Esempio n. 1
0
    private IEnumerator SmoothDash(DashComp competence, float dx = 0, float dy = 0)
    {
        competence.Usable   = false;
        _playerData.CanMove = false;
        Vector3 dir = dx == 0 && dy == 0 ? Direction() : new Vector3(dx, dy, 0);

        if ((string)Coffre.Regarder("mode") == "multi" && _playerData.MultiID + "" == (string)Coffre.Regarder("id"))
        {
            MultiManager.socket.Send("PINFO DASH " + dir.x + " " + dir.y);
        }
        Debug.Log(_playerData.MultiID + " dashing to " + dir.x + " " + dir.y + " ( " + dx + " " + dy);
        Vector3 direction = CheckObstacles(dir, competence);

        float   step = competence.DistDash * Time.fixedDeltaTime;
        float   t    = 0;
        Vector3 end  = transform.position + direction - direction * 0.01f;

        while ((end - transform.position).magnitude > 0.1f)
        {
            t += step;
            transform.position = Vector3.Lerp(transform.position, end, t);
            yield return(new WaitForFixedUpdate());
        }

        transform.position  = end;
        _playerData.CanMove = true;
        yield return(new WaitForSeconds(competence.Cooldown));

        competence.Usable = true;
    }
Esempio n. 2
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    private void UseCompetence(CompetencesData competence, int index, float dx = 0, float dy = 0)
    {
        if (competence.Usable && competence.ManaCost <= _playerData.Mana || _playerData.MultiID + "" != (string)Coffre.Regarder("id"))
        {
            StartCoroutine(AfkCoroutine());
            if (_playerData.MultiID + "" == (string)Coffre.Regarder("id"))
            {
                Comp.Raise(new EventArgsDoubleInt((int)competence.Cooldown, index));
            }

            switch (competence.Id)
            {
            case "OneProj":
                InstantiateOneProjectiles(competence as ProjComp, dx, dy);
                break;

            case "ArcProj":
                InstantiateArcProjectiles(competence as ProjComp, dx, dy);
                break;

            case "CirProj":
                InstantiateCircleAttack(competence as ProjComp, dx, dy);
                break;

            case "Boost":
                BoostPlayer(competence as BoostComp);
                break;

            case "CacAtt":
                AttackEvent.Raise(new EventArgsInt(_playerData.MultiID));
                StartCoroutine(CoolDownCoroutine(competence, true));
                break;
            }
        }
    }
Esempio n. 3
0
 private Vector3 ProjectilesDirection(float dx = 0, float dy = 0)
 {
     if ((string)Coffre.Regarder("mode") == "solo")
     {
         Vector3 cursorPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
         cursorPos.z = 0;
         Vector3 n = (cursorPos - transform.position).normalized;
         return(n);
     }
     else
     {
         bool by = dy == 0;
         if (dx != 0 || dy != 0)
         {
             return(new Vector3(dx, dy, 0));
         }
         else
         {
             Vector3 cursorPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
             cursorPos.z = 0;
             Vector3 n = (cursorPos - transform.position).normalized;
             return(n);
         }
     }
 }
Esempio n. 4
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    private void Update()
    {
        if (reset)
        {
            reset = false;
            MultiManager.socket.Send("PINFO TP " + transform.position.x + " " + transform.position.y);
        }
        if ((string)Coffre.Regarder("mode") == "solo" || _playerData.MultiID + "" == (string)Coffre.Regarder("id"))
        {
            PlayerMove();
        }
        else
        {
            Move(mxDir, myDir);
        }
        int xDir = (int)Input.GetAxisRaw("Horizontal");
        int yDir = (int)Input.GetAxisRaw("Vertical");

        if ((xDir != cX || yDir != cY) && "multi" == (string)Coffre.Regarder("mode") &&
            _playerData.MultiID + "" == (string)Coffre.Regarder("id"))
        {
            cX = xDir;
            cY = yDir;
            MultiManager.socket.Send("PINFO TP " + transform.position.x + " " + transform.position.y + ";JINFO " + xDir + " " + yDir);
        }
        if (tp)
        {
            tp = false;
            transform.position = new Vector3(fx, fy);
        }
    }
Esempio n. 5
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    private void Start()
    {
        Coffre.Créer();
        Transform o = Instantiate(PlayerManager, new Vector3(5, 5, 0), Quaternion.identity);

