Esempio n. 1
0
        private void GetNewTarget()
        {
            // TODO: This should be a "static" list modified on instantiation of new targetable objects.
            GameObject[] possibleTargets = GameObject.FindGameObjectsWithTag("CanTarget");
            Vector3      reticulePos     = Camera.main.ScreenToViewportPoint(_reticle.transform.position);
            Vector3      targetablePos;
            float        shortestDist          = Range;
            float        currentObjectDistance = 0f;
            GameObject   likelyTarget          = null;

            for (int i = 0; i < possibleTargets.Length; i++)
            {
                targetablePos = Camera.main.WorldToViewportPoint(possibleTargets[i].transform.position);
                // Check if this object is in the screen.
                if (targetablePos.x > 0 && targetablePos.x < 1 && targetablePos.y > 0 && targetablePos.y < 1)
                {
                    // Calculate screenspace distance from targeting reticule;
                    currentObjectDistance = Vector3.Distance(targetablePos, reticulePos);
                    // Check if this object is closer to the reticule than a previous object
                    if (currentObjectDistance < Range)
                    {
                        likelyTarget = possibleTargets[i];
                        shortestDist = currentObjectDistance;
                    }
                }
            }
            if (likelyTarget != null)
            {
                var destructable = likelyTarget.GetComponent <Destructable>();
                Target = destructable;
                SetTargetUI(destructable);
            }
        }
Esempio n. 2
0
 internal void SetTargetUI(Destructable newTarget)
 {
     TargetUI.GetComponent <CanvasGroup>().alpha = 1f;
     TargetHealthBar.fillAmount = newTarget.Health / (float)newTarget.MaxHealth;
     TargetName.text            = newTarget.Name;
     TargetDistance.text        = string.Format(
         "{0}m", (int)Vector3.Distance(transform.position, newTarget.transform.position));
 }
 internal void SetTargetUI(Destructable newTarget)
 {
     TargetUI.GetComponent<CanvasGroup>().alpha = 1f;
     TargetHealthBar.fillAmount = newTarget.Health / (float)newTarget.MaxHealth;
     TargetName.text = newTarget.Name;
     TargetDistance.text = string.Format(
         "{0}m", (int)Vector3.Distance(transform.position, newTarget.transform.position));
 }
Esempio n. 4
0
        void Awake()
        {
            Cursor.visible       = false;
            _reticle             = GameObject.Find("Reticle").GetComponent <Image>();
            _turret              = GameObject.Find("turret_tmp");
            _playerShipControl   = GetComponent <PlayerShipControl>();
            _destructable        = GetComponent <Destructable>();
            ProjectileSpawnPoint = GameObject.Find("PProjectileSpawnPoint");
            Projectile           = (GameObject)Resources.Load("Projectiles/Projectile");
            TargetName           = TargetUI.transform.FindChild("TargetName").GetComponent <Text>();
            TargetDistance       = TargetUI.transform.FindChild("TargetDistance").GetComponent <Text>();
            TargetingArrow       = GameObject.Find("TargetIndicator").GetComponent <RectTransform>();

            _destructable.OnHealthChanged += UpdateHealthBar;
        }
Esempio n. 5
0
        private void UpdateTargetUI()
        {
            // Can this reasonably and safely be registered to an event?
            float healthPercent = PlayerShipAction.Target.Health / (float)PlayerShipAction.Target.MaxHealth;

            if (healthPercent <= 0)
            {
                Target = null;
                TargetHealthBar.fillAmount = 1f;
                TargetName.text            = "";
                TargetDistance.text        = "";
                TargetUI.GetComponent <CanvasGroup>().alpha = 0.2f;
                return;
            }
            TargetHealthBar.fillAmount = healthPercent;

            TargetDistance.text =
                string.Format(
                    "{0}m",
                    (int)Vector3.Distance(transform.position, PlayerShipAction.Target.transform.position));
        }
        void OnTriggerEnter(Collider collider)
        {
            Destructable destructable = collider.gameObject.GetComponent <Destructable>();

            if (destructable != null)
            {
                destructable.ModifyHealth(-Damage, Owner);
                if (!collider.CompareTag("Player"))
                {
                    if (PlayerShipAction.Target == null)
                    {
                        PlayerShipAction.Target = destructable;
                        Owner.GetComponent <PlayerShipAction>().SetTargetUI(destructable);
                    }
                }
            }
            if (collider.CompareTag("Environment"))
            {
                gameObject.SetActive(false);
            }
        }
        void Awake()
        {
            Cursor.visible = false;
            _reticle = GameObject.Find("Reticle").GetComponent<Image>();
            _turret = GameObject.Find("turret_tmp");
            _playerShipControl = GetComponent<PlayerShipControl>();
            _destructable = GetComponent<Destructable>();
            ProjectileSpawnPoint = GameObject.Find("PProjectileSpawnPoint");
            Projectile = (GameObject)Resources.Load("Projectiles/Projectile");
            TargetName = TargetUI.transform.FindChild("TargetName").GetComponent<Text>();
            TargetDistance = TargetUI.transform.FindChild("TargetDistance").GetComponent<Text>();
            TargetingArrow = GameObject.Find("TargetIndicator").GetComponent<RectTransform>();

            _destructable.OnHealthChanged += UpdateHealthBar;
        }
        private void UpdateTargetUI()
        {
            // Can this reasonably and safely be registered to an event?
            float healthPercent = PlayerShipAction.Target.Health / (float)PlayerShipAction.Target.MaxHealth;
            if (healthPercent <= 0) {
                Target = null;
                TargetHealthBar.fillAmount = 1f;
                TargetName.text = "";
                TargetDistance.text = "";
                TargetUI.GetComponent<CanvasGroup>().alpha = 0.2f;
                return;
            }
            TargetHealthBar.fillAmount = healthPercent;

            TargetDistance.text =
                string.Format(
                    "{0}m",
                    (int)Vector3.Distance(transform.position, PlayerShipAction.Target.transform.position));
        }
        private void GetNewTarget()
        {
            // TODO: This should be a "static" list modified on instantiation of new targetable objects.
            GameObject[] possibleTargets = GameObject.FindGameObjectsWithTag("CanTarget");
            Vector3 reticulePos = Camera.main.ScreenToViewportPoint(_reticle.transform.position);
            Vector3 targetablePos;
            float shortestDist = Range;
            float currentObjectDistance = 0f;
            GameObject likelyTarget = null;

            for (int i = 0; i < possibleTargets.Length; i++) {
                targetablePos = Camera.main.WorldToViewportPoint(possibleTargets[i].transform.position);
                // Check if this object is in the screen.
                if (targetablePos.x > 0 && targetablePos.x < 1 && targetablePos.y > 0 && targetablePos.y < 1) {
                    // Calculate screenspace distance from targeting reticule;
                    currentObjectDistance = Vector3.Distance(targetablePos, reticulePos);
                    // Check if this object is closer to the reticule than a previous object
                    if (currentObjectDistance < Range) {
                        likelyTarget = possibleTargets[i];
                        shortestDist = currentObjectDistance;
                    }
                }
            }
            if (likelyTarget != null) {
                var destructable = likelyTarget.GetComponent<Destructable>();
                Target = destructable;
                SetTargetUI(destructable);
            }
        }