/// <summary>
 /// On init we grab our components
 /// </summary>
 protected override void Initialization()
 {
     _characterHandleWeapon = this.gameObject.GetComponent <CharacterHandleWeapon>();
     _aiActionShoot2D       = this.gameObject.GetComponent <AIActionShoot2D>();
     _aiActionShoot3D       = this.gameObject.GetComponent <AIActionShoot3D>();
     _controller            = this.gameObject.GetComponent <TopDownController>();
 }
Esempio n. 2
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        /// <summary>
        /// When one of the weapons has ended its attack, we start our countdown and switch to the next weapon
        /// </summary>
        /// <param name="weaponThatStopped"></param>
        public virtual void WeaponStopped(Weapon weaponThatStopped)
        {
            OwnerCharacterHandleWeapon = Weapons[_currentWeaponIndex].CharacterHandleWeapon;

            int newIndex = 0;

            if (OwnerCharacterHandleWeapon != null)
            {
                if (Weapons.Length > 1)
                {
                    if (_currentWeaponIndex < Weapons.Length - 1)
                    {
                        newIndex = _currentWeaponIndex + 1;
                    }
                    else
                    {
                        newIndex = 0;
                    }

                    _countdownActive           = true;
                    TimeSinceLastWeaponStopped = 0f;

                    _currentWeaponIndex = newIndex;
                    OwnerCharacterHandleWeapon.CurrentWeapon = Weapons[newIndex];
                    OwnerCharacterHandleWeapon.CurrentWeapon.WeaponCurrentlyActive = false;
                    OwnerCharacterHandleWeapon.ChangeWeapon(Weapons[newIndex], Weapons[newIndex].WeaponID, true);
                    OwnerCharacterHandleWeapon.CurrentWeapon.WeaponCurrentlyActive = true;
                }
            }
        }
Esempio n. 3
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        /// <summary>
        /// Grabs all inventories, and fills weapon lists
        /// </summary>
        protected virtual void Setup()
        {
            GrabInventories();
            if (CharacterHandleWeapon == null)
            {
                CharacterHandleWeapon = _character?.FindAbility <CharacterHandleWeapon> ();
            }
            FillAvailableWeaponsLists();

            // we auto pick items if needed
            if (AutoPickItems.Length > 0)
            {
                foreach (AutoPickItem item in AutoPickItems)
                {
                    MMInventoryEvent.Trigger(MMInventoryEventType.Pick, null, item.Item.TargetInventoryName, item.Item, item.Quantity, 0);
                }
            }

            // we auto equip a weapon if needed
            if (AutoEquipWeaponOnStart != null)
            {
                MMInventoryEvent.Trigger(MMInventoryEventType.Pick, null, AutoEquipWeaponOnStart.TargetInventoryName, AutoEquipWeaponOnStart, 1, 0);
                EquipWeapon(AutoEquipWeaponOnStart.ItemID);
            }
        }
Esempio n. 4
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        /// <summary>
        /// Sets the weapon's owner
        /// </summary>
        /// <param name="newOwner">New owner.</param>
        public virtual void SetOwner(Character newOwner, CharacterHandleWeapon handleWeapon)
        {
            Owner = newOwner;
            if (Owner != null)
            {
                CharacterHandleWeapon = handleWeapon;
                _characterMovement    = Owner.GetComponent <Character>()?.FindAbility <CharacterMovement>();
                _controller           = Owner.GetComponent <TopDownController>();

                if (CharacterHandleWeapon.AutomaticallyBindAnimator)
                {
                    if (CharacterHandleWeapon.CharacterAnimator != null)
                    {
                        _ownerAnimator = CharacterHandleWeapon.CharacterAnimator;
                    }
                    if (_ownerAnimator == null)
                    {
                        _ownerAnimator = CharacterHandleWeapon.gameObject.GetComponentInParent <Character>().CharacterAnimator;
                    }
                    if (_ownerAnimator == null)
                    {
                        _ownerAnimator = CharacterHandleWeapon.gameObject.GetComponentInParent <Animator>();
                    }
                }
            }
        }
Esempio n. 5
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        /// <summary>
        /// What happens when the weapon gets picked
        /// </summary>
        protected override void Pick(GameObject picker)
        {
            Character character = _collidingObject.gameObject.MMGetComponentNoAlloc <Character>();

            if (character == null)
            {
                return;
            }

            // we equip the weapon to the chosen CharacterHandleWeapon
            CharacterHandleWeapon targetHandleWeapon = null;

            CharacterHandleWeapon[] handleWeapons = character.GetComponentsInChildren <CharacterHandleWeapon>();
            foreach (CharacterHandleWeapon handleWeapon in handleWeapons)
            {
                if (handleWeapon.HandleWeaponID == HandleWeaponID)
                {
                    targetHandleWeapon = handleWeapon;
                }
            }

            if (targetHandleWeapon != null)
            {
                targetHandleWeapon.ChangeWeapon(WeaponToGive, null);
            }
        }
Esempio n. 6
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        /// <summary>
        /// Grabs the CharacterHandleWeapon component and sets the weapon
        /// </summary>
        /// <param name="newWeapon">New weapon.</param>
        protected virtual void EquipWeapon(Weapon newWeapon)
        {
            if (EquippableWeapon == null)
            {
                return;
            }
            if (TargetInventory.Owner == null)
            {
                return;
            }

