Esempio n. 1
0
        public void ShowPath(IList <Vector2Int> pathPoints, float score)
        {
            if (!pathPoints.Any())
            {
                return;
            }
            var line         = new GameObject("PathFragment");
            var lineRenderer = line.AddComponent <LineRenderer>();

            SetupLineRenderer(pathPoints, lineRenderer);
            int        middlePathPointIndex = pathPoints.Count / 2;
            Vector2Int labelPositionInGrid  = pathPoints[middlePathPointIndex];
            Vector3    labelPosition        = _gridInfoProvider.GetCellCenterWorld(labelPositionInGrid);

            line.transform.position = labelPosition;
            var label = line.AddComponent <Label>();

            label.Text = score.ToString();

            foreach (var vector2Int in pathPoints)
            {
                var            node       = new GameObject("PathNode");
                SpriteRenderer nodeSprite = node.AddComponent <SpriteRenderer>();
                nodeSprite.sortingLayerName   = "HUD";
                nodeSprite.transform.position = _gridInfoProvider.GetCellCenterWorld(vector2Int);
                nodeSprite.sprite             = Resources.Load <Sprite>(@"Sprites\Characters\Misc_tiles\19");
                Object.Destroy(node.gameObject, 10.0f);
            }

            Object.Destroy(line.gameObject, 8.0f);
        }
Esempio n. 2
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    public void SwingTo(Vector2Int targetPosition, bool isAggressiveAttack)
    {
        if (!gameObject.activeInHierarchy)
        {
            gameObject.SetActive(true);
        }
        _initialPosition    = transform.position;
        _isAggressiveAttack = isAggressiveAttack;
        _mySwingTarget      = _gridInfoProvider.GetCellCenterWorld(targetPosition);
        _animator.enabled   = false;
        Vector3 directionToTarget = _mySwingTarget - _initialPosition;

        _deviationCurveForX        = _rng.Choice(_weaponAnimationData.DeviationCurves);
        _deviationCurveForY        = _rng.Choice(_weaponAnimationData.DeviationCurves);
        _deviationCurveForRotation = _rng.Choice(_weaponAnimationData.DeviationCurvesForRotation);
        _deviationImportanceForX   = _rng.NextFloat();
        _deviationImportanceForY   = _rng.NextFloat();

        var angle = ZRotationForLookAt2DConsidering45OffsetOfWeapon(Math.Abs(directionToTarget.x), directionToTarget.y);

        _mySwingTargetRotation = Quaternion.AngleAxis(angle, Vector3.forward);
    }
Esempio n. 3
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        private Collider2D[] GetCollidersInRange(Vector2Int targetPosition, float cellsRangeInVision, IEnumerable <string> layerNames)
        {
            Vector3 targetWorldPosition2D = _gridInfoProvider.GetCellCenterWorld(targetPosition);
            int     layerMask             = 0;

            foreach (string layerName in layerNames)
            {
                layerMask |= 1 << LayerMask.NameToLayer(layerName);
            }
            float raycastLength = cellsRangeInVision * _gridInfoProvider.CellSize;

            Collider2D[] hitColliders = Physics2D.OverlapCircleAll(targetWorldPosition2D, raycastLength, layerMask);
            return(hitColliders);
        }
Esempio n. 4
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        // Update is called once per frame
        void Update()
        {
            NavigationData navigationData = _actorBehaviour.ActorData.NavigationData;

            if (navigationData.Destination.HasValue)
            {
                _destinationRenderer.enabled            = true;
                _destinationRenderer.transform.position = _gridInfoProvider.GetCellCenterWorld(navigationData.Destination.Value);
            }
            else
            {
                _nextNodeRenderer.enabled = false;
            }

            if (navigationData.PathToFollow != null)
            {
                _pathToTargetRenderer.positionCount = navigationData.PathToFollow.Count;
                _pathToTargetRenderer.SetPositions(navigationData.PathToFollow.Select(position => _gridInfoProvider.GetCellCenterWorld(position)).ToArray());
            }

            if (navigationData.NextNode.HasValue)
            {
                _nextNodeRenderer.enabled            = true;
                _nextNodeRenderer.transform.position = _gridInfoProvider.GetCellCenterWorld(navigationData.NextNode.Value);
            }
            else
            {
                _nextNodeRenderer.enabled = false;
            }

            if (navigationData.StepsToNextNode != null)
            {
                _stepsToNextNodeRenderer.positionCount = navigationData.StepsToNextNode.Count;
                _stepsToNextNodeRenderer.SetPositions(navigationData.StepsToNextNode.Select(position => _gridInfoProvider.GetCellCenterWorld(position)).ToArray());
            }
        }
Esempio n. 5
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        public void ShowTextEffect(Vector2Int position, string text, Color?color = null, bool forceShowing = false)
        {
            if (!color.HasValue)
            {
                color = Color.white;
            }
            if (!forceShowing && !_gameContext.VisiblePositions.Contains(position))
            {
                return;
            }
            var textEffectObject = new GameObject("TextEffect");

            textEffectObject.transform.position = _gridInfoProvider.GetCellCenterWorld(position);
            var   textEffect = textEffectObject.AddComponent <TextEffect>();
            float duration   = Mathf.Max(2.5f, 1f + (float)text.Length / 5);

            textEffect.Initialize(text, color.Value, duration);

