Esempio n. 1
0
    void CreatePlayers(float[,] mapArea)
    {
        int i = 0;

        StaticValues.players = new GameObject[StaticValues.numPlayers];
        while (i < StaticValues.numPlayers)
        {
            Debug.Log("Spawn player " + i);
            Vector3 spawnPositions = randomPositionScript.GetRandomPosition(
                mapArea[0, 0],
                mapArea[0, 1],
                mapArea[1, 0],
                mapArea[1, 1],
                mapArea[2, 0],
                mapArea[2, 1]
                );

            GameObject playersGameObject = GameObject.FindWithTag("Players");
            GameObject player            = Instantiate(playerPrefab, spawnPositions, Quaternion.identity) as GameObject;
            player.transform.parent = playersGameObject.transform;
            PlayerController playerController = player.GetComponent <PlayerController>();
            playerController.InitPlayerController(i);
            StaticValues.players[i] = player;
            player.GetComponent <PlayerHealth>()?.setHealthbar(healthSliders[i]);
            i++;
        }
    }
Esempio n. 2
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    private IEnumerator CreateFood()
    {
        yield return(new WaitForSeconds(Random.Range(minSpawnTime, maxSpawnTime)));

        Vector3 position = randomPositionScript.GetRandomPosition(
            mapArea[0, 0],
            mapArea[0, 1],
            mapArea[1, 0],
            mapArea[1, 1],
            mapArea[2, 0],
            mapArea[2, 1]
            );

        InstantiateFood(position);
    }
    private void Update()
    {
        if (!loadRole.isCreatingData)
        {
            //dataSaver.CloseStream();
            return;
        }
        if (index < rotateTimes)
        {
            //保存数据
            StartCoroutine(dataSaver.SavePicture(roleCamera, path, loadRole.currentRole[0].name, index));
            dataSaver.SavePositionData(path, roleID, loadRole.currentRole[0].transform.position, Camera.main.transform.position);

            //旋转模型
            loadRole.currentRole[0].transform.Rotate(Vector3.up, -rotateAngle);
//            loadRole.currentRole[1].transform.Rotate(Vector3.up, -rotateAngle);
            //随机位置
            if (randomPosition)
            {
                position = randomPosition.GetRandomPosition(loadRole.currentRole[0].transform.localPosition);
                loadRole.currentRole[0].transform.localPosition = position;
                //             loadRole.currentRole[1].transform.localPosition = position;
            }

            index++;
        }
        else
        {
            //销毁模型
            Destroy(loadRole.currentRole[0]);
            //          Destroy(loadRole.currentRole[1]);

            //clean apace
            loadRole.currentRole = null;
            Resources.UnloadUnusedAssets();

            //加载下一个模型,然后初始化
            loadRole.GeneratePeople(sameName, ++roleID);

            if (loadRole.isCreatingData)
            {
                //dataSaver.CloseStream();
                dataSaver.CreateDirectory(path, loadRole.currentRole[0].name);
            }

            index = 0;
        }
    }
Esempio n. 4
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        public static void MakeStep(Config config, Player player, World world)
        {
            if (player.IsNeutrall)
            {
                return;
            }

            var enemyUnits = world.OverlapUnits(player.AvgPosition, (player.Units.FirstOrDefault()?.CurrentStats.ViewRadius ?? 1f) + 0.5f)
                             .Where((u) => u.Owner != null && u.Owner != player && u.CurrentStats.UnitVisible);
            var enemyCount = enemyUnits.GroupBy((u) => u.Owner.UserId).Select((o) => o.First().Owner)
                             .Select((o) => o.IsAI ? (o.IsNeutrall ? 6 : o.Units.Count) : 1).DefaultIfEmpty(0).Sum();

            Vector2 inputDir = RandomPosition.GetRandomPosition(byte.MaxValue + player.NetworkId * 17, 1f);
            float   t        = Math.Clamp((world.ZoneRadius * world.ZoneRadius * 0.8f) - player.AvgPosition.SqrLength(), 0f, 10f) / 10f;

            inputDir = inputDir * t + (player.AvgPosition * -1f) * (1f - t);

            bool rise = false;

            if (player.GetCooldown() < 0.3f)
            {
                var neutralUnits = world.OverlapUnits(player.AvgPosition, config.RiseRadius).Where((u) => u.Owner == null);
                rise = neutralUnits.Count() > 0;
                if (!rise)
                {
                    var nearUnits = world.OverlapUnits(player.AvgPosition, config.MaxViewRange);
                    var nearUnit  = nearUnits.Where((u) => u.Owner == null).FirstOrDefault();
                    if (nearUnit != null)
                    {
                        inputDir = nearUnit.Position - player.AvgPosition;
                    }
                }
            }
            else if (enemyCount > 0 && (player.Units.Count * 2 >= enemyCount || world.ZoneRadius < 3f || player.Units.Count == config.MaxUnitCount))
            {
                inputDir = Vector2.Empty;
            }

            player.SetInput(new Packets.ClientInput()
            {
                MoveX = inputDir.X,
                MoveY = inputDir.Y,
                Rise  = rise
            });
        }
Esempio n. 5
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    IEnumerator startHurricane()
    {
        yield return(new WaitForSeconds(initialWait));

        while (true)
        {
            Vector3 position = randomPositionScript.GetRandomPosition(
                mapArea[0, 0],
                mapArea[0, 1],
                mapArea[1, 0],
                mapArea[1, 1],
                mapArea[2, 0],
                mapArea[2, 1]
                );
            GameObject hurricane = InstantiateHurricane(position);
            yield return(new WaitForSeconds(hurricaneDuration));

            Destroy(hurricane);
            yield return(new WaitForSeconds(timeBetweenHuricanes));
        }
    }
Esempio n. 6
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    private IEnumerator SpawnMeteorInsideRectangle()
    {
        GameObject meteors = GameObject.FindWithTag("MeteorHail");

        while (hail)
        {
            yield return(new WaitForSeconds(intervalBetweenMeteors));

            for (int j = 0; j < numMeteorsPerHail; j++)
            {
                Vector3 position = randomPositionScript.GetRandomPosition(
                    mapArea[0, 0],
                    mapArea[0, 1],
                    mapArea[1, 0],
                    mapArea[1, 1],
                    mapArea[2, 0],
                    mapArea[2, 1]
                    );
                CreateHail(meteors, position);
            }
        }
    }
Esempio n. 7
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    IEnumerator TemporarilyDisablePlatform(BoxCollider[] meshColliders)
    {
        float respawnIn = respawnTimeRandom ? Random.Range(respawnTime - respawnTimeDeviation, respawnTime + respawnTimeDeviation) : respawnTime;

        yield return(new WaitForSeconds(respawnIn));

        gameObject.GetComponent <MeshRenderer>().enabled = true;
        float [,] mapDimension = mapPosition.GetMapPosition();
        Vector3 position = randomPosition.GetRandomPosition(
            mapDimension[0, 0],
            mapDimension[0, 1],
            mapDimension[1, 0],
            mapDimension[1, 1],
            mapDimension[2, 0],
            mapDimension[2, 1]
            );

        gameObject.transform.position = position;
        foreach (BoxCollider meshCollider in meshColliders)
        {
            meshCollider.enabled = true;
        }
    }
Esempio n. 8
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 private static Vector2 GetPos(int i, float zone, float time)
 {
     return(RandomPosition.GetRandomPosition(i, time) * zone * RandomPosition.GetRandomFloat(i + 5, time));
 }