Esempio n. 1
0
    public void lateStart()
    {
        availableTypeMissile = new List <WeaponStat.WeaponType>();
        availableTypeTurret  = new List <WeaponStat.WeaponType>();
        foreach (var item in listWeaponState)
        {
            if ((item.type == WeaponStat.WeaponType.Missile ||
                 item.type == WeaponStat.WeaponType.Torpedo) &&
                !availableTypeMissile.Contains(item.type))
            {
                availableTypeMissile.Add(item.type);
            }

            if ((item.type == WeaponStat.WeaponType.MachineGun ||
                 item.type == WeaponStat.WeaponType.Turret) &&
                !availableTypeTurret.Contains(item.type))
            {
                availableTypeTurret.Add(item.type);
            }
        }

        indexListMissile = indexListTurret = 0;

        if (availableTypeMissile.Count > 0)
        {
            selectedTypeMissile = availableTypeMissile[indexListMissile];
        }
        else
        {
            selectedTypeMissile = WeaponStat.WeaponType.Undefined;
        }

        if (availableTypeTurret.Count > 0)
        {
            selectedTypeTurret = availableTypeTurret[indexListTurret];
        }
        else
        {
            selectedTypeTurret = WeaponStat.WeaponType.Undefined;
        }
    }
Esempio n. 2
0
    public void ProceedFire(WeaponStat.WeaponType type, Transform target = null)
    {
        foreach (WeaponState ws in listWeaponState)
        {
            if (ws.type == type)
            {
                if (type == WeaponStat.WeaponType.MachineGun)
                {
                    if (target == null)
                    {
                        ws.Fire(shipREF.Velocity.magnitude, target);
                    }
                    else
                    {
                        float   targetDistance = Vector3.Distance(target.position, ws.spawn.position);
                        Vector3 toSphere = target.position + target.GetComponent <Unit>().GetSpeed() * target.forward / ((ws.speedShoot + transform.parent.GetComponent <Ship>().Velocity.magnitude) / targetDistance) - ws.spawn.position;
                        Vector3 temp, temp2;
                        temp  = Vector3.Cross(ws.spawn.forward, toSphere);
                        temp2 = Vector3.Cross(ws.spawn.forward, temp);

                        float distance = Mathf.Abs(Vector3.Dot(temp2.normalized, toSphere));
                        float limit;

                        if (targetDistance > 400f)
                        {
                            limit = 8f;
                        }
                        else if (targetDistance > 200f)
                        {
                            limit = 4f;
                        }
                        else
                        {
                            limit = 2f;
                        }

                        if (distance < limit)
                        {
                            ws.Fire(shipREF.Velocity.magnitude, target);
                        }
                        else
                        {
                            ws.Fire(shipREF.Velocity.magnitude, null);
                        }
                    }
                }
                else if (type == WeaponStat.WeaponType.Torpedo)
                {
                    if (ws.canFire)
                    {
                        ws.Fire(shipREF.Velocity.magnitude, target);
                        return;
                    }
                }
                else if (type == WeaponStat.WeaponType.Turret)
                {
                    StartCoroutine(FireTurretSequenceRobot(target, ws));
                }
                else
                {
                    ws.Fire(shipREF.Velocity.magnitude, target);
                }
            }
        }
    }
Esempio n. 3
0
    // Update is called once per frame
    void Update()
    {
        if (SceneController.IDScene != SceneController.SceneID.MainGameScene)
        {
            return;
        }

        if (isIA)
        {
            return;
        }

        listWeaponState.ForEach(x => x.SetDirection(x.type == WeaponStat.WeaponType.MachineGun && selectedTypeTurret == WeaponStat.WeaponType.MachineGun ? GetFireDirection(transform.root) : transform.forward));

        if (Input.GetButtonDown("ChangeWeaponMode") && selectedTypeMissile != WeaponStat.WeaponType.Undefined)
        {
            indexListMissile    = (indexListMissile + 1) % availableTypeMissile.Count;
            selectedTypeMissile = availableTypeMissile[indexListMissile];

            if (selectedTypeMissile == WeaponStat.WeaponType.Missile)
            {
                GameObject.FindGameObjectWithTag("UI2D").GetComponent <UI2D>().ChangeMissile("Missile");
            }
            else if (selectedTypeMissile == WeaponStat.WeaponType.Torpedo)
            {
                GameObject.FindGameObjectWithTag("UI2D").GetComponent <UI2D>().ChangeMissile("Torpedo");
            }
        }

        if (Input.GetButtonDown("ChangeWeaponModeTurret") && selectedTypeTurret != WeaponStat.WeaponType.Undefined)
        {
            indexListTurret    = (indexListTurret + 1) % availableTypeTurret.Count;
            selectedTypeTurret = availableTypeTurret[indexListTurret];
        }

        if (turret != null && selectedTypeTurret == WeaponStat.WeaponType.Turret)
        {
            Vector3 direction = GetFireDirection(transform.root);
            turret.transform.localRotation = defaultTurretRotation;
            turret.transform.Rotate(turret.transform.up, Mathf.Acos(-Vector3.Dot(direction, turret.transform.right)) * Mathf.Rad2Deg - 90f, Space.World);
            if (Vector3.Dot(direction, transform.up) > 0f)
            {
                canon.transform.localRotation = defaultCanonRotation;
                canon.transform.Rotate(canon.transform.right, Mathf.Acos(Vector3.Dot(direction, canon.transform.up)) * Mathf.Rad2Deg - 90f, Space.World);
            }
        }

        if (Input.GetButton("Fire1") && !Input.GetButton("PushRight"))
        {
            ProceedFire(selectedTypeTurret, shipREF.GetSelectedTarget() != null ? shipREF.GetSelectedTarget().transform : null);
        }
        else
        {
            foreach (WeaponState ws in listWeaponState)
            {
                if (ws.type == WeaponStat.WeaponType.MachineGun)
                {
                    ws.GetComponent <AudioSource>().Stop();
                }
            }
        }

        if (
            !Input.GetButton("PushRight") &&
            ((Input.GetButtonDown("Fire2") && selectedTypeMissile == WeaponStat.WeaponType.Torpedo) ||
             (Input.GetButton("Fire2") && selectedTypeMissile == WeaponStat.WeaponType.Missile)))
        {
            ProceedFire(selectedTypeMissile, shipREF.GetSelectedTarget() == null || shipREF.getLockTimerNormalized() < 1f ? null : shipREF.GetSelectedTarget().transform);
        }
    }