaftBackwards(GameObject raftEnemy, Vector3 slideAmount)
    {
        if (BoolArrayManager.checkForConflict_V3(boolArray, doorHitboxManager, raftEnemy.transform.position + slideAmount))
        {
            raftEnemy.transform.position += slideAmount;
        }

        // raftEnemy.transform.position += BoolArrayManager.adjustMovementBasedOnWalls(boolArray, raftEnemy.transform.position, slideAmount, doorHitboxManager);
    }
Esempio n. 5
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    private void checkEnemyKnockback(int index)
    {
        if (enemyArray_class[index].getIsBeingKnockedBack())
        {
            enemyArray_class[index].updateKnockbackVector(cannonData.getKnockback_dragMultiplier());

            if (BoolArrayManager.checkForConflict_V3(boolArray, doorHitboxManager, enemyArray_object[index].transform.position + enemyArray_class[index].getKnockbackVector()))
            {
                enemyArray_object[index].transform.position += enemyArray_class[index].getKnockbackVector();
            }
        }
    }
Esempio n. 6
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 private bool checkIfPositionIsInWater(Vector3 position, bool[,] boolArray, DoorHitboxManager doorHitboxManager)
 {
     return(BoolArrayManager.checkForConflict_V3(boolArray, doorHitboxManager, position));
 }
Esempio n. 7
0
 public static void moveGameObject_sameForward(Transform objectTransform, Vector3 moveVec, bool[,] boolArray, DoorHitboxManager doorHitboxManager)
 {
     objectTransform.position += BoolArrayManager.adjustMovementBasedOnWalls(boolArray, objectTransform.position, moveVec, doorHitboxManager);
 }
Esempio n. 8
0
    private void checkForDeactivateCannonball(CannonballIndividual cannonballClass, bool isEnemyCannonball)
    {
        // if cannonball is currently inactive, return
        if (!cannonballClass.getIsMoving())
        {
            return;
        }

        // if cannonball's lifetime is 0, or if it hits a wall/door (enemy collision will happen someplace else)
        //      call a 'makeInactive' funcion on the cannonball, and place two new wakes there.
        // if (cannonballClass.checkForTimeout() || !BoolArrayManager.checkForConflict_V3(boolArray, doorHitboxManager, cannonballClass.getCannonballPosition()))
        // if (cannonballClass.checkForTimeout() || !BoolArrayManager.checkForConflict_V3_noDoors(boolArray, cannonballClass.getCannonballPosition()))
        // if (cannonballClass.checkForTimeout() ||
        //         ((isEnemyCannonball || !cannonData.getPassesThroughWalls()) && !BoolArrayManager.checkForConflict_V3_noDoors(boolArray, cannonballClass.getCannonballPosition())))
        // {
        //     deactivateCannonball(cannonballClass);
        // }

        // Check to see if the cannonball has timed out:
        if (cannonballClass.checkForTimeout())
        {
            deactivateCannonball(cannonballClass);
            return;
        }

        // Then check to see if it has hit a target:
        if (isEnemyCannonball)
        {
            // The enemy's cannonballs:
            if (gameView.checkIfCannonballHasHitPlayer(cannonballClass.getCannonballPosition(), cannonballClass.getCannonballDirection()))
            {
                deactivateCannonball(cannonballClass);
                cannonBonkManager.placeNewBonk(cannonballClass.getCannonballPosition(), 1f, false);
                return;
            }

            if (!BoolArrayManager.checkForConflict_V3_noDoors(boolArray, cannonballClass.getCannonballPosition()))
            {
                deactivateCannonball(cannonballClass);
                return;
            }
        }
        else
        {
            // The player's cannonballs:
            if (enemyManager.checkIfCannonballHasHitEnemy(cannonballClass.getCannonballPosition(), cannonballClass.getCannonballDirection()))
            {
                deactivateCannonball(cannonballClass);
                // cannonBonkManager.placeNewBonk(cannonballClass.getCannonballPosition() + cannonballClass.getCannonballDirection() * 2f, cannonData.getBonkSize(), true);

                if (cannonData.getExplodes())
                {
                    makeCannonballExplode(cannonballClass.getCannonballPosition());
                }
                else
                {
                    cannonBonkManager.placeNewBonk(cannonballClass.getCannonballPosition() + cannonballClass.getCannonballDirection() * 2f, cannonData.getBonkSize(), true);
                }

                return;
            }

            if (!cannonData.getPassesThroughWalls() && !BoolArrayManager.checkForConflict_V3_noDoors(boolArray, cannonballClass.getCannonballPosition()))
            {
                deactivateCannonball(cannonballClass);

                if (cannonData.getExplodes())
                {
                    makeCannonballExplode(cannonballClass.getCannonballPosition());
                }

                return;
            }
        }
    }