Esempio n. 1
0
        protected override int ValueProviderEnemy(EnemyAIComponent context)
        {
            Vector2 targetPosition;

            if (context.EnemyAgent.TargetTransform != null)
            {
                targetPosition = context.EnemyAgent.TargetTransform.position;
                Vector2 position          = context.EnemyAgent.transform.position;
                Vector2 attackingZoneSize = context.EnemyAgent.AttackingZoneSize;
                if (targetPosition.x < position.x + attackingZoneSize.x &&
                    targetPosition.x > position.x - attackingZoneSize.x)
                {
                    if (targetPosition.y < position.y + attackingZoneSize.y &&
                        targetPosition.y > position.y - attackingZoneSize.y)
                    {
                        context.EnemyAgent.UpdateFlip();
                        return(1);
                    }
                    else
                    {
                        return(0);
                    }
                }
                else
                {
                    return(0);
                }
            }
            else
            {
                context.EnemyAgent.Reload();
                return(0);
            }
        }
        // PUBLIC STATIC

        // PRIVATE

        // PRIVATE STATIC

        // PRIVATE COROUTINE

        // PRIVATE INVOKE

        //--------------------------------------
        //  Events
        //--------------------------------------
        /// <summary>
        /// Raises the trigger enter2 d event.
        /// </summary>
        /// <param name="collider2D">Collider2 d.</param>
        public void OnTriggerEnter2D(Collider2D collider2D)
        {
            //NOTE: CURRENTLY ALL WALL TYPES 'KILL' YOU.
            //TODO: Perhaps make only BOTTOM kill and the rest just do nothing (bounce player via physics
            if (_boundaryType == BoundaryType.TOP ||
                _boundaryType == BoundaryType.BOTTOM ||
                _boundaryType == BoundaryType.LEFT ||
                _boundaryType == BoundaryType.RIGHT)
            {
                //
                if (collider2D.gameObject.tag == MainConstants.PLAYER_TAG)
                {
                    if (!_wasTriggered)
                    {
                        _wasTriggered = true;
                        Invoke("doRefreshBoundary", 1f);
                        PlayerInputComponent playerInputComponent = collider2D.gameObject.GetComponent <PlayerInputComponent>();
                        playerInputComponent.onBoundaryHit();
                    }
                }
                else if (collider2D.gameObject.tag == MainConstants.ENEMY_TAG)
                {
                    EnemyAIComponent enemyAIComponent = collider2D.gameObject.GetComponent <EnemyAIComponent>();
                    enemyAIComponent.onBoundaryHit();
                }
            }
        }
Esempio n. 3
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    /// <summary>
    /// Interpret and execute command
    /// </summary>
    public string HandleCommand(string input)
    {
        JsonEnemyCommandStructure command = JsonConvert.DeserializeObject <JsonEnemyCommandStructure>(input);

        Enemy enemy = PersonController.instance.GetEnemyById(command.EnemyID);

        if (enemy == null)
        {
            return("Failed: No such enemy");
        }
        EnemyAIComponent aIComponent = enemy.GetComponent <EnemyAIComponent>();

        switch (command.Method)
        {
        case "GetEnvironmentData":
            return(aIComponent.GetEnvironmentData());

        case "SetDestination":
            JsonFloatPositionStructure structure = command.Destination;
            Vector2 destination = new Vector2(structure.x, structure.y);
            aIComponent.SetDestination(destination, (float)command.Velocity);
            break;

        case "SetRotation":
            aIComponent.SetRotation((float)command.Rotation);
            break;

        case "Interact":
            aIComponent.Interact(command.InteractableID);
            break;

        case "FireWeapon":
            aIComponent.FireWeapon();
            break;

        case "DropWeapon":
            aIComponent.DropWeapon();
            break;

        case "CloseCombatAttack":
            aIComponent.CloseCombatAttack();
            break;

        case "StopOverride":
            aIComponent.StopOverride();
            break;