            Object.Destroy(textEffectObject, duration);
        }
Esempio n. 6
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 public void RefreshWorldPosition()
 {
     transform.position = _gridInfoProvider.GetCellCenterWorld(EntityData.LogicalPosition);
 }
Esempio n. 7
0
        void Update()
        {
            if (_animationState == EntityAnimationState.Inactive)
            {
                return;
            }
            if (_animationState == EntityAnimationState.Moving)
            {
                _timeSinceStartedAnimation += Time.smoothDeltaTime;                 // deltaTime could be unnaturally big
                // because of calculations done when player performs an action

                Vector3 previousWorldPosition   = _gridInfoProvider.GetCellCenterWorld(_previousLogicalPosition);
                Vector3 animationTargetPosition = _gridInfoProvider.GetCellCenterWorld(_animationTargetPosition);
                Vector3 interpolatedPosition
                    = Vector3.Lerp(previousWorldPosition, animationTargetPosition, _timeSinceStartedAnimation / DefaultAnimationDuration);
                transform.position = interpolatedPosition;
                bool finished = _timeSinceStartedAnimation > DefaultAnimationDuration;
                if (finished)
                {
                    _animationState            = EntityAnimationState.Inactive;
                    _timeSinceStartedAnimation = 0f;
                }
            }
            else if (_animationState == EntityAnimationState.FallingIn)
            {
                _timeSinceStartedAnimation += Time.smoothDeltaTime;                 // deltaTime could be unnaturally big
                // because of calculations done when player performs an action

                Vector3 previousWorldPosition   = _gridInfoProvider.GetCellCenterWorld(_previousLogicalPosition);
                Vector3 animationTargetPosition = _gridInfoProvider.GetCellCenterWorld(_animationTargetPosition);
                float   progress = _timeSinceStartedAnimation / FallInAnimationDuration;
                Vector3 interpolatedPosition
                    = Vector3.Lerp(previousWorldPosition, animationTargetPosition, progress);
                Vector3    interpolatedScale    = Vector3.Lerp(new Vector3(1, 1, 1), new Vector3(0.5f, 0.5f, 0.5f), progress);
                Quaternion interpolatedRotation = Quaternion.Lerp(_animationStartRotation, Quaternion.Euler(0, 0, 180), progress);
                transform.position   = interpolatedPosition;
                transform.localScale = interpolatedScale;
                transform.rotation   = interpolatedRotation;
                bool finished = progress >= 1;
                if (finished)
                {
                    transform.parent           = _entityToBecomeParent.transform;
                    _animationState            = EntityAnimationState.Inactive;
                    _timeSinceStartedAnimation = 0f;
                    _entityToBecomeParent      = null;
                }
            }
            else if (_animationState == EntityAnimationState.FallingOut)
            {
                _timeSinceStartedAnimation += Time.smoothDeltaTime;                 // deltaTime could be unnaturally big
                // because of calculations done when player performs an action

