Esempio n. 1
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    /// <summary>
    /// Gets the closest enemyAI from EnemyList
    /// </summary>
    /// <returns>The closest enemy distance.</returns>
    /// <param name="searchPos">Search position.</param>
    public float GetClosestEnemyDistance(Vector3 searchPos)
    {
        float distance = 9999f;

        foreach (var ch in CombatHandler.GET_ENEMIES(_team, true))
        {
            if (Vector3.Distance(ch.transform.position, searchPos) < distance)
            {
                distance = Vector3.Distance(ch.transform.position, searchPos);
            }
        }
        return(distance);
    }
Esempio n. 2
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    /// <summary>
    /// Assists position. In other words,
    /// Find the closest target to be hit & moves to a position to better ensure hit.
    /// </summary>
    /// <param name="seconds">Seconds.</param>
    protected void assistPosition(float seconds)
    {
        //how close does an enemy need to be for this to be activated
        float positionValidDistance = 3f;
        //move position that is this far from the target
        float distanceFromTarget = 2f;
        PlayerCombatHandler pch  = _weapon.GetOwner() as PlayerCombatHandler;

        //find close enemy
        //		if (EnemyAIHandler.EnemyList.Count > 0) {
        if (CombatHandler.GET_ENEMIES(pch.GetTeam(), true).Count > 0)
        {
            Transform ownerTransform = _weapon.GetOwner().transform;
            Vector3   camForward     = Vector3.Scale(CameraController.CC.CombatCamera.transform.forward, new Vector3(1, 0, 1)).normalized;
            Vector3   searchPos      = ownerTransform.position + camForward;

            //if an enemy is close to valid distance, assist position
//			if (EnemyAIHandler.GetClosestEnemyDistance (searchPos) < positionValidDistance) {
            if (pch.GetClosestEnemyDistance(searchPos) < positionValidDistance)
            {
                CombatHandler closestEnemy = pch.GetClosestEnemy(searchPos);
                //direction from target to this character
                Vector3 direction = ownerTransform.position - closestEnemy.transform.position;
                direction = new Vector3(direction.x, 0f, direction.z);
                direction = direction.normalized * distanceFromTarget;

                //position a certain distance(distanceFromTarget) from the target
                direction = closestEnemy.transform.position + direction;

                //move towards that position
                StartCoroutine(MathHelper.IELerpRBPositionOverTime(ownerTransform.GetComponent <Rigidbody> (), ownerTransform.position, direction, seconds));

//				//dev
//				GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
//				cube.transform.position = direction;
//				Debug.Break ();
//				Quaternion toRotation = Quaternion.LookRotation (direction);
//				StartCoroutine (MathHelper.IELerpRotationOverTime (ownerTransform, ownerTransform.rotation, toRotation, seconds));
            }
        }
    }
Esempio n. 3
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    /// <summary>
    /// Assists aim. In other words,
    /// Find the closest target to be hit & aims towards the target automatically.
    /// </summary>
    /// <param name="seconds">How fast does this character aim</param>
    protected void assistAim(float seconds)
    {
        float aimValidDistance  = 3f;
        PlayerCombatHandler pch = _weapon.GetOwner() as PlayerCombatHandler;

//		_targetFound = false;
        //find close enemy
//		if (EnemyAIHandler.EnemyList.Count > 0) {
        if (CombatHandler.GET_ENEMIES(pch.GetTeam(), true).Count > 0)
        {
            Transform ownerTransform = _weapon.GetOwner().transform;
            Vector3   camForward     = Vector3.Scale(CameraController.CC.CombatCamera.transform.forward, new Vector3(1, 0, 1)).normalized;
            Vector3   searchPos      = ownerTransform.position + camForward;

            //if an enemy is close to valid distance, use aimAssist
            if (pch == null)
            {
                Debug.LogWarning("WARNING : Playercharacter must have PlayerCombatHandler");
            }
            else
            {
                if (pch.GetClosestEnemyDistance(searchPos) < aimValidDistance)
                {
                    CombatHandler closestEnemy = pch.GetClosestEnemy(searchPos);
//					EnemyAIHandler closeEnemey = EnemyAIHandler.GetClosestEnemy (searchPos);
//				_targetPos = closeEnemey.transform.position;
                    Vector3 direction = closestEnemy.transform.position - ownerTransform.position;
                    direction = new Vector3(direction.x, 0f, direction.z);
                    Quaternion toRotation = Quaternion.LookRotation(direction);
                    StartCoroutine(MathHelper.IELerpRotationOverTime(ownerTransform, ownerTransform.rotation, toRotation, seconds));
//				_targetFound = true;
                }
//			else {
//				print ("Not close enough, target : " + EnemyAIHandler.GetClosestEnemy (searchPos).name + ", distance : " + EnemyAIHandler.GetClosestEnemyDistance (searchPos));
//			}
            }
        }
    }
Esempio n. 4
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    /// <summary>
    /// Gets the closest enemyAI from EnemyList
    /// </summary>
    /// <returns>The closest enemy.</returns>
    /// <param name="searchPos">Search position.</param>
    public CombatHandler GetClosestEnemy(Vector3 searchPos)
    {
        CombatHandler closestCH = null;