            Character character = TargetInventory.Owner.GetComponent <Character>();

            if (character == null)
            {
                return;
            }

            // we equip the weapon to the chosen CharacterHandleWeapon
            CharacterHandleWeapon targetHandleWeapon = null;

            CharacterHandleWeapon[] handleWeapons = character.GetComponentsInChildren <CharacterHandleWeapon>();
            foreach (CharacterHandleWeapon handleWeapon in handleWeapons)
            {
                if (handleWeapon.HandleWeaponID == HandleWeaponID)
                {
                    targetHandleWeapon = handleWeapon;
                }
            }

            if (targetHandleWeapon != null)
            {
                targetHandleWeapon.ChangeWeapon(newWeapon, this.ItemID);
            }
        }
Esempio n. 7
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 /// <summary>
 /// What happens when the weapon gets picked
 /// </summary>
 protected override void Pick(GameObject picker)
 {
     _handleWeapon = _collidingObject.gameObject.MMGetComponentNoAlloc <CharacterHandleWeapon>();
     if (_handleWeapon != null)
     {
         if (_handleWeapon.CanPickupWeapons)
         {
             _handleWeapon.ChangeWeapon(WeaponToGive, null);
         }
     }
 }
 /// <summary>
 /// On init we grab our model if necessary
 /// </summary>
 protected override void Initialization()
 {
     base.Initialization();
     if (MovementRotatingModel == null)
     {
         MovementRotatingModel = _model;
     }
     _characterRun          = this.gameObject.GetComponent <CharacterRun>();
     _characterHandleWeapon = this.gameObject.GetComponent <CharacterHandleWeapon>();
     if (WeaponRotatingModel == null)
     {
         WeaponRotatingModel = _model;
     }
 }
Esempio n. 9
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        /// <summary>
        /// On init we grab our model if necessary
        /// </summary>
        protected override void Initialization()
        {
            base.Initialization();
            if (MovementRotatingModel == null)
            {
                MovementRotatingModel = _model;
            }

            _characterHandleWeapon = _character?.FindAbility <CharacterHandleWeapon>();
            if (WeaponRotatingModel == null)
            {
                WeaponRotatingModel = _model;
            }
        }
Esempio n. 10
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 /// <summary>
 /// Triggered when something collides with the coin
 /// </summary>
 /// <param name="collider">Other.</param>
 protected override void Pick(GameObject picker)
 {
     _characterHandleWeapon = picker.MMGetComponentNoAlloc <CharacterHandleWeapon>();
     if (_characterHandleWeapon == null)
     {
         return;
     }
     _explodudesWeapon = _characterHandleWeapon.CurrentWeapon.GetComponent <ExplodudesWeapon>();
     if (_explodudesWeapon == null)
     {
         return;
     }
     _explodudesWeapon.MaximumAmountOfBombsAtOnce += BombsToAdd;
     _explodudesWeapon.RemainingBombs             += BombsToAdd;
 }
Esempio n. 11
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        /// <summary>
        /// Grabs the CharacterHandleWeapon component and sets the weapon
        /// </summary>
        /// <param name="newWeapon">New weapon.</param>
        protected virtual void EquipWeapon(Weapon newWeapon)
        {
            if (EquippableWeapon == null)
            {
                return;
            }
            if (TargetInventory.Owner == null)
            {
                return;
            }
            CharacterHandleWeapon characterHandleWeapon = TargetInventory.Owner.GetComponent <CharacterHandleWeapon>();

            if (characterHandleWeapon != null)
            {
                characterHandleWeapon.ChangeWeapon(newWeapon, this.ItemID);
            }
        }
Esempio n. 12
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        /// <summary>
        /// On awake we init our facing direction and grab components
        /// </summary>
        protected override void Awake()
        {
            base.Awake();

            if (InitialFacingDirection == Character.FacingDirections.West)
            {
                IsFacingRight = false;
                _direction    = -1;
            }
            else
            {
                IsFacingRight = true;
                _direction    = 1;
            }
            Face(InitialFacingDirection);
            _directionLastFrame    = 0;
            _characterHandleWeapon = this.gameObject.GetComponentInParent <CharacterHandleWeapon>();