        default:
            return("Failed: No such command");
        }

        return(null);
    }
Esempio n. 4
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 protected override int ValueProviderEnemy(EnemyAIComponent context)
 {
     if (context.EnemyAgent.TargetTransform != null)
     {
         Vector2 targetPosition = context.EnemyAgent.TargetTransform.position;
         Vector2 position       = context.EnemyAgent.transform.position;
         float   returnValue    = Vector2.Distance(targetPosition, position);
         returnValue *= 100;
         return((int)returnValue);
     }
     else
     {
         return(0);
     }
 }
Esempio n. 5
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 protected override int ValueProviderEnemy(EnemyAIComponent context)
 {
     if (context.EnemyAgent.TargetTransform != null)
     {
         Vector2 targetPosition    = context.EnemyAgent.TargetTransform.position;
         Vector2 position          = context.EnemyAgent.transform.position;
         Vector2 attackingZoneSize = context.EnemyAgent.AttackingZoneSize;
         float   returnValue;
         if (targetPosition.x > position.x + attackingZoneSize.x)
         {
             returnValue = Vector2.Distance(position + attackingZoneSize, position);
         }
         else if (targetPosition.x < position.x - attackingZoneSize.x)
         {
             returnValue = Vector2.Distance(position - attackingZoneSize, position);
         }
         else if (targetPosition.x < position.x + attackingZoneSize.x && targetPosition.x > position.x)
         {
             returnValue = Vector2.Distance(position + attackingZoneSize, position);
         }
         else if (targetPosition.x > position.x - attackingZoneSize.x && targetPosition.x < position.x)
         {
             returnValue = Vector2.Distance(position + attackingZoneSize, position);
         }
         else
         {
             returnValue = 0;
         }
         returnValue *= 100;
         return((int)returnValue);
     }
     else
     {
         return(0);
     }
 }
Esempio n. 6
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 protected override void ExecuteEnemyAction(EnemyAIComponent context, AIData aiData)
 {
     context.EnemyAgent.Idle();
 }
Esempio n. 7
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 protected override int ValueProviderEnemy(EnemyAIComponent context)
 {
     return(context.EnemyAgent.Energy >= context.EnemyAgent.MaxEnergy ? 1 : 0);
 }
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            AggregateFactory   = new AggregateFactory(this);
            WeaponFactory      = new WeaponFactory(this);
            DoorFactory        = new DoorFactory(this);
            RoomFactory        = new RoomFactory(this);
            CollectableFactory = new CollectibleFactory(this);
            WallFactory        = new WallFactory(this);
            EnemyFactory       = new EnemyFactory(this);
            SkillEntityFactory = new SkillEntityFactory(this);
            NPCFactory         = new NPCFactory(this);

            // Initialize Components
            PlayerComponent          = new PlayerComponent();
            LocalComponent           = new LocalComponent();
            RemoteComponent          = new RemoteComponent();
            PositionComponent        = new PositionComponent();
            MovementComponent        = new MovementComponent();
            MovementSpriteComponent  = new MovementSpriteComponent();
            SpriteComponent          = new SpriteComponent();
            DoorComponent            = new DoorComponent();
            RoomComponent            = new RoomComponent();
            HUDSpriteComponent       = new HUDSpriteComponent();
            HUDComponent             = new HUDComponent();
            InventoryComponent       = new InventoryComponent();
            InventorySpriteComponent = new InventorySpriteComponent();
            ContinueNewGameScreen    = new ContinueNewGameScreen(graphics, this);
            EquipmentComponent       = new EquipmentComponent();
            WeaponComponent          = new WeaponComponent();
            BulletComponent          = new BulletComponent();
            PlayerInfoComponent      = new PlayerInfoComponent();
            WeaponSpriteComponent    = new WeaponSpriteComponent();
            StatsComponent           = new StatsComponent();
            EnemyAIComponent         = new EnemyAIComponent();
            NpcAIComponent           = new NpcAIComponent();

            CollectibleComponent = new CollectibleComponent();
            CollisionComponent   = new CollisionComponent();
            TriggerComponent     = new TriggerComponent();
            EnemyComponent       = new EnemyComponent();
            NPCComponent         = new NPCComponent();
            //QuestComponent = new QuestComponent();
            LevelManager             = new LevelManager(this);
            SpriteAnimationComponent = new SpriteAnimationComponent();
            SkillProjectileComponent = new SkillProjectileComponent();
            SkillAoEComponent        = new SkillAoEComponent();
            SkillDeployableComponent = new SkillDeployableComponent();
            SoundComponent           = new SoundComponent();
            ActorTextComponent       = new ActorTextComponent();
            TurretComponent          = new TurretComponent();
            TrapComponent            = new TrapComponent();
            ExplodingDroidComponent  = new ExplodingDroidComponent();
            HealingStationComponent  = new HealingStationComponent();
            PortableShieldComponent  = new PortableShieldComponent();
            PortableStoreComponent   = new PortableStoreComponent();
            ActiveSkillComponent     = new ActiveSkillComponent();
            PlayerSkillInfoComponent = new PlayerSkillInfoComponent();
            MatchingPuzzleComponent  = new MatchingPuzzleComponent();
            pI = new PlayerInfo();

            Quests = new List <Quest>();


