Esempio n. 1
0
 public bool RequestUsePendingSkill(bool isLeftHand, Vector3?aimPosition)
 {
     if (queueUsingSkill.HasValue && PlayerCharacterEntity.CanUseSkill())
     {
         UsingSkillData queueUsingSkillValue = queueUsingSkill.Value;
         if (queueUsingSkillValue.aimPosition.HasValue)
         {
             aimPosition = queueUsingSkillValue.aimPosition.Value;
         }
         queueUsingSkill = null;
         if (aimPosition.HasValue)
         {
             return(PlayerCharacterEntity.RequestUseSkill(queueUsingSkillValue.dataId, isLeftHand, aimPosition.Value));
         }
         else
         {
             return(PlayerCharacterEntity.RequestUseSkill(queueUsingSkillValue.dataId, isLeftHand));
         }
     }
     return(false);
 }
Esempio n. 2
0
        protected virtual void UpdateWASDInput()
        {
            if (controllerMode != PlayerCharacterControllerMode.WASD &&
                controllerMode != PlayerCharacterControllerMode.Both)
            {
                return;
            }

            // If mobile platforms, don't receive input raw to make it smooth
            bool    raw           = !InputManager.useMobileInputOnNonMobile && !Application.isMobilePlatform;
            Vector3 moveDirection = GetMoveDirection(InputManager.GetAxis("Horizontal", raw), InputManager.GetAxis("Vertical", raw));

            if (moveDirection.magnitude != 0f)
            {
                HideNpcDialogs();
                queueUsingSkill = null;
                FindAndSetBuildingAreaFromCharacterDirection();
            }

            // For WASD mode, Using skill when player pressed hotkey
            if (queueUsingSkill.HasValue)
            {
                UsingSkillData queueUsingSkillValue = queueUsingSkill.Value;
                destination = null;
                PlayerCharacterEntity.StopMove();
                Skill skill = null;
                if (GameInstance.Skills.TryGetValue(queueUsingSkillValue.dataId, out skill) && skill != null)
                {
                    if (skill.IsAttack())
                    {
                        BaseCharacterEntity targetEntity;
                        if (TryGetSelectedTargetAsAttackingCharacter(out targetEntity))
                        {
                            SetTarget(targetEntity);
                        }
                        if (wasdLockAttackTarget && !TryGetAttackingCharacter(out targetEntity))
                        {
                            BaseCharacterEntity nearestTarget = PlayerCharacterEntity.FindNearestAliveCharacter <BaseCharacterEntity>(PlayerCharacterEntity.GetSkillAttackDistance(skill, isLeftHandAttacking) + lockAttackTargetDistance, false, true, false);
                            if (nearestTarget != null)
                            {
                                // Set target, then use skill later when moved nearby target
                                PlayerCharacterEntity.SetTargetEntity(nearestTarget);
                            }
                            else
                            {
                                // No nearby target, so use skill immediately
                                if (RequestUsePendingSkill(isLeftHandAttacking, null))
                                {
                                    isLeftHandAttacking = !isLeftHandAttacking;
                                }
                            }
                        }
                        else if (!wasdLockAttackTarget)
                        {
                            // Not lock target, so not finding target and use skill immediately
                            if (RequestUsePendingSkill(isLeftHandAttacking, null))
                            {
                                isLeftHandAttacking = !isLeftHandAttacking;
                            }
                        }
                    }
                    else
                    {
                        // Not attack skill, so use skill immediately
                        RequestUsePendingSkill(isLeftHandAttacking, null);
                    }
                }
                else
                {
                    queueUsingSkill = null;
                }
            }
            // Attack when player pressed attack button
            else if (InputManager.GetButton("Attack"))
            {
                destination = null;
                PlayerCharacterEntity.StopMove();
                BaseCharacterEntity targetEntity;
                if (TryGetSelectedTargetAsAttackingCharacter(out targetEntity))
                {
                    SetTarget(targetEntity);
                }
                if (wasdLockAttackTarget && !TryGetAttackingCharacter(out targetEntity))
                {
                    // Find nearest target and move to the target
                    BaseCharacterEntity nearestTarget = PlayerCharacterEntity
                                                        .FindNearestAliveCharacter <BaseCharacterEntity>(
                        PlayerCharacterEntity.GetAttackDistance(isLeftHandAttacking) + lockAttackTargetDistance,
                        false,
                        true,
                        false);
                    SelectedEntity = nearestTarget;
                    if (nearestTarget != null)
                    {
                        // Set target, then attack later when moved nearby target
                        PlayerCharacterEntity.SetTargetEntity(nearestTarget);
                    }
                    else
                    {
                        // No nearby target, so attack immediately
                        if (PlayerCharacterEntity.RequestAttack(isLeftHandAttacking))
                        {
                            isLeftHandAttacking = !isLeftHandAttacking;
                        }
                    }
                }
                else if (!wasdLockAttackTarget)
                {
                    // Find nearest target and set selected target to show character hp/mp UIs
                    BaseCharacterEntity nearestTarget = PlayerCharacterEntity
                                                        .FindNearestAliveCharacter <BaseCharacterEntity>(
                        PlayerCharacterEntity.GetAttackDistance(isLeftHandAttacking),
                        false,
                        true,
                        false,
                        true,
                        PlayerCharacterEntity.GetAttackFov(isLeftHandAttacking));
                    SelectedEntity = nearestTarget;
                    // Not lock target, so not finding target and attack immediately
                    if (PlayerCharacterEntity.RequestAttack(isLeftHandAttacking))
                    {
                        isLeftHandAttacking = !isLeftHandAttacking;
                    }
                }
            }
            // Move
            if (moveDirection.magnitude != 0f)
            {
                PlayerCharacterEntity.StopMove();
                destination = null;
                ClearTarget();
                targetLookDirection = moveDirection.normalized;
            }
            // Always forward
            MovementState movementState = MovementState.Forward;

