Esempio n. 1
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    protected virtual GameObject SpawnObject(bool initial = false, int index = 0)
    {
        if (_objectsToPool.Length <= 0)
        {
            Supporting.Log("No objects defined to create pool", 1);
            return(null);
        }

        // if spawning initial objects, spawn the selected one
        int selectedObject = index;

        // else, spawn one at random, assuming there's more than one option
        if (!initial)
        {
            if (_objectsToPool.Length > 1)
            {
                selectedObject = Random.Range(0, _objectsToPool.Length);
            }
        }

        // instantiate a new inactive object, adding it to the pool for later usage
        GameObject obj = (GameObject)Instantiate(_objectsToPool[selectedObject]);

        obj.SetActive(false);
        _pooledObjects.Add(obj);
        return(obj);
    }
Esempio n. 2
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        private static void DownloadCSV(string tabID, string filePath)
        {
            //Get the formatted URL
            string downloadUrl = string.Format(URL_FORMAT, SPREADSHEET_ID, tabID);

            // Supporting.Log(string.Format("Downloading {0} to {1}", tabID, filePath));

            //Download the data
            WWW website = new WWW(downloadUrl);

            //Wait for data to download
            while (!website.isDone)
            {
            }

            if (!string.IsNullOrEmpty(website.error))
            {
                Supporting.Log(website.error, 1);

                // cached values are automatically pulled by the clients, based on what was last writen to the filepath
                // Supporting.Log("Using cached values instead");
            }
            else
            {
                //Successfully got the data, process it
                //Save to disk
                File.WriteAllText(filePath, website.text);
            }
        }
Esempio n. 3
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    private void Update()
    {
        if (!_ready)
        {
            return;
        }

        if (!_target && GameManager.instance)
        {
            GameObject player = GameManager.instance.player;
            if (player)
            {
                _target = player.transform;
            }
        }

        if (_debug || _debugAll)
        {
            if (Input.GetKeyDown(KeyCode.Alpha0))
            {
                Supporting.Log(string.Format("Enemy is in state {0}", currentState), 2);
                Debug.Break();
            }
        }

        _anim.SetFloat(AnimationParameters.Speed.ToString(), _navMeshAgent.velocity.magnitude * 0.2f);
        stateManager.Update();

        if (GameManager.instance.gameOver)
        {
            ShutDown();
        }
    }
Esempio n. 4
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    /// <summary>
    /// Initializes a new instance of the <see cref="T:XRay.XRayable"/> class.
    /// </summary>
    /// <param name="target">Target.</param>
    public XRayable(GameObject target, XRay owner)
    {
        Enemy enemy = target.GetComponent <Enemy>();

        _targetTransform = target.transform;
        _owner           = owner;

        if (!enemy)
        {
            Supporting.Log(string.Format("Can't Xray {0} as it's not an enemy", 1));
        }

        _targetRenderers = enemy.xRayAffectedMeshes;
        if (_targetRenderers.Length > 0)
        {
            foreach (Renderer renderer in _targetRenderers)
            {
                if (renderer)
                {
                    ApplyXRayEffect(renderer);
                }
                else
                {
                    throw new ArgumentNullException(string.Format("Renderer not found for {0}", _targetTransform.name));
                }
            }
        }
        else
        {
            throw new ArgumentNullException(string.Format("Renderer not found for {0}", _targetTransform.name));
        }
    }
Esempio n. 5
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 public void IdleOnUpdate()
 {
     if (_debugAll)
     {
         Supporting.Log(string.Format("{0} is in Idle State", gameObject.name), gameObject);
     }
     _aiIdle.UpdateIdle();
 }
Esempio n. 6
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    // [THISSHIT] [TH] - QUESTION - WTF?
    public void FinishRecover()
    {
        if (_debugAll)
        {
            Supporting.Log(string.Format("{0} finished recovered", gameObject.name), gameObject);
        }

        idle();
    }
Esempio n. 7
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    public void PatrolOnUpdate()
    {
        if (_debugAll)
        {
            Supporting.Log(string.Format("{0} is in Patrol State", gameObject.name), gameObject);
        }

        _aiPatrol.UpdatePatrol();
    }
Esempio n. 8
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    public void StunnedOnUpdate()
    {
        if (_debugAll)
        {
            Supporting.Log(string.Format("{0} is in Stunned State", gameObject.name), gameObject);
        }

        _aiStunned.UpdateStun();
    }
Esempio n. 9
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    public void SearchOnExit()
    {
        if (_debug || _debugAll)
        {
            Supporting.Log(string.Format("{0} is exiting Search State", gameObject.name), gameObject);
        }