            #region Initialize Effect Components
            AgroDropComponent          = new AgroDropComponent();
            AgroGainComponent          = new AgroGainComponent();
            BuffComponent              = new BuffComponent();
            ChanceToSucceedComponent   = new ChanceToSucceedComponent();
            ChangeVisibilityComponent  = new ChangeVisibilityComponent();
            CoolDownComponent          = new CoolDownComponent();
            DamageOverTimeComponent    = new DamageOverTimeComponent();
            DirectDamageComponent      = new DirectDamageComponent();
            DirectHealComponent        = new DirectHealComponent();
            FearComponent              = new FearComponent();
            HealOverTimeComponent      = new HealOverTimeComponent();
            PsiOrFatigueRegenComponent = new PsiOrFatigueRegenComponent();
            InstantEffectComponent     = new InstantEffectComponent();
            KnockBackComponent         = new KnockBackComponent();
            TargetedKnockBackComponent = new TargetedKnockBackComponent();
            ReduceAgroRangeComponent   = new ReduceAgroRangeComponent();
            ResurrectComponent         = new ResurrectComponent();
            StunComponent              = new StunComponent();
            TimedEffectComponent       = new TimedEffectComponent();
            EnslaveComponent           = new EnslaveComponent();
            CloakComponent             = new CloakComponent();
            #endregion

            base.Initialize();
        }
 protected override void ExecuteEnemyAction(EnemyAIComponent context, AIData aiData)
 {
     context.EnemyAgent.AttackSuper();
     context.EnemyAgent.IsAction = true;
 }
 protected abstract int ValueProviderEnemy(EnemyAIComponent context);
        protected override int ValueProvider(AbstractAIComponent context)
        {
            EnemyAIComponent enemyAIComponent = context as EnemyAIComponent;

            return(ValueProviderEnemy(enemyAIComponent));
        }
Esempio n. 12
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 protected override int ValueProviderEnemy(EnemyAIComponent context)
 {
     return(context.EnemyAgent.IsTargetVisible ? 1 : 0);
 }
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            AggregateFactory = new AggregateFactory(this);
            WeaponFactory = new WeaponFactory(this);
            DoorFactory = new DoorFactory(this);
            RoomFactory = new RoomFactory(this);
            CollectableFactory = new CollectibleFactory(this);
            WallFactory = new WallFactory(this);
            EnemyFactory = new EnemyFactory(this);
            SkillEntityFactory = new SkillEntityFactory(this);
            NPCFactory = new NPCFactory(this);

            // Initialize Components
            PlayerComponent = new PlayerComponent();
            LocalComponent = new LocalComponent();
            RemoteComponent = new RemoteComponent();
            PositionComponent = new PositionComponent();
            MovementComponent = new MovementComponent();
            MovementSpriteComponent = new MovementSpriteComponent();
            SpriteComponent = new SpriteComponent();
            DoorComponent = new DoorComponent();
            RoomComponent = new RoomComponent();
            HUDSpriteComponent = new HUDSpriteComponent();
            HUDComponent = new HUDComponent();
            InventoryComponent = new InventoryComponent();
            InventorySpriteComponent = new InventorySpriteComponent();
            ContinueNewGameScreen = new ContinueNewGameScreen(graphics, this);
            EquipmentComponent = new EquipmentComponent();
            WeaponComponent = new WeaponComponent();
            BulletComponent = new BulletComponent();
            PlayerInfoComponent = new PlayerInfoComponent();
            WeaponSpriteComponent = new WeaponSpriteComponent();
            StatsComponent = new StatsComponent();
            EnemyAIComponent = new EnemyAIComponent();
            NpcAIComponent = new NpcAIComponent();

            CollectibleComponent = new CollectibleComponent();
            CollisionComponent = new CollisionComponent();
            TriggerComponent = new TriggerComponent();
            EnemyComponent = new EnemyComponent();
            NPCComponent = new NPCComponent();
            //QuestComponent = new QuestComponent();
            LevelManager = new LevelManager(this);
            SpriteAnimationComponent = new SpriteAnimationComponent();
            SkillProjectileComponent = new SkillProjectileComponent();
            SkillAoEComponent = new SkillAoEComponent();
            SkillDeployableComponent = new SkillDeployableComponent();
            SoundComponent = new SoundComponent();
            ActorTextComponent = new ActorTextComponent();
            TurretComponent = new TurretComponent();
            TrapComponent = new TrapComponent();
            ExplodingDroidComponent = new ExplodingDroidComponent();
            HealingStationComponent = new HealingStationComponent();
            PortableShieldComponent = new PortableShieldComponent();
            PortableStoreComponent = new PortableStoreComponent();
            ActiveSkillComponent = new ActiveSkillComponent();
            PlayerSkillInfoComponent = new PlayerSkillInfoComponent();

