Inheritance: Common.BaseUnit
Esempio n. 1
0
        public MergeGroup(GameUnit ownerUnit, GameUnit mergingUnit, float mergeFactor)
        {
            this.ownerUnit = ownerUnit;
            this.mergingUnit = mergingUnit;

            this.ownerUnit.isMerging = true;
            this.mergingUnit.isMerging = true;

            this.elapsedTime = 0f;

            this.ownerPosition = ownerUnit.gameObject.transform.position;
            this.mergingPosition = mergingUnit.gameObject.transform.position;
            this.origin = Vector3.Lerp(this.ownerPosition, this.mergingPosition, 0.5f);
            this.ownerScale = ownerUnit.gameObject.transform.localScale;
            this.mergingScale = mergingUnit.gameObject.transform.localScale;
            this.mergeSpeedFactor = mergeFactor;

            if (ownerUnit.unitAttributes == null) {
                Debug.LogError("Owner unit attributes are null.");
            }
            else {

            }
            if (mergingUnit.unitAttributes == null) {
                Debug.LogError("Merging unit attributes are null.");
            }

            this.Stop();
        }
Esempio n. 2
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        public SplitGroup(GameUnit ownerUnit, GameUnit splitUnit, float angle, float splitFactor)
        {
            this.ownerUnit = ownerUnit;
            this.splitUnit = splitUnit;
            this.elapsedTime = 0f;
            this.origin = ownerUnit.gameObject.transform.position;
            this.splitFactor = splitFactor;

            SpawnRange range = this.ownerUnit.GetComponentInChildren<SpawnRange>();
            this.rotationVector = Quaternion.Euler(0f, angle, 0f) * (Vector3.one * range.radius);
            this.rotationVector.y = 0f;

            NavMeshAgent agent = this.ownerUnit.GetComponent<NavMeshAgent>();
            if (agent != null) {
                agent.ResetPath();
                agent.Stop();
            }
            agent = this.splitUnit.GetComponent<NavMeshAgent>();
            if (agent != null) {
                agent.ResetPath();
                agent.Stop();
            }

            NetworkTransform transform = this.ownerUnit.GetComponent<NetworkTransform>();
            if (transform != null) {
                transform.transformSyncMode = NetworkTransform.TransformSyncMode.SyncNone;
            }
            transform = this.splitUnit.GetComponent<NetworkTransform>();
            if (transform != null) {
                transform.transformSyncMode = NetworkTransform.TransformSyncMode.SyncNone;
            }
        }
Esempio n. 3
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 private static void Increment(GameUnit unit)
 {
     unit.isSelected = !unit.isSelected;
     unit.isDirected = !unit.isDirected;
     unit.isSplitting = !unit.isSplitting;
     unit.isMerging = !unit.isMerging;
     unit.currentHealth++;
     unit.maxHealth++;
     unit.attackPower++;
     unit.attackCooldown++;
     unit.speed++;
     //unit.recoverCooldown++;
     unit.level++;
     unit.previousLevel++;
     unit.teamColorValue = (unit.teamColorValue + 1) % 3;
 }
Esempio n. 4
0
        private static void Copy(GameUnit original, GameUnit copy)
        {
            copy.isSelected = original.isSelected;
            copy.isSplitting = original.isSplitting;
            copy.isMerging = original.isMerging;

            copy.transform.position = original.transform.position;
            copy.transform.rotation = original.transform.rotation;
            copy.transform.localScale = original.transform.localScale;
            copy.oldTargetPosition = original.oldTargetPosition = -Vector3.one * 9999f;
            copy.isDirected = original.isDirected = false;

            copy.level = original.level;
            copy.previousLevel = original.previousLevel;
            copy.currentHealth = original.currentHealth;
            copy.maxHealth = original.maxHealth;
            if (copy.currentHealth > copy.maxHealth) {
                copy.currentHealth = copy.maxHealth;
            }
            if (original.currentHealth > original.maxHealth) {
                original.currentHealth = original.maxHealth;
            }
            //copy.recoverCooldown = original.recoverCooldown;
            copy.recoverCounter = original.recoverCounter = 1f;
            copy.speed = original.speed;
            copy.attackCooldown = original.attackCooldown;
            copy.attackCooldownCounter = original.attackCooldownCounter = 0;
            copy.attackPower = original.attackPower;

            copy.unitAttributes = original.unitAttributes;
            copy.teamColorValue = original.teamColorValue;

            original.SetTeamColor(original.teamColorValue);
            copy.SetTeamColor(copy.teamColorValue);
            copy.teamFaction = original.teamFaction;
        }
Esempio n. 5
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        public void Update()
        {
            //Because the game is now spawning objects from the player-owned objects (spawning from NetworkManager-spawned objects), don't check for
            //isLocalPlayer, but instead check to see if the clients have authority over the non-player owned objects spawned from the NetworkManager-spawned objects.
            //Wordy, I know...
            if (!this.hasAuthority)
            {
                return;
            }

            if (this.isSplitting || this.isMerging)
            {
                return;
            }


