Esempio n. 1
0
 public override void OnSyncedUpdate(Navi navi, ChipLogic c)
 {
     c.frametimer -= Time.deltaTime;
     if (c.chip_anim_frame > 1)            // attack is active on 3rd frame
     {
         int i = 0;
         while (i < affectedArea.Count)
         {
             if (!affectedArea[i].hit)                 // no hit from space yet, so check for hit
             // tests for hit and set to true if there is one so it won't check again
             {
                 affectedArea[i].hit = navi.shot_handler.check_position(c.power, navi.playerNumber, c.stun,
                                                                        affectedArea[i].row, affectedArea[i].col, c.elem);
             }
             i++;
         }
     }
     if (c.frametimer <= 0)
     {
         c.frametimer = c.chipFR;
         if (c.chip_anim_frame < c.chip_sprite.Length - 1)               // advance to next frame if not at end
         {
             c.chip_anim_frame++;
             foreach (SurroundTile bt in affectedArea)                     // update sprite of all burning tiles
             {
                 bt.renderer.GetComponent <SpriteRenderer>().sprite = c.chip_sprite[c.chip_anim_frame];
             }
         }
         else
         {
             c.deactivate(navi);
         }
     }
 }
Esempio n. 2
0
 public override void OnSyncedUpdate(Navi navi, ChipLogic c)
 {
     c.frametimer -= Time.deltaTime;
     if (c.frametimer <= 0)
     {
         c.frametimer = c.chipFR;
         if (c.chip_anim_frame < c.chip_sprite.Length - 1)               // advance to next frame if not at end
         {
             c.chip_anim_frame++;
             c.chip_renderObj.GetComponent <SpriteRenderer>().sprite = c.chip_sprite[c.chip_anim_frame];
             if (c.chip_anim_frame > 0)                    // cannon animation has 1 frame more than shoot at the front
             {
                 navi.controlledSpriteSet(c.chip_anim_frame - 1);
             }
             if (c.chip_anim_frame == 2)
             {
                 navi.shot_handler.check_bust(c.power, navi.playerNumber, c.stun, c.elem);                     // shot fired on 3rd frame
             }
         }
         else                // animation finished
         {
             c.deactivate(navi);
         }
     }
 }
Esempio n. 3
0
 public override void OnSyncedUpdate(Navi navi, ChipLogic c)
 {
     if (recov_amount > 3)          // HP text number increase effect (going by 3s reduces strain)
     {
         recov_amount -= 3;
         navi.HP      += 3;
     }
     else if (recov_amount > 0)             // for non divisible by 3
     {
         navi.HP     += recov_amount;
         recov_amount = 0;
     }
     c.frametimer -= Time.deltaTime;
     if (c.frametimer <= 0)
     {
         c.frametimer = c.chipFR;
         if (c.chip_anim_frame < c.chip_sprite.Length - 1)               // advance to next frame if not at end
         {
             c.chip_anim_frame++;
             c.chip_renderObj.GetComponent <SpriteRenderer>().sprite = c.chip_sprite[c.chip_anim_frame];
         }
         else                      // animation finished
         {
             if (recov_amount > 0) // add any remaining chip.power to HP if animation was too short for HOT effect
             {
                 navi.HP     += recov_amount;
                 recov_amount = 0;
             }
             c.deactivate(navi);
         }
     }
 }
Esempio n. 4
0
 public override void OnSyncedUpdate(Navi navi, ChipLogic c)
 {
     c.frametimer -= Time.deltaTime;
     if (!hit)               // try hit
     {
         hit = navi.shot_handler.check_sword(c.power, navi.playerNumber, c.stun
                                             , System.Math.Abs(c.sword_size), (c.sword_size < 0), c.elem);
     }
     if (c.frametimer <= 0)
     {
         c.frametimer = c.chipFR;
         if (c.chip_anim_frame < navi.swordSprite.Length - 1)               // advance to next frame if not at end
         {
             c.chip_anim_frame++;
             if (c.chip_renderObj != null)                  // chip has a sword overlay to display
             {
                 c.chip_renderObj.GetComponent <SpriteRenderer>().sprite = c.chip_sprite[c.chip_anim_frame];
             }
             navi.controlledSpriteSet(c.chip_anim_frame);            // sword effects and sword anim have same number of frames
             if (slash_renderer.activeInHierarchy)                   // animate slash effect when active
             {
                 if (slash_frame < slash_eff.Length - 1)
                 {
                     slash_frame++;
                     slash_renderer.GetComponent <SpriteRenderer>().sprite = slash_eff[slash_frame];
                 }
                 else
                 {
                     slash_renderer.SetActive(false);                                // deactivate when animation finishes
                 }
             }
             if (c.chip_anim_frame == 2)             // attack takes place on 3rd frame
             {
                 hit = false;                        // flag hit as false to start checking for hits
                 // place slash effect 1 space in front of navi
                 int target_space = (navi.myNavi()) ? navi.field_space + 1 : navi.field_space - 1;
                 slash_renderer.transform.position = navi.field.spaces[target_space].transform.position;
                 slash_renderer.SetActive(true);
             }
         }
         else                // animation finished
         {
             c.deactivate(navi);
         }
     }
 }
Esempio n. 5
0
    public override void OnSyncedUpdate(Navi navi, ChipLogic c)
    {
        c.frametimer -= TrueSyncManager.DeltaTime.AsFloat();
        if (c.frametimer <= 0)          // advance frame		//TODO: may need 2 frame variables for animated throw objs
        {
            c.chip_anim_frame++;
            c.frametimer = c.chipFR;
            if (c.chip_anim_frame < navi.throw_offset.Length)               // throw obj still following throw anim
            {
                c.chip_renderObj.transform.position = navi.transform.position + (navi.throw_offset[c.chip_anim_frame] * navi.transform.localScale.x);
            }
            if (c.chip_anim_frame < navi.throwSprite.Length)
            {
                navi.controlledSpriteSet(c.chip_anim_frame);
            }
            else                // throw animation finished
            {
                navi.throwAnim       = false;
                navi.rate_controlled = false;
            }
        }
        if (c.chip_anim_frame >= navi.throw_offset.Length) // trajectory calculation
        {
            c.interrupt = false;                           // object has left the hand, can no longer be interrupted
            c.chip_renderObj.transform.SetParent(navi.field.grid[row][col].transform);