            Quests = new List<Quest>();

            #region Initialize Effect Components
            AgroDropComponent = new AgroDropComponent();
            AgroGainComponent = new AgroGainComponent();
            BuffComponent = new BuffComponent();
            ChanceToSucceedComponent = new ChanceToSucceedComponent();
            ChangeVisibilityComponent = new ChangeVisibilityComponent();
            CoolDownComponent = new CoolDownComponent();
            DamageOverTimeComponent = new DamageOverTimeComponent();
            DirectDamageComponent = new DirectDamageComponent();
            DirectHealComponent = new DirectHealComponent();
            FearComponent = new FearComponent();
            HealOverTimeComponent = new HealOverTimeComponent();
            InstantEffectComponent = new InstantEffectComponent();
            KnockBackComponent = new KnockBackComponent();
            TargetedKnockBackComponent = new TargetedKnockBackComponent();
            ReduceAgroRangeComponent = new ReduceAgroRangeComponent();
            ResurrectComponent = new ResurrectComponent();
            StunComponent = new StunComponent();
            TimedEffectComponent = new TimedEffectComponent();
            EnslaveComponent = new EnslaveComponent();
            CloakComponent = new CloakComponent();
            #endregion

            base.Initialize();
        }
Esempio n. 14
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 protected abstract void ExecuteEnemyAction(EnemyAIComponent context, AIData aiData);
Esempio n. 15
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        public override void Execute(AbstractAIComponent context, AIData aiData)
        {
            EnemyAIComponent enemyAIComponent = context as EnemyAIComponent;

            ExecuteEnemyAction(enemyAIComponent, aiData);
        }
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            AggregateFactory = new AggregateFactory(this);
            WeaponFactory = new WeaponFactory(this);
            DoorFactory = new DoorFactory(this);
            RoomFactory = new RoomFactory(this);
            CollectableFactory = new CollectibleFactory(this);
            WallFactory = new WallFactory(this);
            EnemyFactory = new EnemyFactory(this);

            // Initialize Components
            PlayerComponent = new PlayerComponent();
            LocalComponent = new LocalComponent();
            RemoteComponent = new RemoteComponent();
            PositionComponent = new PositionComponent();
            MovementComponent = new MovementComponent();
            MovementSpriteComponent = new MovementSpriteComponent();
            SpriteComponent = new SpriteComponent();
            DoorComponent = new DoorComponent();
            RoomComponent = new RoomComponent();
            HUDSpriteComponent = new HUDSpriteComponent();
            HUDComponent = new HUDComponent();
            InventoryComponent = new InventoryComponent();
            InventorySpriteComponent = new InventorySpriteComponent();
            ContinueNewGameScreen = new ContinueNewGameScreen(graphics, this);
            EquipmentComponent = new EquipmentComponent();
            WeaponComponent = new WeaponComponent();
            BulletComponent = new BulletComponent();
            PlayerInfoComponent = new PlayerInfoComponent();
            WeaponSpriteComponent = new WeaponSpriteComponent();
            StatsComponent = new StatsComponent();
            EnemyAIComponent = new EnemyAIComponent();
            CollectibleComponent = new CollectibleComponent();
            CollisionComponent = new CollisionComponent();
            TriggerComponent = new TriggerComponent();
            EnemyComponent = new EnemyComponent();
            QuestComponent = new QuestComponent();
            LevelManager = new LevelManager(this);
            SpriteAnimationComponent = new SpriteAnimationComponent();
            SkillProjectileComponent = new SkillProjectileComponent();
            SkillAoEComponent = new SkillAoEComponent();
            SkillDeployableComponent = new SkillDeployableComponent();

            //TurretComponent = new TurretComponent();
            //TrapComponent = new TrapComponent();
            //PortableShopComponent = new PortableShopComponent();
            //PortableShieldComponent = new PortableShieldComponent();
            //MotivateComponent =  new MotivateComponent();
            //FallbackComponent = new FallbackComponent();
            //ChargeComponent = new ChargeComponent();
            //HealingStationComponent = new HealingStationComponent();
            //ExplodingDroidComponent = new ExplodingDroidComponent();

            base.Initialize();
        }
Esempio n. 17
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 protected override int ValueProviderEnemy(EnemyAIComponent context)
 {
     return(context.EnemyAgent.MoveToDirection == Vector2.zero ? 0 : 1);
 }
Esempio n. 18
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 protected override int ValueProviderEnemy(EnemyAIComponent context)
 {
     return(context.EnemyAgent.IsAction ? 1 : 0);
 }
Esempio n. 19
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 protected override int ValueProviderEnemy(EnemyAIComponent context)
 {
     return(0);
 }