Esempio n. 1
0
    public void SendDamage()
    {
        Character[] enemys = Object.FindObjectsOfType <Character>();
        float       damage = PlayerUtil.CalculatingCardPowerValue(80f);

        if (enemys == null)
        {
            return;
        }

        foreach (var e in enemys)
        {
            if (e == Owner)
            {
                continue;
            }
            float angle = Mathf.Acos(Vector3.Dot((e.transform.position - Owner.transform.position).normalized, Owner.transform.forward))
                          * Mathf.Rad2Deg;
            if ((Owner.transform.position - e.transform.position).magnitude <= Isometric.IsometricTileSize.x * 1.8f &&
                angle < 80f)
            {
                e.AddNotifyEvent(new CharacterNotifyEvent(CharacterNotifyType.E_Damage, damage));
                IsoParticle.CreateParticle("Sliced_Power1", e.transform.position
                                           + new Vector3(0f, Isometric.IsometricTileSize.y * 0.5f, 0f),
                                           angle);
                IsoParticle.CreateParticle("Sliced_Power2", e.transform.position
                                           + new Vector3(0f, Isometric.IsometricTileSize.y * 0.5f, 0f),
                                           angle + 90f);
            }
        }

        PlayerUtil.ConsumeCardPowerUpStatus();
    }
Esempio n. 2
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    public void SendDamage()
    {
        Character[] enemys = Object.FindObjectsOfType <Character>();

        if (enemys == null)
        {
            return;
        }

        foreach (var e in enemys)
        {
            if (e == Owner)
            {
                continue;
            }
            float angle = Mathf.Acos(Vector3.Dot((e.transform.position - Owner.transform.position).normalized, Owner.transform.forward))
                          * Mathf.Rad2Deg;
            if ((Owner.transform.position - e.transform.position).magnitude <= Isometric.IsometricTileSize.x * 2.5f &&
                angle < 30f)
            {
                e.AddNotifyEvent(new CharacterNotifyEvent(CharacterNotifyType.E_Damage, 30f));
                IsoParticle.CreateParticle("Sliced1", e.transform.position
                                           + new Vector3(0f, Isometric.IsometricTileSize.y * 0.5f, 0f),
                                           angle);
                IsoParticle.CreateParticle("Sliced2", e.transform.position
                                           + new Vector3(0f, Isometric.IsometricTileSize.y * 0.5f, 0f),
                                           angle + 90f);
            }
        }
    }
Esempio n. 3
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    public void SendDamage()
    {
        Character[] enemys = Object.FindObjectsOfType <Character>();
        float       damage = PlayerUtil.CalculatingCardPowerValue(DataTable._Parameter[0]);

        if (enemys == null)
        {
            return;
        }

        foreach (var e in enemys)
        {
            if (e == Owner)
            {
                continue;
            }

            if ((Target.Point -
                 e.transform.position).magnitude <= Isometric.IsometricTileSize.x * 3f)
            {
                e.AddState(new CharacterHitState(e, damage, 0.1f).Init());
                e.AddState(new CharacterState(CharacterStateType.E_Stun, e, DataTable._Parameter[1]));
                IsoParticle.CreateParticle("Sliced_Power1", e.transform.position
                                           + new Vector3(0f, Isometric.IsometricTileSize.y * 0.5f, 0f), 0f
                                           );
                IsoParticle.CreateParticle("Sliced_Power2", e.transform.position
                                           + new Vector3(0f, Isometric.IsometricTileSize.y * 0.5f, 0f),
                                           0f);
            }
        }

        PlayerUtil.ConsumeCardPowerUpStatus();
    }
    public void SendDamage()
    {
        Character[] enemys = Object.FindObjectsOfType <Character>();

        if (enemys == null)
        {
            return;
        }

        foreach (var e in enemys)
        {
            if (e == Owner)
            {
                continue;
            }
            float angle = Mathf.Acos(Vector3.Dot((e.transform.position - Owner.transform.position).normalized, Owner.transform.forward))
                          * Mathf.Rad2Deg;
            if ((Owner.transform.position - e.transform.position).magnitude <= Isometric.IsometricTileSize.x * 1.8f &&
                angle < 80f)
            {
                e.AddState(new CharacterHitState(e, Owner.Status.CurrentDamage, 0.1f).Init());

                float zAngle = -1 * AnimUtil.GetRenderAngle(e.transform.rotation) + 45f - 15f;

