Esempio n. 1
0
    // Start is called before the first frame update
    void Start()
    {
        BlockComponent        = GetComponent <DataBlockComponent>();
        Rotation              = BlockComponent.DataBlock.Rotation;
        transform.eulerAngles = new Vector3();
        TileScript            = GetComponent <TileMovingObjectScript>();
        TileScript.JumpToTile(BlockComponent.WorldTileX, BlockComponent.WorldTileY);
        if (BaseMotionSpeed == default)
        {
            if (BlockComponent.DataBlock.GetParameterByName <float>("MotionSpeed", out var param))
            {
                BaseMotionSpeed = param.Value;
            }
            else
            {
                BaseMotionSpeed = 5;
            }
        }
        ChasingSpeed = BaseMotionSpeed * 2;
        if (BlockComponent.DataBlock.GetParameterByName <float>("Enemy_ChaseSpeed", out var data))
        {
            ChasingSpeed = data.Value;
        }
        TileScript.MotionSpeed = BaseMotionSpeed;
        TileScript.CanMoveOverWorldReservedTiles = false;
        Rotator = GetComponentInChildren <AngleRotator>();
        var loopSource = GetComponent <SoundLoader>().LoopStart("sb-bullyx", out _, true); // walking sound looped

        if (loopSource != null)
        {
            loopSource.volume = .25f;
        }
    }
Esempio n. 2
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 void Patrol()
 {
     TileScript.MotionSpeed = BaseMotionSpeed;
     if (!TileScript.IsMoving)
     {
         bool[]    attemptedRotations = new bool[] { false, false, false, false };
         SRotation startingRotation   = Rotation;
         for (int i = 0; i < 3; i++) // three tries to try walking
         {
             attemptedRotations[(int)Rotation] = true;
             if (MoveForward()) // try moving forward
             {
                 break;
             }
             if (i != 2)
             {
                 Rotation = GetRightLeft(startingRotation, i == 0); // check right, then left
             }
             else // else look behind
             {
                 Rotation = GetBehind(startingRotation);
                 if (!MoveForward()) // try to go backwards, if not, then freeze he's stuck
                 {
                     CurrentMode = EnemyMode.IDLE;
                     break;
                 }
             }
         }
     }
 }
 public void StartProjectile(Vector2Int Position, SRotation Direction)
 {
     MovementScript                     = GetComponent <TileMovingObjectScript>();
     MovementScript.MotionSpeed         = 12f;
     MovementScript.SpecialObjectIgnore = true;
     MovementScript.JumpToTile(Position.x, Position.y);
     this.Direction = Direction;
     CanMove        = true;
     particleSystem = GetComponentInChildren <ParticleSystem>();
     if (particleSystem != default)
     {
         ParticleLoader.SetBurst(particleSystem, 4);
     }
 }
 private void OnPushing(object sender, MoveEventArgs e)
 {
     if (Player.CurrentPlayer == Assets.Scripts.Game.PlayerEnum.SPONGEBOB)
     {
         if (!PushableScript.MovementAllowed)
         {
             return;
         }
         MoveScript.MoveInDirection(e.Direction);
         Direction = e.Direction;
         bouncing  = true;
     }
     else
     {
         Destroy();
     }
 }
 private void TileMovingObjectScript_MoveableMoving(object sender, MoveEventArgs e)
 {
     if (e.ToTile != MoveScript.TilePosition)
     {
         return;
     }
     if ((sender as TileMovingObjectScript).gameObject != gameObject && (sender as TileMovingObjectScript).TryGetComponent <BeachBallBehavior>(out var ball))
     {
         if (!PushableScript.MovementAllowed)
         {
             return;
         }
         MoveScript.MoveInDirection(e.Direction);
         Direction = e.Direction;
         bouncing  = true;
     }
 }
Esempio n. 6
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    bool StartChase()
    {
        var player = Player.Current;

        if (player == null)
        {
            return(false);
        }
        if (ShouldChase && LOSCheck(playerDirection, TileX, TileY, player.TileX, player.TileY))
        {
            CurrentMode = EnemyMode.CHASE;
            Rotation    = playerDirection;
            GetComponent <SoundLoader>().Play("sb-bully");
            return(true);
        }
        return(false);
    }
Esempio n. 7
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    public Vector2Int GetTileFromDirection(SRotation Direction, int Tiles = 1)
    {
        switch (Direction)
        {
        case StinkyFile.SRotation.NORTH:
            return(new Vector2Int(TileX, TileY - Tiles));

        case StinkyFile.SRotation.SOUTH:
            return(new Vector2Int(TileX, TileY + Tiles));

        case StinkyFile.SRotation.EAST:
            return(new Vector2Int(TileX + Tiles, TileY));

        case StinkyFile.SRotation.WEST:
            return(new Vector2Int(TileX - Tiles, TileY));
        }
        return(default);
Esempio n. 8
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    void UpdatePlayerLocation()
    {
        shouldChasePlayer = false;
        Player player = Player.Current;

        if (player == null)
        {
            return;
        }
        bool isLeft, isRight, isUp, isDown;