            if (InputManager.GetButtonDown("Jump"))
            {
                movementState |= MovementState.IsJump;
            }
            PlayerCharacterEntity.KeyMovement(moveDirection, movementState);
        }
Esempio n. 3
0
        public override void UseHotkey(int hotkeyIndex)
        {
            if (hotkeyIndex < 0 || hotkeyIndex >= PlayerCharacterEntity.Hotkeys.Count)
            {
                return;
            }

            CancelBuild();
            buildingItemIndex     = -1;
            CurrentBuildingEntity = null;

            CharacterHotkey hotkey = PlayerCharacterEntity.Hotkeys[hotkeyIndex];
            Skill           skill  = hotkey.GetSkill();

            if (skill != null)
            {
                short skillLevel;
                if (PlayerCharacterEntity.CacheSkills.TryGetValue(skill, out skillLevel))
                {
                    BaseCharacterEntity attackingCharacter;
                    if (TryGetAttackingCharacter(out attackingCharacter))
                    {
                        // If attacking any character, will use skill later
                        queueUsingSkill = new UsingSkillData(null, skill.DataId);
                    }
                    else if (skill.CanUse(PlayerCharacterEntity, skillLevel))
                    {
                        // If not attacking any character, use skill immediately
                        if (skill.IsAttack())
                        {
                            if (IsLockTarget())
                            {
                                // If attacking any character, will use skill later
                                queueUsingSkill = new UsingSkillData(null, skill.DataId);
                                if (SelectedEntity != null && SelectedEntity is BaseCharacterEntity)
                                {
                                    // Attacking selected target
                                    PlayerCharacterEntity.SetTargetEntity(SelectedEntity);
                                }
                                else
                                {
                                    // Attacking nearest target
                                    BaseCharacterEntity nearestTarget = PlayerCharacterEntity.FindNearestAliveCharacter <BaseCharacterEntity>(PlayerCharacterEntity.GetSkillAttackDistance(skill, isLeftHandAttacking) + lockAttackTargetDistance, false, true, false);
                                    if (nearestTarget != null)
                                    {
                                        PlayerCharacterEntity.SetTargetEntity(nearestTarget);
                                    }
                                }
                            }
                            else
                            {
                                // Not lock target, use it immediately
                                destination = null;
                                PlayerCharacterEntity.StopMove();
                                PlayerCharacterEntity.RequestUseSkill(skill.DataId, isLeftHandAttacking);
                                isLeftHandAttacking = !isLeftHandAttacking;
                            }
                        }
                        else
                        {
                            // This is not attack skill, use it immediately
                            destination = null;
                            PlayerCharacterEntity.StopMove();
                            PlayerCharacterEntity.RequestUseSkill(skill.DataId, isLeftHandAttacking);
                        }
                    }
                }
            }
            Item item = hotkey.GetItem();