        foreach (var ch in CombatHandler.GET_ENEMIES(_team, true))
        {
            if (ch != null)
            {
                if (closestCH == null)
                {
                    closestCH = ch;
                }
                else if (Vector3.Distance(ch.transform.position, searchPos) < Vector3.Distance(closestCH.transform.position, searchPos))
                {
                    closestCH = ch;
                }
            }
            else
            {
                Debug.LogWarning("WARNING : this photonview must have combathandler as its component");
            }
        }
        return(closestCH);
    }
Esempio n. 5
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    /// <summary>
    /// Scan for visible enemy
    /// </summary>
    public CharacterStatusHandler Scan()
    {
        CharacterStatusHandler foundTarget = null;
        CharacterStatusHandler tempTarget  = null;

        //direction from eyeposition to target
        Vector3 dir;

//		//dev
//		//performance test between loop order and raycast
//		float startTime = Time.time;

        //cache
        List <CombatHandler> enemies = CombatHandler.GET_ENEMIES(_ch.GetTeam(), true);

        if (!_checkClosest)
        {
            enemies.Shuffle();
        }

        //get all enemies in range
        foreach (var ch in enemies.Where(x =>
                                         Vector3.Distance(x.transform.position, this.transform.position) < _rangeOfVision &&                    //Check if target are in range of vision
                                         Vector3.Angle(transform.forward, x.transform.position - this.transform.position) < _angleOfVision / 2f //Check if target are in angle of vision(Field of vision)
                                         ))
        {
            //check visibility with raycast
            LayerMask  layerMask = 1 << LayerHelper.COMMON_BODY;
            RaycastHit hit;
            if (Physics.Raycast(_eyePosition.position
                                , ch.transform.position - transform.position    //Direction from eye to target
                                , out hit, _rangeOfVision + 1f
                                , layerMask
                                ))
            {
                tempTarget = ch.GetComponent <CharacterStatusHandler> ();
                //get closest
                if (_checkClosest &&
                    (foundTarget == null || Vector3.Distance(foundTarget.transform.position, this.transform.position) > Vector3.Distance(tempTarget.transform.position, this.transform.position)))
                {
                    foundTarget = tempTarget;
                }
                else
                {
                    if (tempTarget != null)
                    {
                        print("scanned : " + tempTarget.name);
                    }
                    //otherwise, get random
                    Target = tempTarget;
                    return(tempTarget);
                }
            }
        }

        //dev
//		if (foundTarget != null) {
//			print ("scanned : " + foundTarget.name);
//		}

        //if nothing found, do nearcheck
        if (foundTarget == null)
        {
            foreach (var ch in enemies.Where(x =>
                                             Vector3.Distance(x.transform.position, this.transform.position) < _nearRoV //Check if target are in range of vision
                                             ))
            {
                tempTarget = ch.GetComponent <CharacterStatusHandler> ();
                //get closest
                if (_checkClosest &&
                    (foundTarget == null || Vector3.Distance(foundTarget.transform.position, this.transform.position) > Vector3.Distance(tempTarget.transform.position, this.transform.position)))
                {
                    foundTarget = tempTarget;
                }
                else
                {
                    if (tempTarget != null)
                    {
                        print("scanned : " + tempTarget.name);
                    }
                    //otherwise, get random
                    Target = tempTarget;
                    return(tempTarget);
                }
            }
        }

        Target = tempTarget;
        return(foundTarget);
    }
Esempio n. 6
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    void RPCDisplayRemainingEnemyCount()
    {
//		UIController.DC.SetDevText("Enemies remaining : " + ((int)_enemyCountTotal + (int)EnemyAIHandler.EnemyList.Count), 1f);
        UIController.SINGLETON.SetDevText("Enemies remaining : " + ((int)_enemyCountTotal + (int)CombatHandler.GET_ENEMIES(TEAM.ONE, true).Count), 1f);
    }