            CurrentFacingDirection = InitialFacingDirection;
            switch (InitialFacingDirection)
            {
            case Character.FacingDirections.East:
                _lastDirectionX = 1f;
                _lastDirectionY = 0f;
                break;

            case Character.FacingDirections.West:
                _lastDirectionX = -1f;
                _lastDirectionY = 0f;
                break;

            case Character.FacingDirections.North:
                _lastDirectionX = 0f;
                _lastDirectionY = 1f;
                break;

            case Character.FacingDirections.South:
                _lastDirectionX = 0f;
                _lastDirectionY = -1f;
                break;
            }
        }
Esempio n. 13
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        /// <summary>
        /// Makes sure the collider matches our specs, and the angle is right.
        /// If yes, triggers the dash sequence
        /// </summary>
        protected virtual void TestForDash(Collider collider)
        {
            // if there's already a dash in progress, we do nothing and exit
            if ((_dashInProgress == true) || !DashAuthorized)
            {
                return;
            }

            // we make sure it's the right kind of character
            _character       = collider.gameObject.MMGetComponentNoAlloc <Character>();
            _characterDash3D = collider.gameObject.MMGetComponentNoAlloc <CharacterDash3D>();
            if (_characterDash3D == null)
            {
                return;
            }

            // we make sure the angle is right
            _characterOrientation3D = collider.gameObject.MMGetComponentNoAlloc <CharacterOrientation3D>();

            _direction1   = (_character.CharacterModel.transform.forward).normalized;
            _direction1.y = 0f;
            _direction2   = (this.transform.forward).normalized;
            _direction2.y = 0f;

            float angle = Vector3.Angle(_direction1, _direction2);

            if (angle > MaxFacingAngle)
            {
                return;
            }

            // we trigger the dash
            _characterHandleWeapon = collider.gameObject.MMGetComponentNoAlloc <CharacterHandleWeapon>();

            // we start the sequence
            StartCoroutine(DashSequence());
        }
        /// <summary>
        /// On Update, we check for obstacles and prevent shooting if needed
        /// </summary>
        protected virtual void Update()
        {
            if (_weapon == null)
            {
                return;
            }
            if (_weapon.Owner == null)
            {
                return;
            }
            if (_characterHandleWeapon == null)
            {
                _characterHandleWeapon = _weapon.Owner.GetComponent <CharacterHandleWeapon>();
            }
            if (_characterHandleWeapon == null)
            {
                return;
            }

            // if we've found an obstacle, we prevent shooting
            if (CheckForObstacles())
            {
                _characterHandleWeapon.ShootStop();
                _characterHandleWeapon.AbilityPermitted = false;
                _shootStopped = true;
            }
            else
            {
                // if we haven't found an obstacle and were preventing shoot, we resume
                if (_shootStopped)
                {
                    _shootStopped = false;
                    _characterHandleWeapon.AbilityPermitted = true;
                }
            }
        }
Esempio n. 15
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 /// <summary>
 /// On Start we grab our CharacterHandleWeapon component
 /// </summary>
 protected virtual void Start()
 {
     _handleWeapon = this.GetComponentInParent <Character>()?.FindAbility <CharacterHandleWeapon>();
 }
Esempio n. 16
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 /// <summary>
 /// On init we grab our CharacterHandleWeapon ability
 /// </summary>
 protected override void Initialization()
 {
     _character             = GetComponentInParent <Character>();
     _orientation3D         = _character?.FindAbility <CharacterOrientation3D>();
     _characterHandleWeapon = _character?.FindAbility <CharacterHandleWeapon>();
 }
Esempio n. 17
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 /// <summary>
 /// Grabs all inventories, and fills weapon lists
 /// </summary>
 protected virtual void Setup()
 {
     GrabInventories();
     _characterHandleWeapon = GetComponent <CharacterHandleWeapon> ();
     FillAvailableWeaponsLists();
 }
Esempio n. 18
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 /// <summary>
 /// On Start we grab our CharacterHandleWeapon component
 /// </summary>
 protected virtual void Start()
 {
     _handleWeapon = this.GetComponentInParent(typeof(CharacterHandleWeapon)) as CharacterHandleWeapon;
 }
Esempio n. 19
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 /// <summary>
 /// On init we grab our components
 /// </summary>
 protected override void Initialization()
 {
     _characterHandleWeapon = this.gameObject.GetComponentInParent <Character>()?.FindAbility <CharacterHandleWeapon>();
     _controller            = this.gameObject.GetComponentInParent <TopDownController>();
     _coneOfVision2D        = this.gameObject.GetComponent <MMConeOfVision2D>();
 }
Esempio n. 20
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 /// <summary>
 /// On Awake we grab our CharacterHandleWeapon component
 /// </summary>
 protected virtual void Awake()
 {
     _characterHandleWeapon = this.gameObject.GetComponent <CharacterHandleWeapon>();
 }
 /// <summary>
 /// On init we grab our CharacterHandleWeapon ability
 /// </summary>
 protected override void Initialization()
 {
     _characterHandleWeapon = this.gameObject.GetComponent <CharacterHandleWeapon>();
 }
Esempio n. 22
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 /// <summary>
 /// On init we grab our CharacterHandleWeapon ability
 /// </summary>
 protected override void Initialization()
 {
     _characterHandleWeapon = this.gameObject.GetComponentInParent <Character>()?.FindAbility <CharacterHandleWeapon>();
 }