        isLeft  = player.TileX < TileX;
        isRight = player.TileX > TileX;
        isUp    = player.TileY < TileY;
        isDown  = player.TileY > TileY;
        if ((isLeft || isRight) && (!isUp & !isDown)) // Player is lined up in the X direction
        {
            if (isLeft)
            {
                playerDirection = SRotation.WEST;
            }
            if (isRight)
            {
                playerDirection = SRotation.EAST;
            }
            shouldChasePlayer = true;
        }
        if ((isUp || isDown) && (!isLeft & !isRight)) // Player is lined up in the Y direction
        {
            if (isUp)
            {
                playerDirection = SRotation.NORTH;
            }
            if (isDown)
            {
                playerDirection = SRotation.SOUTH;
            }
            shouldChasePlayer = true;
        }
        if (playerDirection == GetBehind(Rotation)) // if the player is behind them, they wont notice
        {
            shouldChasePlayer = false;
        }
    }
Esempio n. 9
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    /// <summary>
    /// Looks left or right of the character depending on what mode it's in
    /// </summary>
    /// <param name="lookLeft"></param>
    static SRotation GetRightLeft(SRotation Rotation, bool lookRight = true)
    {
        bool Mode = lookRight;

        switch (Rotation)
        {
        case SRotation.NORTH:
            return(Mode ? SRotation.EAST : SRotation.WEST);

        case SRotation.EAST:
            return(Mode ? SRotation.SOUTH : SRotation.NORTH);

        case SRotation.SOUTH:
            return(Mode ? SRotation.WEST : SRotation.EAST);

        case SRotation.WEST:
            return(Mode ? SRotation.NORTH : SRotation.SOUTH);
        }
        return(SRotation.EAST);
    }
Esempio n. 10
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    public void Rotate(SRotation rotation)
    {
        isRotating     = true;
        yRotationStart = transform.localEulerAngles.y;
        percentage     = 0f;
        switch (rotation)
        {
        case SRotation.SOUTH:
            if (yRotationStart > 180)
            {
                yRotationEnd = 360;
            }
            else
            {
                yRotationEnd = 0f;
            }
            break;

        case SRotation.NORTH:
            yRotationEnd = 180f;
            break;

        case SRotation.EAST:
            if (yRotationStart < 90)
            {
                yRotationStart = 360;
            }
            yRotationEnd = 270f;
            break;

        case SRotation.WEST:
            yRotationEnd = 90f;
            break;
        }
        yRotationEnd += RotationOffset;
    }
Esempio n. 11
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 private static SRotation GetBehind(SRotation rotation) => TileMovingObjectScript.GetBehindDirection(rotation);
Esempio n. 12
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    /// <summary>
    /// Line of sight checking in a certain direction until a certain point
    /// </summary>
    /// <returns></returns>
    bool LOSCheck(SRotation Direction, int FromX, int FromY, int ToX, int ToY)
    {
        int directionFrom = FromX, directionTo = ToX;

        switch (Direction)
        {
        case SRotation.NORTH:
        case SRotation.SOUTH:     // set the endpoint to Y direction
            directionFrom = FromY;
            directionTo   = ToY;
            break;

        case SRotation.WEST:
        case SRotation.EAST:     // set the endpoint to X direction
            directionFrom = FromX;
            directionTo   = ToX;
            break;
        }
        int   currentPosX = FromX, currentPosY = FromY;
        World current = World.Current;

        if (current == null)
        {
            return(false);
        }
        int amountOfTimes = Math.Abs(directionTo - directionFrom);

        for (int i = 0; i < amountOfTimes; i++)
        {
            int change = Direction == SRotation.NORTH || Direction == SRotation.WEST ? -1 : 1; // the change per loop, -1 for left and up
            if (!current.TryGetBlockAt(BlockLayers.Integral, currentPosX, currentPosY, out var blockData))
            {
                return(false);
            }
            bool isPassable = false;
            if (blockData.GetParameterByName("AllowMotion", out var blockParameter) && blockParameter.Value.ToLower() == "true")
            {
                isPassable = true;
            }
            if (blockData.GetParameterByName("FLOOR", out blockParameter) && blockParameter.Value.ToLower() == "true") // ran into a non-passable object
            {
                isPassable = true;
            }
            if (blockData.GetParameterByName("ServiceObject", out blockParameter) && blockParameter.Value.ToLower() == "true") // ran into a non-passable object
            {
                isPassable = true;
            }
            if (blockData.GetParameterByName("Bully_Ignore", out blockParameter) && blockParameter.Value.ToLower() == "true")
            {
                isPassable = true;
            }
            if (i > 0 && i < amountOfTimes)
            {
                if (isPassable && !current.IsTileReserved(currentPosX, currentPosY))
                {
                    isPassable = true;
                }
                else
                {
                    isPassable = false;
                }
            }
            if (!isPassable)
            {
                return(false);
            }
            switch (Direction)
            {
            case SRotation.NORTH:
            case SRotation.SOUTH:     // apply change in Y direction
                currentPosY += change;
                if (currentPosY == ToY)
                {
                    return(true);
                }
                break;

            case SRotation.WEST:
            case SRotation.EAST:     // apply change in X direction
                currentPosX += change;
                if (currentPosX == ToX)
                {
                    return(true);
                }
                break;
            }
        }
        return(true);
    }
Esempio n. 13
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 void FaceDirection(SRotation Direction) => Rotator.Rotate(Direction);