        o.GetComponent <PlayerManager>().Create(10, 2, int.Parse((string)Coffre.Regarder("id")), (string)Coffre.Regarder("mode") == "solo");
    }
Esempio n. 6
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 // Update is called once per frame
 void Update()
 {
     if (s)
     {
         s = false;
         int[] copy = new int[playersToAdd.Count];
         playersToAdd.CopyTo(copy);
         foreach (int i in copy)
         {
             playersToAdd.Remove(i);
             if (playersAlreadyInGame.Contains(i))
             {
                 continue;
             }
             playersAlreadyInGame.Add(i);
             Debug.Log("asked to add  " + i);
             MapGridCreation mgc = GameObject.Find("MapManager").GetComponent <MapGridCreation>();
             if (i + "" == (string)Coffre.Regarder("id"))
             {
                 mgc.AddPlayer(i, false);
             }
             else
             {
                 Debug.Log("Adding multi player: " + i);
                 mgc.AddMultiPlayer(i);
             }
         }
     }
 }
Esempio n. 7
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    private void FixedUpdate()
    {
        if (_playerData.MultiID + "" == (string)Coffre.Regarder("id"))
        {
            Vector3 cursorPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            cursorPos.z = 0;
            Vector3 n = (cursorPos - transform.position).normalized;
            if (Input.GetMouseButton(0))
            {
                UseCompetence(_playerData.Competences[1], 1);
                if ((string)Coffre.Regarder("mode") == "multi")
                {
                    MultiManager.socket.Send("PINFO AA " + n.x + " " + n.y);
                }
            }

            if (Input.GetKey(KeyCode.Mouse1))
            {
                UseCompetence(_playerData.Competences[2], 2);
                if ((string)Coffre.Regarder("mode") == "multi")
                {
                    MultiManager.socket.Send("PINFO A1 " + n.x + " " + n.y);
                }
            }

            if (Input.GetKey(KeyCode.LeftShift))
            {
                UseCompetence(_playerData.Competences[3], 3);
                if ((string)Coffre.Regarder("mode") == "multi")
                {
                    MultiManager.socket.Send("PINFO A2 " + n.x + " " + n.y);
                }
            }
        }
        if (aa)
        {
            aa = false;
            UseCompetence(_playerData.Competences[1], 1, dx, dy);
        }
        if (a1)
        {
            a1 = false;
            UseCompetence(_playerData.Competences[1], 2, dx, dy);
        }
        if (a2)
        {
            a2 = false;
            UseCompetence(_playerData.Competences[2], 3, dx, dy);
        }
    }
Esempio n. 8
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    public void Create(Weapons weapon)
    {
        _playerData = StaticData.actualData;
        comp        = _playerData.Name == "Warrior" ? _playerData.Competences[1] as CacComp : null;

        _sprite        = GetComponent <SpriteRenderer>();
        _sprite.sprite = weapon.icon;
        if (!weapon.inPlayerInventory)
        {
            _sprite.sortingOrder = (int)((transform.position.y + 0.7) * -10);
        }
        Weapon = weapon;
        EdgeCollider2D collider = GetComponent <EdgeCollider2D>();

        collider.points = weapon.ColliderPoints;

        PlayerMoveEvent.Raise(new EventArgsCoor(0, -1, int.Parse((string)Coffre.Regarder("id"))));
    }
Esempio n. 9
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    private IEnumerator Dash(DashComp competence, float dx = 0, float dy = 0)
    {
        competence.Usable   = false;
        _playerData.CanMove = false;
        Vector3 dir = dx == 0 && dy == 0 ? Direction() : new Vector3(dx, dy, 0);

        if ((string)Coffre.Regarder("mode") == "multi" && _playerData.MultiID + "" == (string)Coffre.Regarder("id"))
        {
            MultiManager.socket.Send("PINFO DASH " + dir.y + " " + dir.x);
        }
        Vector3 direction = CheckObstacles(dir, competence);

        transform.position += direction - direction * 0.01f;
        _playerData.CanMove = true;

        yield return(new WaitForSeconds(competence.Cooldown));

        competence.Usable = true;
    }
Esempio n. 10
0
    public void PlayerMovingAnimation(IEventArgs args)
    {
        EventArgsCoor coor = args as EventArgsCoor;

        if (_playerData.MultiID != coor.Id && (string)Coffre.Regarder("mode") == "multi")
        {
            return;
        }
        int  speed = coor.X != 0 ? coor.X : coor.Y;
        bool dir   = coor.X == 0;

        if (speed == 0)
        {
            _a.SetInteger("Speed", 0);
            return;
        }

