Esempio n. 1
0
        // Use this for initialization
        void Start()
        {
            //inputReferences = UFE.inputConfig.inputReferences;

            myPhysicsScript = GetComponent <PhysicsScript>();
            if (gameObject.name == "Player1")
            {
                myInfo          = (CharacterInfo)Instantiate(UFE.config.player1Character);
                inputReferences = UFE.config.player1_Inputs;
                opponent        = GameObject.Find("Player2");
            }
            else
            {
                myInfo          = (CharacterInfo)Instantiate(UFE.config.player2Character);
                inputReferences = UFE.config.player2_Inputs;
                opponent        = GameObject.Find("Player1");
            }

            character = (GameObject)Instantiate(myInfo.characterPrefab);
            character.transform.parent = transform;
            character.AddComponent <MoveSetScript>();
            myHitBoxesScript = character.GetComponent <HitBoxesScript>();
            myMoveSetScript  = character.GetComponent <MoveSetScript>();
        }
Esempio n. 2
0
        void FixedUpdate()
        {
            if (opHitBoxesScript == null)
            {
                if (opControlsScript == null)
                {
                    opControlsScript = opponent.GetComponent <ControlsScript>();
                }
                opPhysicsScript  = opponent.GetComponent <PhysicsScript>();
                opHitBoxesScript = opponent.GetComponentInChildren <HitBoxesScript>();
                opInfo           = opControlsScript.myInfo;
                if (gameObject.name == "Player2" && character.name == opControlsScript.character.name)
                {
                    // Alternative Costume
                    //Renderer charRender = character.GetComponentInChildren<Renderer>();
                    //charRender.material.color = myInfo.alternativeColor;

                    Renderer[] charRenders = character.GetComponentsInChildren <Renderer>();
                    foreach (Renderer charRender in charRenders)
                    {
                        //charRender.material.shader = Shader.Find("VertexLit");
                        charRender.material.color = myInfo.alternativeColor;
                        //charRender.material.SetColor("_Emission", myInfo.alternativeColor);
                    }
                }

                Renderer[]    charRenderers = character.GetComponentsInChildren <Renderer>();
                List <Shader> shaderList    = new List <Shader>();
                List <Color>  colorList     = new List <Color>();
                foreach (Renderer char_rend in charRenderers)
                {
                    shaderList.Add(char_rend.material.shader);
                    colorList.Add(char_rend.material.color);
                }
                normalShaders = shaderList.ToArray();
                normalColors  = colorList.ToArray();
            }

            // 两个hitbox碰撞的越多,退的越远(攻击碰撞?)身体碰撞体
            if (Vector3.Distance(transform.position, opponent.transform.position) < 10)
            {
                float totalHits = myHitBoxesScript.testCollision(opHitBoxesScript.hitBoxes);
                if (totalHits > 0)
                {
                    if (transform.position.x < opponent.transform.position.x)
                    {
                        transform.Translate(new Vector3(-.05f * totalHits, 0, 0));
                    }
                    else
                    {
                        transform.Translate(new Vector3(.05f * totalHits, 0, 0));
                    }
                }
            }

            if (currentMove != null)
            {
                /*debugger.text = "";
                 * if (storedMove != null) debugger.text += storedMove.name + "\n";
                 * debugger.text += currentMove.name +": "+ character.animation.IsPlaying(currentMove.name) + "\n";
                 * debugger.text += "frames:"+ currentMove.currentFrame + "/" + currentMove.totalFrames + "\n";
                 * debugger.text += "animationPaused:"+ animationPaused + "\n";
                 * if (character.animation.IsPlaying(currentMove.name)){
                 *  debugger.text += "normalizedTime: "+ character.animation[currentMove.name].normalizedTime + "\n";
                 *  debugger.text += "time: "+ character.animation[currentMove.name].time + "\n";
                 * }*/

                // 动作还没开始执行时,赋值动画参数
                if (currentMove.currentFrame == 0)
                {
                    if (character.GetComponent <Animation>()[currentMove.name] == null)
                    {
                        Debug.LogError("Animation for move '" + currentMove.moveName + "' not found!");
                    }
                    character.GetComponent <Animation>()[currentMove.name].time = 0;
                    character.GetComponent <Animation>().CrossFade(currentMove.name, currentMove.interpolationSpeed);
                    character.GetComponent <Animation>()[currentMove.name].speed = currentMove.animationSpeed;
                }

