Esempio n. 1
0
    public SystemData LoadSystemData(string target)
    {
        WipeCurrentSystem();

        TextAsset  systemText = Resources.Load <TextAsset>("SystemData/" + target);
        SystemData data       = JsonUtility.FromJson <SystemData>(systemText.text);

        SetSystemManager(data);

        for (var x = 0; x < data.planets.Count; x++)
        {
            TextAsset newPlanetText = Resources.Load <TextAsset>("PlanetData/" + data.systemName + "/" + data.planets[x]);
            Planet    newPlanet     = JsonUtility.FromJson <Planet>(newPlanetText.text);
            planetList.Add(newPlanet);
            planetManager.BuildPlanet(newPlanet);
        }

        InitializeOtherShips();

        _guiBehaviour.ReceiveMessage("Entered system: " + systemName, false);
        _guiBehaviour.ReceiveMessage("System owner: " + systemOwner, false);

        Invoke("CheckArea", 0.75f);

        return(data);
    }
Esempio n. 2
0
    void AddMission(string missionPath)
    {
        Mission loadedMission = Resources.Load(missionPath) as Mission;

        newMission = Instantiate(loadedMission);

        missions.Add(newMission);
        _guiBehaviour.ReceiveMessage("MISSION: " + newMission.description, true);
    }
Esempio n. 3
0
    public void TakeDamage(int damage, GameObject damageSource)
    {
        if (!invincibilityFramesOn)
        {
            InvincibilityOn();
            Invoke("InvincibilityOff", invincibilityFramesTime);

            if (shipShieldCurrent > damage)
            {
                shipShieldCurrent -= damage;
            }
            else if (shipShieldCurrent < damage)
            {
                shipHullCurrent  -= (damage - shipShieldCurrent);
                shipShieldCurrent = 0;
            }
            else if (shipShieldCurrent <= 0)
            {
                shipHullCurrent -= damage;
            }

            if (_guiManager != null)
            {
                _guiManager.SetBarAmount("hull", (shipHullCurrent / shipHullMax));
                _guiManager.SetBarAmount("shield", (shipShieldCurrent / shipShieldMax));
            }

            if (shipHullCurrent <= 0)
            {
                _guiBehaviour.ReceiveMessage(this.name + " has been destroyed.", true);
                _localShipsManager.ShipWasKilled(this.gameObject, damageSource);
                Death();
            }
        }

        if (_ai != null)
        {
            _ai.IWasHit(damageSource);
            _localShipsManager.AllAggroTarget(damageSource, this.gameObject.tag);
        }
    }
Esempio n. 4
0
    // Update is called once per frame
    void Update()
    {
        if (_gameStateManager.currentMode != GameMode.Menu && _gameStateManager.currentMode != GameMode.Hyperspace)
        {
            if (Input.GetButtonDown("Jump"))
            {
                //Cancel hyperspace jump.
            }

            if (_gameStateManager.currentMode != GameMode.Menu && _gameStateManager.currentMode != GameMode.Hyperspace)
            {
                /* Hyperspace Jump */
                if (Input.GetButtonDown("Jump") &&
                    _gameStateManager.currentMode != GameMode.Hyperspace &&
                    (Mathf.Abs(playerShip.transform.position.x) + Mathf.Abs(playerShip.transform.position.y) > validJumpDistance))
                {
                    if (_gameStateManager.targetSystem != null)
                    {
                        _gameStateManager.currentMode = GameMode.Hyperspace;
                        //shipState.AddState("Hyperspace Jump", 3f);
                        _gameStateManager.Invoke("HyperspaceJump", 1.8f);
                        _cameraBehaviour.StartCoroutine("BackdropFadeOut");
                    }
                    else
                    {
                        _guiBehaviour.ReceiveMessage("Invalid hyperspace target.", false);
                    }
                }
                else if (Input.GetButtonDown("Jump"))
                {
                    _guiBehaviour.ReceiveMessage("Too close to system center.", false);
                }
            }


            /*Movement while Defenses are active*/
            if (Input.GetAxis("Horizontal") <= -defenseActivationThreshold)
            {
                shipChassis.shipDefenses[0].DefenseRotateLeft();
                shipChassis.shipDefenses[1].DefenseRotateLeft();
            }
            else if (Input.GetAxis("Horizontal") >= defenseActivationThreshold)
            {
                shipChassis.shipDefenses[0].DefenseRotateRight();
                shipChassis.shipDefenses[1].DefenseRotateRight();
            }

            /*Thrust and Brakes*/
            if (Input.GetAxis("Vertical") > 0)
            {
                shipChassis.thrustersOn = true;
                shipChassis.brakesOn    = false;
            }
            else if (Input.GetAxis("Vertical") < 0)
            {
                shipChassis.thrustersOn = false;
                shipChassis.brakesOn    = true;
            }
            else
            {
                shipChassis.thrustersOn = shipChassis.brakesOn = false;
            }

            /*Activating/Deactivating Defenses L R*/
            if (shipState.GetTopState().canDefend == true)
            {
                if (Input.GetButtonDown("DefenseL"))
                {
                    shipChassis.FireDefense(0);
                }

                if (Input.GetButtonDown("DefenseR"))
                {
                    shipChassis.FireDefense(1);
                }
            }

            /* Releasing our buttons is outside the canDefend so they don't get stuck
             * down  */

            if (Input.GetButtonUp("DefenseL"))
            {
                shipChassis.ReleaseDefense(0);
            }

            if (Input.GetButtonUp("DefenseR"))
            {
                shipChassis.ReleaseDefense(1);
            }

            /*Rotation*/
            //Kept separate from defenses below in order to ensure rotates cut off when
            //axis input is zero.
            shipChassis.horizontalInput = -Input.GetAxis("Horizontal");


            /* Firing Weapons */
            if (Input.GetButtonDown("Fire1"))
            {
                shipChassis.FireWeapon(0);
            }

            if (Input.GetButtonUp("Fire1"))
            {
                shipChassis.ReleaseWeapon(0);
            }

            if (Input.GetButtonDown("Fire2"))
            {
                shipChassis.shipWeapons[1].FireButtonPressed();
            }

            if (Input.GetButtonUp("Fire2"))
            {
                shipChassis.shipWeapons[1].FireButtonReleased();
            }

            if (Input.GetButtonDown("Fire3"))
            {
                shipChassis.shipWeapons[2].FireButtonPressed();
            }

            if (Input.GetButtonUp("Fire3"))
            {
                shipChassis.shipWeapons[2].FireButtonReleased();
            }

            /* GUI controls */


            if (Input.GetButtonDown("MoveLogs") && _guiManager != null)
            {
                _guiManager.MoveLogs();
            }

            /* Camera Control */
            if (Input.GetKey("+") || (Input.GetKey("=")))
            {
                _cameraBehaviour.ZoomIn();
            }

            if (Input.GetKey("-"))
            {
                _cameraBehaviour.ZoomOut();
            }
        }
    }