                Vector3 previousWorldPosition   = _gridInfoProvider.GetCellCenterWorld(_previousLogicalPosition);
                Vector3 animationTargetPosition = _gridInfoProvider.GetCellCenterWorld(_animationTargetPosition);
                float   progress = _timeSinceStartedAnimation / FallInAnimationDuration;
                Vector3 interpolatedPosition
                    = Vector3.Lerp(previousWorldPosition, animationTargetPosition, progress);
                Vector3    interpolatedScale    = Vector3.Lerp(new Vector3(0.5f, 0.5f, 0.5f), new Vector3(1, 1, 1), progress);
                Quaternion interpolatedRotation = Quaternion.Lerp(_animationStartRotation, Quaternion.identity, progress);
                transform.position   = interpolatedPosition;
                transform.localScale = interpolatedScale;
                transform.rotation   = interpolatedRotation;
                bool finished = progress >= 1;
                if (finished)
                {
                    _animationState = EntityAnimationState.Inactive;
                    GetComponent <SpriteRenderer>().sortingOrder -= 1;
                    _timeSinceStartedAnimation = 0f;
                    _entityToBecomeParent      = null;
                }
            }
            else if (_animationState == EntityAnimationState.Bumping)
            {
                _timeSinceStartedAnimation += Time.smoothDeltaTime;
                Vector3 previousWorldPosition = _gridInfoProvider.GetCellCenterWorld(_previousLogicalPosition);
                Vector3 middleWayToTarget     = (previousWorldPosition + _gridInfoProvider.GetCellCenterWorld(_animationAffectedPosition)) / 2;
                Vector3 interpolatedPosition
                    = Vector3Utilities.LerpThereAndBack(previousWorldPosition, middleWayToTarget, _timeSinceStartedAnimation / DefaultAnimationDuration);
                transform.position = interpolatedPosition;
                bool finished = _timeSinceStartedAnimation > DefaultAnimationDuration;
                if (finished)
                {
                    _animationState            = EntityAnimationState.Inactive;
                    _timeSinceStartedAnimation = 0f;
                }
            }
            else if (_animationState == EntityAnimationState.BeingKnockedOut)
            {
                _timeSinceStartedAnimation += Time.smoothDeltaTime;                 // deltaTime could be unnaturally big
                // because of calculations done when player performs an action
                float      progress             = _timeSinceStartedAnimation / DefaultAnimationDuration;
                Quaternion interpolatedRotation = Quaternion.Lerp(_animationStartRotation, Quaternion.Euler(0, 0, 180), progress);
                transform.rotation = interpolatedRotation;
                bool finished = progress >= 1;
                if (finished)
                {
                    _animationState            = EntityAnimationState.Inactive;
                    _timeSinceStartedAnimation = 0f;
                }
            }
            else if (_animationState == EntityAnimationState.StandingUp)
            {
                _timeSinceStartedAnimation += Time.smoothDeltaTime;                 // deltaTime could be unnaturally big
                // because of calculations done when player performs an action
                float      progress             = _timeSinceStartedAnimation / DefaultAnimationDuration;
                Quaternion interpolatedRotation = Quaternion.Lerp(_animationStartRotation, Quaternion.identity, progress);
                transform.rotation = interpolatedRotation;
                bool finished = progress >= 1;
                if (finished)
                {
                    _animationState            = EntityAnimationState.Inactive;
                    _timeSinceStartedAnimation = 0f;
                }
            }
        }
Esempio n. 8
0
        public virtual void Process()
        {
            bool visibleEnemiesClose = ActorData.ControlledByPlayer &&
                                       _entityDetector.DetectActors(ActorData.LogicalPosition, 3)
                                       .Count(a => a.Team != Team.Beasts && a.Entity.IsVisible) > 0;

            if (visibleEnemiesClose)
            {
                DateTime potentialBlockedUntil = DateTime.UtcNow + TimeSpan.FromMilliseconds(150);
                ActorData.BlockedUntil = potentialBlockedUntil > ActorData.BlockedUntil
                                        ? potentialBlockedUntil : ActorData.BlockedUntil;
            }

            IGameEntity     entity         = ActorData.Entity;
            IEntityAnimator entityAnimator = entity.EntityAnimator;

            IEnumerable <ActorData> enemiesNearby = _entityDetector.DetectActors(ActorData.LogicalPosition, 3)
                                                    .Where(e => ActorData.Team != e.Team)
                                                    .Where(e => Vector2IntUtilities.IsOneTwoOrThreeSteps(e.LogicalPosition, ActorData.LogicalPosition));

            // this code orientates the actor to face the closest danger, even if it means stepping backwards
            List <Vector2Int> directionsToOneStepEnemiesNearby = enemiesNearby.Select(e => e.LogicalPosition - ActorData.LogicalPosition)
                                                                 .Where(direction => Vector2IntUtilities.IsOneStep(direction))
                                                                 .ToList();
            List <Vector2Int> directionsToAllEnemiesNearby = enemiesNearby.Select(e => e.LogicalPosition - ActorData.LogicalPosition).ToList();
            List <Vector2Int> directionsToRelevantEnemiesNearby
                = directionsToOneStepEnemiesNearby.Any() ? directionsToOneStepEnemiesNearby : directionsToAllEnemiesNearby;

            bool thereAreSomeEnemiesOnOneSide = directionsToRelevantEnemiesNearby.Any()
                                                &&
                                                (directionsToRelevantEnemiesNearby.All(direction => direction.x < 0) ||
                                                 directionsToRelevantEnemiesNearby.All(direction => direction.x > 0));

            if (thereAreSomeEnemiesOnOneSide)
            {
                _actorAligner.AlignActorToDirection(ActorData.Entity, directionsToRelevantEnemiesNearby.First().x);
            }
            else
            {
                _actorAligner.AlignActorToDirection(ActorData.Entity, ActorData.LogicalPosition.x - PreviousPosition.x);
            }

            if (entity.IsVisible)
            {
                entityAnimator.MoveTo(PreviousPosition, ActorData.LogicalPosition);
            }
            else
            {
                Vector3 animationTargetPosition = _gridInfoProvider.GetCellCenterWorld(ActorData.LogicalPosition);

                // The next line makes this class kind of untestable, because ActorData.Entity is a MonoBehaviour. I believe it must be so,
                // so that we can see and assign the reference to it in the inspector window. If this happens more often in other effects,
                // we could maybe extract some kind of proxy class to keep the Entity, so that we can test with fake proxy.
                entity.Position = animationTargetPosition;
            }

            if (!ActorData.ControlledByPlayer)
            {
                return;
            }

            ItemData itemOnTheGround = _entityDetector.DetectItems(ActorData.LogicalPosition).FirstOrDefault();

            if (itemOnTheGround != null)
            {
                _uiConfig.TooltipPresenter.Present(itemOnTheGround.ItemDefinition, false);
            }
        }