        _aiSearch.ExitSearch();
    }
Esempio n. 10
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    public void ChaseOnExit()
    {
        if (_debug || _debugAll)
        {
            Supporting.Log(string.Format("{0} is exiting Chase State", gameObject.name), gameObject);
        }

        _aiChase.ExitChase();
    }
Esempio n. 11
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    public void AttackOnUpdate()
    {
        if (_debugAll)
        {
            Supporting.Log(string.Format("{0} is in Attack State", gameObject.name), gameObject);
        }

        _aiAttack.UpdateAttack();
    }
Esempio n. 12
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 public void AttackOnExit()
 {
     if (_debug || _debugAll)
     {
         Supporting.Log(string.Format("{0} is exiting Attack State", gameObject.name), gameObject);
     }
     _anim.SetBool(AnimationParameters.AttackState.ToString(), false);
     _aiAttack.ExitAttack();
 }
Esempio n. 13
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        public static void Initialize()
        {
            // Supporting.Log("GameData.Constants is initializing");

            _constants = new Dictionary <string, object>();

            // fetch the data
            GameData.Downloader.DownloadConstants();

            //Now load using System.IO File.
            StreamReader csv = File.OpenText(filePath);

            // break the csv into rows
            string[] rows = csv.ReadToEnd().Split('\n');

            for (int i = 1; i < rows.Length; i++)
            {
                string[] columns = rows[i].Split(',');

                string key   = columns[0].Trim();
                string type  = columns[1].Trim();
                string value = columns[2].Trim();

                if (type == INT_KEY)
                {
                    int iValue;
                    if (int.TryParse(value, out iValue))
                    {
                        _constants.Add(key, iValue);
                    }
                    else
                    {
                        Supporting.Log(string.Format("Couldn't parse data for {0}", key), 1);
                    }
                }
                else if (type == FLOAT_KEY)
                {
                    float fValue;
                    if (float.TryParse(value, out fValue))
                    {
                        _constants.Add(key, fValue);
                    }
                    else
                    {
                        Supporting.Log(string.Format("Couldn't parse data for {0}", key), 1);
                    }
                }
                else if (type == STRING_KEY)
                {
                    _constants.Add(key, value);
                }
                else
                {
                    Supporting.Log(string.Format("Couldn't resolve constant type for {0}", key), 1);
                }
            }
        }
Esempio n. 14
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    public void Recover()
    {
        if (_debugAll)
        {
            Supporting.Log(string.Format("{0} recovered", gameObject.name), gameObject);
        }

        recover();
    }
Esempio n. 15
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    public void ChaseOnUpdate()
    {
        if (_debugAll)
        {
            Supporting.Log(string.Format("{0} is in Chase State", gameObject.name), gameObject);
        }

        _aiChase.UpdateChase();
    }
Esempio n. 16
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    public void PatrolOnExit()
    {
        if (_debug || _debugAll)
        {
            Supporting.Log(string.Format("{0} is exiting Patrol State", gameObject.name), gameObject);
        }

        _aiPatrol.ExitPatrol();
    }
Esempio n. 17
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    public void SearchOnUpdate()
    {
        if (_debugAll)
        {
            Supporting.Log(string.Format("{0} is in Search State", gameObject.name), gameObject);
        }

        _aiSearch.UpdateSearch();
    }
Esempio n. 18
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 public void IdleOnExit()
 {
     if (_debug || _debugAll)
     {
         Supporting.Log(string.Format("{0} is exiting Idle State", gameObject.name), gameObject);
     }
     _anim.SetBool(AnimationParameters.IdleState.ToString(), false);
     _aiIdle.ExitIdle();
 }
Esempio n. 19
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    private void ApplyXRayEffect(Renderer renderer)
    {
        renderer.material.SetFloat("_XOpacity", 1);
        if (renderer.material.GetFloat("_XLength") != _owner.maxDiameter)
        {
            renderer.material.SetFloat("_XLength", _owner.maxDiameter);
        }

        Supporting.Log(string.Format("Setting {0} xray opacity to 1", renderer.name), 2);
    }
Esempio n. 20
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    public void PatrolOnEnter()
    {
        if (_debug || _debugAll)
        {
            Supporting.Log(string.Format("{0} is entering Patrol State", gameObject.name), gameObject);
        }

        _anim.SetTrigger(AnimationParameters.Patrol.ToString());

        _aiPatrol.EnterPatrol();
    }
Esempio n. 21
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    public void IdleOnEnter()
    {
        if (_debug || _debugAll)
        {
            Supporting.Log(string.Format("{0} is entering Idle State", gameObject.name), gameObject);
        }