                IsoParticle.CreateParticle("Sliced1", e.transform.position
                                           + new Vector3(0f, Isometric.IsometricTileSize.y * 0.5f, 0f),
                                           zAngle);
                IsoParticle.CreateParticle("Sliced2", e.transform.position
                                           + new Vector3(0f, Isometric.IsometricTileSize.y * 0.5f, 0f),
                                           angle + 90f);
            }
        }
    }
Esempio n. 5
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    public void AttackCurrentTarget()
    {
        Vector3 velocity = Owner.RenderTrasform.transform.position - targetCharacters[currentTargetIndex].RenderTrasform.transform.position;

        velocity.z = 0f;
        velocity.Normalize();

        Vector3 oPos = Owner.transform.position, tPos = targetCharacters[currentTargetIndex].transform.position;

        float zAngle = Quaternion.FromToRotation(Vector3.right, velocity).eulerAngles.z;

        IsoParticle.CreateParticle("Sliced_Family", targetCharacters[currentTargetIndex].transform.position, zAngle, false, 0.3f);
        targetCharacters[currentTargetIndex].AddNotifyEvent(new CharacterNotifyEvent(CharacterNotifyType.E_Damage, damage));
        Owner.NavAgent.Move(targetCharacters[currentTargetIndex].transform.position - Owner.transform.position);

        System.Action nextAction;

        if (currentTargetIndex < targetCharacters.Count - 1)
        {
            TimelineEvents.Add(new TimeLineEvent(ElapsedTime + 0.25f, RotateNextTarget));
        }
        else
        {
            nextAction  = () => GotoBehindPosition(tPos, oPos);
            nextAction += ReadyToFinish;
            TimelineEvents.Add(new TimeLineEvent(ElapsedTime + 0.2f, nextAction));
        }
    }
Esempio n. 6
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    public void AddBuff()
    {
        Character[] enemys = Object.FindObjectsOfType <Character>();

        if (enemys == null)
        {
            return;
        }

        foreach (var e in enemys)
        {
            if (e == Owner)
            {
                continue;
            }

            if ((Owner.transform.position - e.transform.position).magnitude <= Isometric.IsometricTileSize.x * 3f)
            {
                if (e != null)
                {
                    Vector3 pos = e.transform.position;
                    e.CurrentAction?.FinishAction();
                    GameObject.Destroy(e.gameObject);
                    NodeUtil.CreateEntity("Slime", pos);
                }
                IsoParticle.CreateParticle("Sliced_Power1", e.transform.position
                                           + new Vector3(0f, Isometric.IsometricTileSize.y * 0.5f, 0f), 0f);
            }
        }

        PlayerUtil.ConsumeCardPowerUpStatus();
    }
Esempio n. 7
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 public override void StartAction(Character owner)
 {
     base.StartAction(owner);
     highlight        = IsoParticle.CreateParticle("HighLight", Player.CurrentPlayer.transform.position + Vector3.down * Isometric.IsometricGridSize, 0f, false, 4f) as IsoHighLight;
     highlight.IsMove = true;
     highlight.Target = Player.CurrentPlayer.transform;
     highlight.AfterHighLightLogic += CalculateStun;
 }
Esempio n. 8
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    public void CalculateStun(Vector3 position)
    {
        isFinish = true;
        if ((Player.CurrentPlayer.transform.position - position).magnitude < 1.2 * Isometric.IsometricTileSize.x)
        {
            Player.CurrentPlayer.AddState(new CharacterState(CharacterStateType.E_Hold, Player.CurrentPlayer, 1f));
            Player.CurrentPlayer.AddState(new CharacterHitState(Player.CurrentPlayer, 20f, 0.1f));
        }