                // ANIMATION FRAME DATA
                if (!animationPaused)
                {
                    currentMove.currentFrame++;
                }
                //if (currentMove.currentFrame == 1) AddGauge(currentMove.gaugeGainOnMiss);
                // 根据配置的动画类型 设置当前动画的时间点
                //if (UFE.config.animationFlow == AnimationFlow.MorePrecision)
                //{
                //    character.GetComponent<Animation>()[currentMove.name].speed = 0;
                //    AnimationState animState = character.GetComponent<Animation>()[currentMove.name];
                //    animState.time = GetAnimationTime(currentMove.currentFrame);
                //    //animState.time = ((float)currentMove.currentFrame / (float)GlobalScript.prefs.framesPerSeconds) / (1/currentMove.animationSpeed);
                //}

                // 生成该动作的发射物
                foreach (Projectile projectile in currentMove.projectiles)
                {
                    if (!projectile.casted && currentMove.currentFrame >= projectile.castingFrame)
                    {
                        if (projectile.projectilePrefab == null)
                        {
                            continue;
                        }
                        projectile.casted = true;

                        if (projectile.projectilePrefab == null)
                        {
                            Debug.LogError("Projectile prefab for move " + currentMove.moveName + " not found. Make sure you have set the prefab correctly in the Move Editor");
                        }
                        GameObject pTemp = (GameObject)Instantiate(projectile.projectilePrefab,
                                                                   projectile.position.position,
                                                                   Quaternion.Euler(0, 0, projectile.directionAngle));
                        pTemp.AddComponent <ProjectileMoveScript>();
                        ProjectileMoveScript pTempScript = pTemp.GetComponent <ProjectileMoveScript>();
                        pTempScript.data             = projectile;
                        pTempScript.opHitBoxesScript = opHitBoxesScript;
                        pTempScript.opControlsScript = opControlsScript;
                        //pTempScript.mirror = mirror;
                    }
                }
                // 播放动作的特效
                //foreach (MoveParticleEffect particleEffect in currentMove.particleEffects)
                //{
                //    if (!particleEffect.casted && currentMove.currentFrame >= particleEffect.castingFrame)
                //    {
                //        if (particleEffect.particleEffect.prefab == null)
                //            Debug.LogError("Particle effect for move " + currentMove.moveName + " not found. Make sure you have set the prefab for this particle correctly in the Move Editor");
                //        particleEffect.casted = true;
                //        GameObject pTemp = (GameObject)Instantiate(particleEffect.particleEffect.prefab);
                //        pTemp.transform.parent = transform;
                //        pTemp.transform.localPosition = particleEffect.particleEffect.position;
                //        Destroy(pTemp, particleEffect.particleEffect.duration);
                //    }
                //}

                // 应用动作施加的力
                foreach (AppliedForce addedForce in currentMove.appliedForces)
                {
                    if (!addedForce.casted && currentMove.currentFrame >= addedForce.castingFrame)
                    {
                        myPhysicsScript.resetForces(addedForce.resetPreviousHorizontal, addedForce.resetPreviousVertical, true);
                        myPhysicsScript.addForce(addedForce.force, 1);
                        addedForce.casted = true;
                    }
                }

                // 播放动作的音效
                //foreach (SoundEffect soundEffect in currentMove.soundEffects)
                //{
                //    if (!soundEffect.casted && currentMove.currentFrame >= soundEffect.castingFrame)
                //    {
                //        if (UFE.config.soundfx) Camera.main.GetComponent<AudioSource>().PlayOneShot(soundEffect.sound);
                //        soundEffect.casted = true;
                //    }
                //}

