Esempio n. 1
0
        public void CreateProjectile(Guid ownerGuid, ProjectileSpawnData projectileSpawnData)
        {
            var projectile = new ProjectileEntity(projectileSpawnData);

            SignalBus.Fire(new ProjectileCreatedSignal(projectile.EntityGuid, projectileSpawnData, ownerGuid));
            _projectileDataItems.Add(projectile);
        }
        protected override void ExplicitExecute(FireProjectileCommand command)
        {
            var projectileSpawnData = new ProjectileSpawnData(command.ProjectileOwnerType, command.ProjectilePosition,
                                                              command.ProjectileDirection, command.ProjectilePower);

            _projectilesSystemsManager.CreateProjectile(command.OwnerGuid, projectileSpawnData);
        }
Esempio n. 3
0
 public void DecodeJson(string json)
 {
     //TODO: Strategy Pattern
     try
     {
         PacketData jsonData = JsonUtility.FromJson <PacketData>(json);
         if (jsonData.DataType == typeof(CharacterData).ToString())
         {
             CharacterData charData = JsonUtility.FromJson <CharacterData>(json);
             otherPlayerLastData = charData;
             NetUpdate();
         }
         else
         {
             if (jsonData.DataType == typeof(ScriptableData).ToString())
             {
                 ScriptableData scriptData = JsonUtility.FromJson <ScriptableData>(json);
                 ScriptInfo     info       = ScriptDatabase.GetInstance().GetScript(scriptData.ScriptId);
                 SkillBehaviour skill      = ScriptableObject.CreateInstance(info.Script.GetClass()) as SkillBehaviour;
                 skill.Caster = otherPlayer;
                 skill.Initialize();
                 if (skill.OnCast != null)
                 {
                     Debug.Log("Cast");
                     skill.OnCast.RunContext();
                 }
             }
             else if (jsonData.DataType == typeof(ProjectileSpawnData).ToString())
             {
                 ProjectileSpawnData projData = JsonUtility.FromJson <ProjectileSpawnData>(json);
                 UnityMainThreadDispatcher.Instance().Enqueue(() =>
                 {
                     spawner.SpawnProjectile(projData.PrefabResourcePath, projData);
                 });
             }
             else
             {
                 SpawnData objSpawnData = JsonUtility.FromJson <SpawnData>(json);
                 UnityMainThreadDispatcher.Instance().Enqueue(() =>
                 {
                     spawner.SpawnObject(objSpawnData.PrefabResourcePath, objSpawnData);
                 });
             }
         }
     }
     catch
     {
         return;
     }
 }
Esempio n. 4
0
        public void Setup(ProjectileSpawnData projectileSpawnData)
        {
            switch (projectileSpawnData.ProjectileOwnerType)
            {
            case ProjectileOwnerType.Player:
                gameObject.layer = LayerMask.NameToLayer("Player");
                break;

            case ProjectileOwnerType.Enemy:
                gameObject.layer = LayerMask.NameToLayer("Enemy");
                break;
            }

            var projectileTransform = transform;

            projectileTransform.position = projectileSpawnData.SpawnPosition;
            projectileTransform.forward  = -projectileSpawnData.Direction;
        }
Esempio n. 5
0
        public void Shoot(Vector3 target = default)
        {
            if (currentShotInterval > 0)
            {
                return;
            }
            AttachedEntity.AsItem().Owner.ReadyTimer += Settings.ShotInterval + 0.2f;
            Vector3    mousePos      = InputManager.Instance.MouseWorldPosition;
            Quaternion startRotation = Quaternion.LookRotation(new Vector3(mousePos.x, ProjectileSpawn.position.y, mousePos.z) - ProjectileSpawn.position);

            if (target != default)
            {
                startRotation = Quaternion.LookRotation(target - ProjectileSpawn.position);
            }
            Projectile proj = Instantiate(LoadedProjectile.Prefab, ProjectileSpawn.position,
                                          startRotation).GetComponent <Projectile>();

            proj.Direction = proj.transform.forward;
            proj.Creator   = AttachedEntity;
            proj.Settings  = LoadedProjectile;
            proj.Initialize();

            float spreadRandomX = Random.Range(-currentSpreading, currentSpreading);
            float spreadRandomY = Random.Range(-currentSpreading, currentSpreading);
            float spreadRandomZ = Random.Range(-currentSpreading, currentSpreading);

            proj.Direction += new Vector3(spreadRandomX, spreadRandomY, spreadRandomZ);
            proj.GetComponent <Rigidbody>().AddForce(proj.Direction * proj.ProjectileStats["Speed"].EffectiveValue);
            EffectsManager.Instance.SpawnEffect(ShotEffect, ProjectileSpawn.position, Quaternion.identity);
            if (Settings.ShootSounds.Count > 0)
            {
                SoundManager.Instance.PlayClipAtPoint(Settings.ShootSounds.RandomItem(), transform.position, Settings.ShootVolume);
            }

            if (NetManager.Instance.Connect)
            {
                //Sending packet to the server
                using (Packet packet = new Packet())
                {
                    ProjectileSpawnData data = new ProjectileSpawnData();
                    data.DataType           = typeof(ProjectileSpawnData).ToString();
                    data.Prefix             = "PREFIX: PROJECTILE";
                    data.Force              = proj.Direction * proj.ProjectileStats["Speed"].EffectiveValue;
                    data.DataId             = LoadedProjectile.Id;
                    data.PrefabResourcePath = LoadedProjectile.Prefab.name;
                    data.Position           = ProjectileSpawn.position;
                    data.Rotation           = startRotation.eulerAngles;
                    data.DeathEffectPath    = LoadedProjectile.DeathEffect.name;
                    data.Speed              = LoadedProjectile.Speed;
                    data.Heatlh             = LoadedProjectile.Heatlh;
                    packet.Write(JsonUtility.ToJson(data, true));
                    NetManager.Instance.SendData(packet);
                }
                //-------------------
            }

            ((Weapon)AttachedEntity).OnShoot?.Invoke();
            currentShotInterval = Settings.ShotInterval;
            // Recoil grow (spreading grows)
            currentSpreading =
                Mathf.Clamp(currentSpreading + Settings.Recoil, Settings.Spreading, Settings.Spreading + Settings.MaxRecoil);
            currentClipSize--;
            if (currentClipSize == 0)
            {
                currentShotInterval += Settings.ReloadTime - Settings.ShotInterval;
                currentClipSize      = Settings.ClipSize;
                if (Settings.ReloadSounds.Count > 0)
                {
                    StartCoroutine(PlayReloadSounds());
                }
            }
        }