        _a.SetInteger("Speed", speed);
        _a.SetBool("Direction", dir);
    }
Esempio n. 11
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    private void FixedUpdate()
    {
        if (_playerData.MultiID + "" == (string)Coffre.Regarder("id"))
        {
            if (!_playerData.CanMove)
            {
                return;
            }
        }

        if (Input.GetKey("space") && _playerData.Competences[0].Usable)
        {
            Comp.Raise(new EventArgsDoubleInt((int)_playerData.Competences[0].Cooldown, 0));
            if (_playerData.MultiID + "" == (string)Coffre.Regarder("id"))
            {
                if (_playerData.Name == "Mage")
                {
                    StartCoroutine(Dash(_playerData.Competences[0] as DashComp));
                }
                else
                {
                    StartCoroutine(SmoothDash(_playerData.Competences[0] as DashComp));
                }
            }
        }
        if (this.shouldDash)
        {
            this.shouldDash = false;
            Debug.Log(_playerData.MultiID + " dash got true");
            if (_playerData.MultiID == 3)
            {
                StartCoroutine(Dash(_playerData.Competences[0] as DashComp, dx, dy));
            }
            else
            {
                StartCoroutine(SmoothDash(_playerData.Competences[0] as DashComp, dx, dy));
            }
        }
    }
Esempio n. 12
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    private void InstantiateProjectiles(ProjComp competence, Vector3 dir)
    {
        Transform o = Instantiate(Proj, transform.position + dir / 4, Quaternion.identity);

        o.name = competence.Name;

        ProjectilesData projectilesData = ScriptableObject.CreateInstance <ProjectilesData>();
        int             dP = 25;
        int             dM = 25;

        if (_playerData.MultiID + "" == (string)Coffre.Regarder("id"))
        {
            dP = _playerData.PhysicsDamage + _playerData.Inventory.Weapon.PhysicsDamage + competence.AdDamage;
            dM = _playerData.MagicDamage + _playerData.Inventory.Weapon.MagicDamage + competence.ApDamage;
        }
        projectilesData.Created(dir.normalized, competence.Speed, dP, dM, competence.EnemyTag, _playerData.AnimProj(),
                                competence.Live, _playerData.AnimColor(), _playerData.Prob(), _playerData.Effect(), _playerData.EffectDamage(), _playerData.Duration());

        Projectiles script = o.GetComponent <Projectiles>();

        script.Create(projectilesData);
    }
Esempio n. 13
0
    private void Awake()
    {
        //Coffre.Remplir("seed", "1");

        if ((string)Coffre.Regarder("mode") == "solo")
        {
            seed = Random.Range(1, int.MaxValue);
        }
        else
        {
            seed = int.Parse((string)Coffre.Regarder("seed"));
        }

        Random.InitState(seed);

        int lvl = Random.Range(StaticData.LevelMap[0], StaticData.LevelMap[1]);

        MapHeight = 100 + lvl / 2;
        MapWidth  = 100 + lvl / 2;

        RoomNumber   = MapHeight / 5;
        DistanceRoom = 100;
        fusion       = MapHeight / 20;

        _grid           = new bool[MapHeight, MapWidth];
        _instances      = new bool[MapHeight, MapWidth];
        _roomData       = new List <RoomData>();
        _rooms          = new List <Transform>();
        AllNodes.Grid   = _grid;
        AllNodes.Height = MapHeight - 1;
        AllNodes.Width  = MapWidth - 1;
        GetComponentInChildren <MiniMapPos>().Pos(new Vector3(MapHeight / 2, MapHeight / 2));
        GetComponentInChildren <MiniMapFog>().Create(MiniMap, _grid, MapTextureData);

        try
        {
            CreateGrid();
            ConstructCorridor();
            RoomInstanceWall();
            FillGap();
            CreateFloor();
            CreateWall();
            RoomInstanceDeco();
            AddChest();
            AddPikes();

            AddPortal();
            AddBossPortal();
            if ((string)Coffre.Regarder("mode") == "solo")
            {
                AddPlayer(1, true);
            }
        }
        catch (Exception e)
        {
            Debug.Log("Err");
            Console.WriteLine(e);
            throw;
        }
        GenerateEnemies.RoomData         = _roomData;
        GenerateEnemies.availablePosGrid = _grid;
    }
Esempio n. 14
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    IEnumerator Attack(string dir)
    {
        if (Weapon._class == "Warrior")
        {
            isAttacking = true;
            WaitForSeconds frame = new WaitForSeconds(0.008f);

            switch (dir)
            {
            case "right":
                PlaceWeapon(0.314f, 0.258f, 90);
                yield return(frame);

                PlaceWeapon(0.349f, 0.229f, 70);
                yield return(frame);

                PlaceWeapon(0.357f, 0.216f, 50);
                yield return(frame);

                PlaceWeapon(0.357f, 0.216f, 30);
                yield return(frame);

                PlaceWeapon(0.336f, 0.171f, 10);
                yield return(frame);

                PlaceWeapon(0.299f, 0.131f, -10);
                yield return(frame);

                PlaceWeapon(0.264f, 0.076f, -30);
                yield return(frame);

                PlaceWeapon(0.244f, 0.07f, -50);
                yield return(frame);

