Esempio n. 1
0
 public void ProcessMover()
 {
     if (unitControl.IsDead() || unitControl.IsStunned() || unitControl.IsAttacking())
     {
         return;
     }
     if (unitControl.HasEnemy())
     {
         Transform enemy   = unitControl.GetCurrentEnemy().transform;
         float     minDist = Mathf.Max((unitAttack.attackRange / 2), 2);
         if ((transform.position - enemy.position).sqrMagnitude > minDist)
         {
             MoveTowardsTarget(enemy.position);
         }
         else
         {
             animator.SetBool("isRunning", false);
         }
     }
     else
     {
         Vector3 goalPos = homePosition;
         goalPos.y = transform.position.y;
         if ((transform.position - goalPos).sqrMagnitude > 1)
         {
             MoveTowardsTarget(goalPos);
         }
         else
         {
             animator.SetBool("isRunning", false);
         }
     }
 }
Esempio n. 2
0
 public void ProcessAttack()
 {
     if (unitControl.IsDead() || unitControl.IsAttacking() || unitControl.IsWaiting())
     {
         return;
     }
     if (cooldown > 0)
     {
         cooldown -= Time.deltaTime;
     }
     if (!unitControl.GetCurrentEnemy() || unitControl.GetCurrentEnemy().IsDead())
     {
         unitControl.FindNewEnemy(true);
     }
     else
     {
         float distance = (unitControl.GetCurrentEnemy().transform.position - transform.position).sqrMagnitude;
         if (attackRange > distance)
         {
             if (cooldown < 0)
             {
                 Attack();
             }
         }
     }
 }
Esempio n. 3
0
 void Update()
 {
     if (IsDead())
     {
         return;
     }
     if (currentEnemy && currentEnemy.IsDead())
     {
         currentEnemy = null;
     }
     if (knockBackTimer > 0)
     {
         knockBackTimer -= Time.deltaTime;
         if (knockBackTimer < 0)
         {
             ragdollControl.disableRagDoll();
             transform.position         = torso.parent.position;
             torso.parent.localPosition = Vector3.zero;
         }
     }
     if (!isWaiting)
     {
         unitAttack.ProcessAttack();
         unitMover.ProcessMover();
     }
 }
Esempio n. 4
0
    UnitControl GetNearbyEnemy(UnitControl closest)
    {
        if (!closest)
        {
            return(null);
        }

        Collider[]         nearbyObjects = Physics.OverlapSphere(closest.transform.position, 3);
        UnitControl        nearbyEnemy   = null;
        List <UnitControl> nearbyEnemies = new List <UnitControl>();

        foreach (Collider thing in nearbyObjects)
        {
            nearbyEnemy = thing.GetComponent <UnitControl>();
            if (nearbyEnemy && !nearbyEnemy.IsDead() && !nearbyEnemy.gameObject.tag.Equals(gameObject.tag))
            {
                nearbyEnemies.Add(nearbyEnemy);
            }
        }
        if (nearbyEnemies.Count == 0)
        {
            return(null);
        }
        return(nearbyEnemies[Random.Range(0, nearbyEnemies.Count)]);
    }
Esempio n. 5
0
    void Explode()
    {
        Collider[] nearbyObjects = Physics.OverlapSphere(transform.position, blastRadius);
        foreach (Collider thing in nearbyObjects)
        {
            UnitControl enemyInRange = thing.GetComponent <UnitControl>();
            if (enemyInRange && !enemyInRange.IsDead())
            {
                if (Vector3.Distance(transform.position, enemyInRange.transform.position) < blastRadius * 0.25f)
                {
                    enemyInRange.Die(true);
                }
                else
                {
                    enemyInRange.Knockback(transform.position, damage);
                }
            }
        }
        GameObject effect = Instantiate(explosionEffect, transform.position, Quaternion.identity) as GameObject;

        effect.gameObject.AddComponent <ParticleKiller>();
        Destroy(gameObject);
    }
Esempio n. 6
0
    UnitControl GetClosestEnemy(GameObject[] enemies)
    {
        UnitControl closest = null;
        float       minDist = Mathf.Infinity;

        Vector3 currentPos = transform.position;

        foreach (GameObject enemy in enemies)
        {
            UnitControl enemyUnit = enemy.GetComponent <UnitControl>();
            float       dist      = Vector3.Distance(enemy.transform.position, currentPos);
            if (!enemyUnit)
            {
                Debug.Log(enemy.name + " has no unit control");
            }
            if (dist < minDist && !enemyUnit.IsDead())
            {
                closest = enemy.GetComponent <UnitControl>();
                minDist = dist;
            }
        }

        return(closest);
    }