                // 播放摄像机的移动
                //foreach (CameraMovement cameraMovement in currentMove.cameraMovements)
                //{
                //    if (currentMove.currentFrame >= cameraMovement.castingFrame)
                //    {
                //        cameraMovement.time += Time.deltaTime;
                //        if (!cameraMovement.casted)
                //        {
                //            myPhysicsScript.freeze = cameraMovement.freezeGame;
                //            opPhysicsScript.freeze = cameraMovement.freezeGame;
                //            LockCam(cameraMovement.freezeAnimation);
                //            cameraMovement.casted = true;
                //            Vector3 targetPosition = character.transform.TransformPoint(cameraMovement.position);
                //            Vector3 targetRotation = cameraMovement.rotation;
                //            targetRotation.y *= mirror;
                //            targetRotation.z *= mirror;
                //            cameraScript.moveCameraToLocation(targetPosition,
                //                                              targetRotation,
                //                                              cameraMovement.fieldOfView,
                //                                              cameraMovement.camSpeed);
                //        }
                //    }
                //    if (cameraMovement.casted && UFE.freeCamera && cameraMovement.time >= cameraMovement.duration)
                //    {
                //        ReleaseCam();
                //    }
                //}

                // 隐藏动作无敌部分的hitbox
                if (currentMove.invincibleBodyParts.Length > 0)
                {
                    foreach (InvincibleBodyParts invBodyPart in currentMove.invincibleBodyParts)
                    {
                        if (currentMove.currentFrame >= invBodyPart.activeFramesBegin &&
                            currentMove.currentFrame < invBodyPart.activeFramesEnds)
                        {
                            if (invBodyPart.completelyInvincible)
                            {
                                myHitBoxesScript.hideHitBoxes();
                            }
                            else
                            {
                                myHitBoxesScript.hideHitBoxes(invBodyPart.hitBoxes);
                            }
                        }
                        if (currentMove.currentFrame >= invBodyPart.activeFramesEnds)
                        {
                            if (invBodyPart.completelyInvincible)
                            {
                                myHitBoxesScript.showHitBoxes();
                            }
                            else
                            {
                                myHitBoxesScript.showHitBoxes(invBodyPart.hitBoxes);
                            }
                        }
                    }
                }
                // 防御区域判断
                //if (currentMove.blockableArea.bodyPart != BodyPart.none)
                //{
                //    if (currentMove.currentFrame >= currentMove.blockableArea.activeFramesBegin &&
                //        currentMove.currentFrame < currentMove.blockableArea.activeFramesEnds)
                //    {
                //        myHitBoxesScript.blockableArea = currentMove.blockableArea;
                //        Vector3 collisionVector_block = opHitBoxesScript.testCollision(myHitBoxesScript.blockableArea);
                //        if (collisionVector_block != Vector3.zero) opControlsScript.CheckBlocking(true);
                //    }
                //    else if (currentMove.currentFrame >= currentMove.blockableArea.activeFramesEnds)
                //    {
                //        opControlsScript.CheckBlocking(false);
                //    }
                //}

                // 动作的多段攻击?在动作文件中activeframe 中可以设置 hit数组
                foreach (Hit hit in currentMove.hits)
                {
                    //if (comboHits >= UFE.config.comboOptions.maxCombo) continue;
                    // 取消技,当播放到可以取消的帧的时候执行下个动作
                    if ((hit.hasHit && currentMove.frameLink.onlyOnHit) || !currentMove.frameLink.onlyOnHit)
                    {
                        if (currentMove.currentFrame >= currentMove.frameLink.activeFramesBegins)
                        {
                            currentMove.cancelable = true;
                        }
                        if (currentMove.currentFrame >= currentMove.frameLink.activeFramesEnds)
                        {
                            currentMove.cancelable = false;
                        }
                    }
                    if (hit.hasHit)
                    {
                        continue;
                    }