        _anim.SetTrigger(AnimationParameters.Idle.ToString());
        _anim.SetBool(AnimationParameters.IdleState.ToString(), true);
        _aiIdle.EnterIdle();
    }
Esempio n. 22
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    public void AttackOnEnter()
    {
        if (_debug || _debugAll)
        {
            Supporting.Log(string.Format("{0} is entering Attack State", gameObject.name), gameObject);
        }

        _anim.SetTrigger(AnimationParameters.Attack.ToString());
        _anim.SetBool(AnimationParameters.AttackState.ToString(), true);
        _aiAttack.EnterAttack();
    }
Esempio n. 23
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    public void TakeHit(float stunTime, bool rangedAttack = false)
    {
        if (_debugAll)
        {
            Supporting.Log(string.Format("{0} was hit", gameObject.name), gameObject);
        }

        enemyHit();

        _aiStunned.EnterStun(stunTime, rangedAttack);
    }
Esempio n. 24
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    public void PlayerLost(Vector3 position)
    {
        if (_debug)
        {
            Supporting.Log(string.Format("{0} lost the Player", gameObject.name), gameObject);
        }

        _lastKnownPlayerPosition = position;

        playerLost();
    }
Esempio n. 25
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 public void SetMusicVolume(float volume)
 {
     if (_masterMixer)
     {
         // Supporting.Log("Adjusting music volume to " + volume);
         _masterMixer.SetFloat(Persistency.MUSIC_VOLUME_KEY, volume);
     }
     else
     {
         Supporting.Log("Master Mixer not found", 2);
     }
 }
Esempio n. 26
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    public void ChaseOnEnter()
    {
        if (_debug || _debugAll)
        {
            Supporting.Log(string.Format("{0} is entering Chase State", gameObject.name), gameObject);
        }

        _anim.SetTrigger(AnimationParameters.Chase.ToString());

        _aiChase.EnterChase();
        _aiFOV.On();
    }
Esempio n. 27
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    IEnumerator FindTargetsWithDelay(float delay)
    {
        while (true)
        {
            yield return(new WaitForSeconds(delay));

            if (_enemy.debug)
            {
                Supporting.Log(string.Format("Scanning for Targets", _enemy.name));
            }
            FindVisibleTargets(_standingViewRadius);
        }
    }
Esempio n. 28
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    public void StunnedOnExit()
    {
        if (_debug || _debugAll)
        {
            Supporting.Log(string.Format("{0} is exiting Stunned State", gameObject.name), gameObject);
        }

        _anim.SetBool(AnimationParameters.StunnedState.ToString(), false);
        _aiStunned.ExitStun();

        _capsuleCollider.center    = _capsuleRegCenter;
        _capsuleCollider.direction = _capsuleDirection[1];

        // play recover dialogue
        if (EnemyManager.instance.GetPermissionToSpeak())
        {
            SoundManager.instance.PlayGuardDialogue(_dialogueSource, SoundManager.DialogueType.Recovering, _voiceNum, ref SoundManager.instance.guardRecoverDialogueArrayIndex, true);
        }
    }
Esempio n. 29
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    public void StunnedOnEnter()
    {
        if (_debug || _debugAll)
        {
            Supporting.Log(string.Format("{0} is entering Stunned State", gameObject.name), gameObject);
        }

        _anim.SetTrigger(AnimationParameters.Stunned.ToString());
        _anim.SetBool(AnimationParameters.StunnedState.ToString(), true);
        _aiFOV.Off();

        _capsuleCollider.center    = _capsuleStunnedCenter;
        _capsuleCollider.direction = _capsuleDirection[0];

        // play stunned dialogue
        if (EnemyManager.instance.GetPermissionToSpeak())
        {
            SoundManager.instance.PlayGuardDialogue(_dialogueSource, SoundManager.DialogueType.Stunned, _voiceNum, ref SoundManager.instance.guardStunnedDialogueArrayIndex, true);
        }
    }
Esempio n. 30
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    public void SearchOnEnter()
    {
        if (_debug || _debugAll)
        {
            Supporting.Log(string.Format("{0} is entering Search State", gameObject.name), gameObject);
        }

        _anim.SetTrigger(AnimationParameters.Search.ToString());

        // TODO Remove this functionality from search state

        // play search Dialogue
        if (EnemyManager.instance.GetPermissionToSpeak())
        {
            SoundManager.instance.PlayGuardDialogue(_dialogueSource, SoundManager.DialogueType.Alerted, _voiceNum, ref SoundManager.instance.guardAlertedDialogueArrayIndex, false);
        }
        _aiSearch.EnterSearch(_aiFOV.seenPlayer);
        startedSearching();
        _aiFOV.On();
    }