            //!!! WARNING BAD MATH AHEAD !!!
            float x = c.chip_renderObj.transform.position.x;
            x += (5.7f * TrueSyncManager.DeltaTime.AsFloat()) * ((navi.myNavi())?2:-2);
            //float x = (-0.18f + (5.5f * TrueSyncManager.DeltaTime.AsFloat()));
            float y = c.chip_renderObj.transform.position.y;
            y += (4.6f * TrueSyncManager.DeltaTime.AsFloat()) - 0.027f * Math.Abs(navi.field.grid[0][col].transform.position.x - c.chip_renderObj.transform.position.x);
            //c.chip_renderObj.transform.position = new Vector3(x, ((-0.112f * (x * x)) + (0.399f * x) + (navi.field.grid[navi.row][0].transform.position.y)));

            c.chip_renderObj.transform.position = new Vector3(x, y);

            if ((Math.Abs(c.chip_renderObj.transform.position.x - c.chip_renderObj.transform.parent.position.x)) >= 12)
            {
                c.deactivate(navi);
            }
        }
    }
Esempio n. 6
0
    public override void OnSyncedUpdate(Navi navi, ChipLogic c)
    {
        if (tower_renderers.Count == 0)                                              // first update: add first tower
        {
            int target_column = (navi.myNavi()) ? navi.column + 1 : navi.column - 1; // moves right if my navi, moves left if opponents
            nextTower(navi, c, navi.row, target_column);                             // generate first tower in navi's row
        }
        List <int> trim      = new List <int>();                                     // flag towers in list for destroying
        bool       add_tower = false;                                                // set to true when a tower hits its trigger frame and needs to create a new tower

        c.frametimer -= Time.deltaTime;
        for (int i = 0; i < tower_renderers.Count; i++)                 // iterate through all towers on field
        {
            Tower tower = tower_data[i];
            if (!tower.hit)              // no hit from tower yet, so check for hit
            // tests for hit and set to true if there is one so it won't check again
            {
                tower.hit = (navi.shot_handler.check_position(c.power, navi.playerNumber, c.stun, tower.row, tower.col, c.elem));
            }
            if (c.frametimer <= 0)
            {
                if (tower.frame < c.chip_sprite.Length - 1)                   // advance to next frame if not at end
                {
                    tower.frame++;
                    tower_renderers[i].GetComponent <SpriteRenderer>().sprite = c.chip_sprite[tower.frame];
                    // next tower to be made
                    if (tower.frame == trigger_frame)
                    {
                        add_tower = true;
                    }
                }
                else                    // reached end of animation
                {
                    trim.Add(i);        // adjust later for reverse animations
                }
            }
        }                      // done iterating through towers
        if (c.frametimer <= 0) // frame timer needs to be reset after all towers have been iterated through to allow simultaneous animation
        {
            c.frametimer = c.chipFR;
        }
        // destroy finished towers and remove from lists
        foreach (int t in trim)
        {
            UnityEngine.Object.Destroy(tower_renderers[t]);
            tower_renderers.RemoveAt(t);
            tower_data.RemoveAt(t);
        }