            if (item != null)
            {
                int itemIndex = PlayerCharacterEntity.IndexOfNonEquipItem(item.DataId);
                if (itemIndex >= 0)
                {
                    if (item.IsEquipment())
                    {
                        RequestEquipItem((short)itemIndex);
                    }
                    else if (item.IsPotion() || item.IsPet())
                    {
                        RequestUseItem((short)itemIndex);
                    }
                    else if (item.IsBuilding())
                    {
                        destination = null;
                        PlayerCharacterEntity.StopMove();
                        buildingItemIndex     = itemIndex;
                        CurrentBuildingEntity = Instantiate(item.buildingEntity);
                        CurrentBuildingEntity.SetupAsBuildMode();
                        CurrentBuildingEntity.CacheTransform.parent = null;
                        FindAndSetBuildingAreaFromCharacterDirection();
                    }
                }
            }
        }
Esempio n. 4
0
        public override void UseHotkey(int hotkeyIndex)
        {
            if (hotkeyIndex < 0 || hotkeyIndex >= PlayerCharacterEntity.Hotkeys.Count)
            {
                return;
            }

            CancelBuild();
            buildingItemIndex     = -1;
            currentBuildingEntity = null;

            var hotkey = PlayerCharacterEntity.Hotkeys[hotkeyIndex];
            var skill  = hotkey.GetSkill();

            if (skill != null)
            {
                var skillIndex = PlayerCharacterEntity.IndexOfSkill(skill.DataId);
                if (skillIndex >= 0)
                {
                    BaseCharacterEntity attackingCharacter;
                    if (TryGetAttackingCharacter(out attackingCharacter))
                    {
                        // If attacking any character, will use skill later
                        queueUsingSkill = new UsingSkillData(null, skill.DataId);
                    }
                    else if (PlayerCharacterEntity.Skills[skillIndex].CanUse(PlayerCharacterEntity))
                    {
                        // If not attacking any character, use skill immediately
                        if (skill.IsAttack() && IsLockTarget())
                        {
                            // If attacking any character, will use skill later
                            queueUsingSkill = new UsingSkillData(null, skill.DataId);
                            if (selectedTarget != null && selectedTarget is BaseCharacterEntity)
                            {
                                // Attacking selected target
                                PlayerCharacterEntity.SetTargetEntity(selectedTarget);
                            }
                            else
                            {
                                // Attacking nearest target
                                var nearestTarget = PlayerCharacterEntity.FindNearestAliveCharacter <BaseCharacterEntity>(PlayerCharacterEntity.GetSkillAttackDistance(skill) + lockAttackTargetDistance, false, true, false);
                                if (nearestTarget != null)
                                {
                                    PlayerCharacterEntity.SetTargetEntity(nearestTarget);
                                }
                            }
                        }
                        else
                        {
                            destination = null;
                            PlayerCharacterEntity.StopMove();
                            RequestUseSkill(CharacterTransform.position, skill.DataId);
                        }
                    }
                }
            }
            var item = hotkey.GetItem();

            if (item != null)
            {
                var itemIndex = PlayerCharacterEntity.IndexOfNonEquipItem(item.DataId);
                if (itemIndex >= 0)
                {
                    if (item.IsEquipment())
                    {
                        RequestEquipItem((ushort)itemIndex);
                    }
                    else if (item.IsPotion() || item.IsPet())
                    {
                        RequestUseItem((ushort)itemIndex);
                    }
                    else if (item.IsBuilding())
                    {
                        destination = null;
                        PlayerCharacterEntity.StopMove();
                        buildingItemIndex     = itemIndex;
                        currentBuildingEntity = Instantiate(item.buildingEntity);
                        currentBuildingEntity.SetupAsBuildMode();
                        currentBuildingEntity.CacheTransform.parent = null;
                        FindAndSetBuildingAreaFromCharacterDirection();
                    }
                }
            }
        }