            //Simple, "quick," MOBA-style controls. Hence, the class name.
            if (this.isSelected)
            {
                this.selectionRing.SetActive(true);
                Vector3 screenPoint = Camera.main.ScreenToViewportPoint(Input.mousePosition);
                if (!MinimapStuffs.Instance.minimapCamera.rect.Contains(screenPoint))
                {
                    if (Input.GetMouseButtonDown(1))
                    {
                        CastRay(false, Input.mousePosition, null);
                    }
                }
            }
            else
            {
                this.selectionRing.SetActive(false);
            }

            //Obtaining the nav mesh agent here for future uses.
            NavMeshAgent agent = this.GetComponent <NavMeshAgent>();

            //Non-directed, self-defense
            LineOfSight sight = this.GetComponentInChildren <LineOfSight>();
            AttackArea  area  = this.GetComponentInChildren <AttackArea>();

            if (!this.isDirected || agent.remainingDistance < 0.5f)
            {
                //Line of Sight. Detects if there are nearby enemy game units, and if so, follow them to engage in battle.
                if (sight != null && area != null)
                {
                    //There are 4 cases when detecting an enemy in both areas, line of sight and attack range. I had to consider each of the cases
                    //in order to ease the Console error gods...
                    // (12/5/2015) Now there are 8 cases in total. Consider AI players.
                    GameUnit sightGameUnit = null;
                    if (sight.enemiesInRange.Count > 0)
                    {
                        foreach (GameUnit temp in sight.enemiesInRange)
                        {
                            if (temp != null)
                            {
                                sightGameUnit = temp;
                                break;
                            }
                        }
                    }
                    GameUnit attackGameUnit = null;
                    if (sight.enemiesInRange.Count > 0)
                    {
                        foreach (GameUnit temp in sight.enemiesInRange)
                        {
                            if (temp != null)
                            {
                                attackGameUnit = temp;
                                break;
                            }
                        }
                    }
                    AIUnit sightAiUnit = null;
                    if (sight.otherEnemies.Count > 0)
                    {
                        foreach (AIUnit temp in sight.otherEnemies)
                        {
                            if (temp != null)
                            {
                                sightAiUnit = temp;
                                break;
                            }
                        }
                    }
                    AIUnit attackAiUnit = null;
                    if (sight.otherEnemies.Count > 0)
                    {
                        foreach (AIUnit temp in sight.otherEnemies)
                        {
                            if (temp != null)
                            {
                                attackAiUnit = temp;
                                break;
                            }
                        }
                    }

                    if (sightGameUnit != null && attackGameUnit != null)
                    {
                        SetTargetEnemy(this.gameObject, sightGameUnit.gameObject, attackGameUnit.gameObject);
                        CmdSetTargetEnemy(this.gameObject, sightGameUnit.gameObject, attackGameUnit.gameObject);
                    }
                    else if (sightGameUnit != null && attackGameUnit == null)
                    {
                        SetTargetEnemy(this.gameObject, sightGameUnit.gameObject, sightGameUnit.gameObject);
                        CmdSetTargetEnemy(this.gameObject, sightGameUnit.gameObject, sightGameUnit.gameObject);
                    }
                    else if (sightGameUnit == null && attackGameUnit != null)
                    {
                        SetTargetEnemy(this.gameObject, attackGameUnit.gameObject, attackGameUnit.gameObject);
                        CmdSetTargetEnemy(this.gameObject, attackGameUnit.gameObject, attackGameUnit.gameObject);
                    }
                    else
                    {
                        SetTargetEnemy(this.gameObject, this.gameObject, this.gameObject);
                        CmdSetTargetEnemy(this.gameObject, this.gameObject, this.gameObject);
                    }

                    if (sightAiUnit != null && attackAiUnit != null)
                    {
                        SetTargetAIEnemy(this.gameObject, sightAiUnit.gameObject, attackAiUnit.gameObject);
                    }
                    else if (sightAiUnit != null && attackAiUnit == null)
                    {
                        SetTargetAIEnemy(this.gameObject, sightAiUnit.gameObject, sightAiUnit.gameObject);
                    }
                    else if (sightAiUnit == null && attackAiUnit != null)
                    {
                        SetTargetAIEnemy(this.gameObject, attackAiUnit.gameObject, attackAiUnit.gameObject);
                    }
                    else
                    {
                        SetTargetAIEnemy(this.gameObject, this.gameObject, this.gameObject);
                    }
                }
            }

            //Start attacking.
            Attack();
            //Updating status.
            UpdateStatus();

            //Keeping track of whether the game unit is carrying out a player's command, or is carrying out self-defense.
            if (agent != null && agent.ReachedDestination())
            {
                this.isDirected = false;
            }
        }