        if (add_tower)                              // trigger frame hit while iterating, so a new tower must be made
        {
            if ((next_col >= 0) && (next_col <= 5)) // tower hasn't reached field's edge
            {
                nextTower(navi, c, next_row, next_col);
            }
        }

        if (tower_renderers.Count == 0)             // all towers are finished
        {
            c.deactivate(navi);
        }
    }
Esempio n. 7
0
 public override void OnSyncedUpdate(Navi navi, ChipLogic c)
 {
     c.frametimer -= TrueSyncManager.DeltaTime.AsFloat();
     if (duration > 0)
     {
         if (c.chip_anim_frame >= hit_frame)                 // attack is active so check for hit and update duration
         {
             if (!hit_row)
             {
                 navi.field.grid[current_row][target_column].indanger = true;
                 hit_row = (navi.shot_handler.check_position(
                                c.power, navi.playerNumber, c.stun, current_row, target_column, c.elem));
             }
             duration -= TrueSyncManager.DeltaTime;
         }
         if (c.frametimer <= 0)
         {
             c.frametimer = c.chipFR;
             if (c.chip_anim_frame < c.chip_sprite.Length - 1)                   // advance to next frame if not at end
             {
                 if (loop_up)
                 {
                     c.chip_anim_frame++;
                 }
                 else
                 {
                     c.chip_anim_frame--;
                 }
                 c.chip_renderObj.GetComponent <SpriteRenderer>().sprite = c.chip_sprite[c.chip_anim_frame];
                 if (c.chip_anim_frame <= loop_frame)
                 {
                     loop_up = true;
                 }
             }
             else                    // reverse looped section of sprite
             {
                 c.chip_anim_frame--;
                 loop_up = false;
                 c.chip_renderObj.GetComponent <SpriteRenderer>().sprite = c.chip_sprite[c.chip_anim_frame];
             }
         }
         if (c.chip_anim_frame >= hit_frame)                 // Sprite moves while attack active
         {
             if (move_up)
             {
                 c.chip_renderObj.transform.position = Vector3.MoveTowards(c.chip_renderObj.transform.position,
                                                                           target_top.position, move_speed * TrueSyncManager.DeltaTime.AsFloat());
             }
             else
             {
                 c.chip_renderObj.transform.position = Vector3.MoveTowards(c.chip_renderObj.transform.position,
                                                                           target_bottom.position, move_speed * TrueSyncManager.DeltaTime.AsFloat());
             }
             if (c.chip_renderObj.transform.position == target_top.position)
             {
                 move_up = false;
             }
             else if (c.chip_renderObj.transform.position == target_bottom.position)
             {
                 move_up = true;
             }
             float to_bottom = Vector3.Distance(target_bottom.position, c.chip_renderObj.transform.position);
             float to_top    = Vector3.Distance(target_top.position, c.chip_renderObj.transform.position);
             // determine row being hit
             int oldrow = current_row;
             if (to_top > 3 * to_bottom)
             {
                 current_row = 2;
             }
             else if (to_bottom > 3 * to_top)
             {
                 current_row = 0;
             }
             else
             {
                 current_row = 1;
             }
             if (oldrow != current_row)                  // row changed so check for new hit
             {
                 hit_row = false;
                 navi.field.grid[oldrow][target_column].indanger = false;
             }
         }
     }
     else            // attack of chip finished
     {
         navi.field.grid[current_row][target_column].indanger = false;
         if (c.frametimer <= 0)
         {
             c.frametimer = c.chipFR;
             if (c.chip_anim_frame > 0)                   // rewind anim to begining
             {
                 c.chip_anim_frame--;
                 c.chip_renderObj.GetComponent <SpriteRenderer>().sprite = c.chip_sprite[c.chip_anim_frame];
             }
             else                    // animation has finished
             {
                 c.deactivate(navi);
             }
         }
     }
 }