                    if (currentMove.currentFrame >= hit.activeFramesBegin &&
                        currentMove.currentFrame < hit.activeFramesEnds)
                    {
                        if (hit.hurtBoxes.Length > 0)
                        {
                            myHitBoxesScript.activeHurtBoxes = hit.hurtBoxes;
                            // hurtbox判断,攻击中敌方
                            Vector3 collisionVector_hit = opHitBoxesScript.testCollision(myHitBoxesScript.activeHurtBoxes);
                            if (collisionVector_hit != Vector3.zero)
                            { // HURTBOX TEST
                              // 对手成功防御
                              //if (!opControlsScript.stunned && opControlsScript.currentMove == null && opControlsScript.isBlocking && opControlsScript.TestBlockStances(hit.hitType))
                              //{
                              //    opControlsScript.GetHitBlocking(hit, currentMove.totalFrames - currentMove.currentFrame, collisionVector_hit);
                              //    AddGauge(currentMove.gaugeGainOnBlock);
                              //    opControlsScript.AddGauge(currentMove.opGaugeGainOnBlock);
                              //    // 对手成功避开
                              //}
                              //else if (opControlsScript.potentialParry > 0 && opControlsScript.currentMove == null && opControlsScript.TestParryStances(hit.hitType))
                              //{
                              //    opControlsScript.GetHitParry(hit, collisionVector_hit);
                              //    opControlsScript.AddGauge(currentMove.opGaugeGainOnParry);
                              //}
                              //else
                              //{
                                // 成功攻击到对手
                                opControlsScript.GetHit(hit, currentMove.totalFrames - currentMove.currentFrame, collisionVector_hit);
                                //AddGauge(currentMove.gaugeGainOnHit);
                                // 攻击拉近?
                                //if (hit.pullSelfIn.enemyBodyPart != BodyPart.none && hit.pullSelfIn.characterBodyPart != BodyPart.none)
                                //{
                                //    Vector3 newPos = opHitBoxesScript.getPosition(hit.pullSelfIn.enemyBodyPart);
                                //    if (newPos != Vector3.zero)
                                //    {
                                //        pullInLocation = transform.position + (newPos - hit.pullSelfIn.position.position);
                                //        pullInSpeed = hit.pullSelfIn.speed;
                                //    }
                                //}
                                //}

                                // 施加力
                                myPhysicsScript.resetForces(hit.resetPreviousHorizontal, hit.resetPreviousVertical, true);
                                myPhysicsScript.addForce(hit.appliedForce, 1);

                                // 碰到屏幕两边施加力
                                //if ((opponent.transform.position.x >= UFE.config.selectedStage.rightBoundary - 2 ||
                                //    opponent.transform.position.x <= UFE.config.selectedStage.leftBoundary + 2) &&
                                //    myPhysicsScript.isGrounded())
                                //{

                                //    myPhysicsScript.addForce(
                                //        new Vector2(hit.pushForce.x + (opPhysicsScript.airTime * opInfo.physics.friction), 0),
                                //        mirror * -1);
                                //}
                                // 场景抖动效果
                                //HitPause();
                                //Invoke("HitUnpause", GetFreezingTime(hit.hitStrengh));
                                if (!hit.continuousHit)
                                {
                                    hit.hasHit = true;
                                }
                            }
                            ;
                        }
                    }
                }
                // 当前动作的帧播完
                if (currentMove.currentFrame >= currentMove.totalFrames)
                {
                    //if (currentMove == myMoveSetScript.getIntro()) introPlayed = true;
                    KillCurrentMove();
                }
            }
            // 击晕判断
            if ((stunned || blockStunned) && stunTime > 0 && !myPhysicsScript.freeze)
            {
                // 动画减速
                character.GetComponent <Animation>()[currentHitAnimation].speed -= hitStunDeceleration * Time.deltaTime;
                // 空中覆盖时空中连击不减少眩晕时间
                if (UFE.config.comboOptions.neverAirRecover && !myPhysicsScript.isGrounded())
                {
                    stunTime = 1;
                }
                else
                {
                    stunTime -= Time.deltaTime;
                }

                /*if (myPhysicsScript.debugger != null){
                 *  myPhysicsScript.debugger.text = "";
                 *  myPhysicsScript.debugger.text += "<color=#003300>animation speed: "+ character.animation[currentHitAnimation].speed +"</color>\n";
                 *  myPhysicsScript.debugger.text += "<color=#003300>stunTime: "+ stunTime +"</color>\n";
                 * }*/
                // 倒地爬起判断
                if (!isDead && stunTime <= UFE.config.knockDownOptions.getUpTime)
                {
                    if (currentState == PossibleStates.FallDown && myPhysicsScript.isGrounded())
                    {
                        currentState = PossibleStates.Stand;
                        character.GetComponent <Animation>().Play("getUp");
                    }
                }
                // 眩晕时间结束
                if (stunTime <= 0)
                {
                    ReleaseStun();
                }
            }

            myPhysicsScript.applyForces(currentMove);

            myPhysicsScript.resetForces(true, false, true);
        }