                PlaceWeapon(0.209f, 0.048f, -70);
                yield return(frame);

                PlaceWeapon(0.165f, 0.018f, -90);
                yield return(frame);

                break;

            case "down":
                _sprite.sortingOrder = 1000;
                PlaceWeapon(-0.004f, -0.011f, 26);
                yield return(frame);

                PlaceWeapon(0.082f, -0.021f, 2);
                yield return(frame);

                PlaceWeapon(0.12f, -0.049f, -22);
                yield return(frame);

                PlaceWeapon(0.106f, -0.097f, -46);
                yield return(frame);

                PlaceWeapon(0.072f, -0.124f, -70);
                yield return(frame);

                PlaceWeapon(0.012f, -0.106f, -94);
                yield return(frame);

                PlaceWeapon(-0.101f, -0.12f, 252);
                yield return(frame);

                PlaceWeapon(-0.126f, -0.086f, 228);
                yield return(frame);

                PlaceWeapon(-0.197f, -0.062f, 204);
                yield return(frame);

                PlaceWeapon(-0.232f, -0.007f, 180);
                yield return(frame);

                break;

            case "up":
                PlaceWeapon(-0.113f, 0.264f, 90);
                yield return(frame);

                PlaceWeapon(-0.091f, 0.383f, 70);
                yield return(frame);

                PlaceWeapon(-0.002f, 0.455f, 50);
                yield return(frame);

                PlaceWeapon(0.09f, 0.47f, 30);
                yield return(frame);

                PlaceWeapon(0.208f, 0.426f, 10);
                yield return(frame);

                PlaceWeapon(0.307f, 0.358f, -10);
                yield return(frame);

                PlaceWeapon(0.365f, 0.258f, -30);
                yield return(frame);

                PlaceWeapon(0.382f, 0.161f, -50);
                yield return(frame);

                PlaceWeapon(0.346f, 0.04f, -70);
                yield return(frame);

                PlaceWeapon(0.265f, -0.041f, -90);
                yield return(frame);

                break;

            case "left":
                PlaceWeapon(-0.314f, 0.258f, 45 + (45 - 90));
                yield return(frame);

                PlaceWeapon(-0.349f, 0.229f, 45 + (45 - 70));
                yield return(frame);

                PlaceWeapon(-0.357f, 0.216f, 45 + (45 - 50));
                yield return(frame);

                PlaceWeapon(-0.357f, 0.216f, 45 + (45 - 30));
                yield return(frame);

                PlaceWeapon(-0.336f, 0.171f, 45 + (45 - 10));
                yield return(frame);

                PlaceWeapon(-0.299f, 0.131f, 45 + (45 - -10));
                yield return(frame);

                PlaceWeapon(-0.264f, 0.076f, 45 + (45 - -30));
                yield return(frame);

                PlaceWeapon(-0.244f, 0.07f, 45 + (45 - -50));
                yield return(frame);

                PlaceWeapon(-0.209f, 0.048f, 45 + (45 - -70));
                yield return(frame);

                PlaceWeapon(-0.165f, 0.018f, 45 + (45 - -90));
                yield return(frame);

                break;
            }
            isAttacking = false;
        }

        if (Weapon._class == "Archer")
        {
            switch (dir)
            {
            case "right":
                _sprite.sortingOrder = 100;
                PlaceWeapon(0.369f, 0.146f, 0);
                yield return(new WaitForSeconds(0.16f));

                break;

            case "up":
                PlaceWeapon(0.008f, 0.396f, 90);
                _sprite.sortingOrder = -10000;
                yield return(new WaitForSeconds(0.16f));

                break;

            case "down":
                _sprite.sortingOrder = 100;
                PlaceWeapon(-0.06f, -0.18f, -90);
                yield return(new WaitForSeconds(0.16f));

                break;

            case "left":
                _sprite.sortingOrder = 100;
                PlaceWeapon(-0.359f, 0.157f, 180);
                yield return(new WaitForSeconds(0.16f));

                break;
            }
        }


        switch (dir)
        {
        case "down":
            PlayerMoveEvent.Raise(new EventArgsCoor(0, -1, int.Parse((string)Coffre.Regarder("id"))));
            yield break;

        case "up":
            PlayerMoveEvent.Raise(new EventArgsCoor(0, 1, int.Parse((string)Coffre.Regarder("id"))));
            yield break;

        case "left":
            PlayerMoveEvent.Raise(new EventArgsCoor(-1, -1, int.Parse((string)Coffre.Regarder("id"))));
            yield break;

        case "right":
            PlayerMoveEvent.Raise(new EventArgsCoor(1, 1, int.Parse((string)Coffre.Regarder("id"))));
            yield break;
        }
    }