        IsoParticle.CreateParticle("ExplosionHighlight", position, 0f);
        IsoParticle.CreateParticle("WoodHold", position, 0f);

        Owner.CurrentAction = WoodTotemIdleAction.GetInstance();
    }
Esempio n. 9
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    public void RotateNextTarget()
    {
        Vector3 velocity = Owner.RenderTrasform.transform.position - targetCharacters[currentTargetIndex + 1].RenderTrasform.transform.position;

        velocity.z = 0f;
        velocity.Normalize();

        float zAngle = Quaternion.FromToRotation(Vector3.right, velocity).eulerAngles.z;

        IsoParticle.CreateParticle("Round_Family", Owner.transform.position, 0f, false, 0.2f);
        IsoParticle.CreateParticle("Rotate_Family", Owner.transform.position, zAngle, false, 0.1f);

        TimelineEvents.Add(new TimeLineEvent(ElapsedTime + 0.1f, AttackCurrentTarget));
        currentTargetIndex++;
    }
Esempio n. 10
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    public static IsoParticle CreateParticle(string particleName, Vector3 position, float zAngle, bool isAnimLifeTime = true, float lifeTime = 1f)
    {
        GameObject particle = ResourceManager.GetResource <GameObject>("Particles/" + particleName);

        if (particle == null || particle.GetComponent <IsoParticle>() == null)
        {
            return(null);
        }

        IsoParticle iparticle = Instantiate(particle, position, Quaternion.identity).GetComponent <IsoParticle>();

        iparticle.Angle    = zAngle;
        iparticle.LifeTime = lifeTime;
        iparticle.RenderChild.TranslateIsometricToWorldCoordination();
        return(iparticle);
    }
Esempio n. 11
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    public void ReadyToAction()
    {
        StateOrder = 1;
        Owner.RenderTrasform.GetComponent <SpriteRenderer>().enabled = false;
        Vector3 velocity = Owner.RenderTrasform.transform.position - Target.Target.RenderTrasform.transform.position;

        velocity.z = 0f;
        velocity.Normalize();

        Vector3 oPos = Owner.transform.position, tPos = Target.Target.transform.position;

        float zAngle = Quaternion.FromToRotation(Vector3.right, velocity).eulerAngles.z;

        IsoParticle.CreateParticle("Sliced_Family", Target.Target.transform.position, zAngle, false, 0.3f);
        Target.Target.AddState(new CharacterHitState(Target.Target, damage, 0.1f).Init());
        GotoBehindPosition(Target.Target.transform.position, Owner.transform.position);
        ReadyToFinish();
    }
Esempio n. 12
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    public void SendDamage()
    {
        IsoParticle.CreateParticle("BreakGround", Owner.transform.position - Vector3.up * Isometric.IsometricTileSize.y, 0f)
        .RotationAnim("effect_ground_power_atk", Owner.transform.rotation);

        Character[] enemys = Object.FindObjectsOfType <Character>();
        float       damage = PlayerUtil.CalculatingCardPowerValue(DataTable._Parameter[0]);

        if (enemys == null)
        {
            return;
        }

        foreach (var e in enemys)
        {
            if (e == Owner)
            {
                continue;
            }
            float angle = Mathf.Acos(Vector3.Dot((e.transform.position - Owner.transform.position).normalized, Owner.transform.forward))
                          * Mathf.Rad2Deg;
            if ((Owner.transform.position - e.transform.position).magnitude <= Isometric.IsometricTileSize.x * 3f &&
                angle < 45f)
            {
                e.AddState(new CharacterHitState(e, damage, 0.1f).Init());
                IsoParticle.CreateParticle("Sliced_Power1", e.transform.position
                                           + new Vector3(0f, Isometric.IsometricTileSize.y * 0.5f, 0f),
                                           angle);
                IsoParticle.CreateParticle("Sliced_Power2", e.transform.position
                                           + new Vector3(0f, Isometric.IsometricTileSize.y * 0.5f, 0f),
                                           angle + 90f);
            }
        }

        PlayerUtil.ConsumeCardPowerUpStatus();
    }