Esempio n. 1
0
        /// <summary>
        /// The item ability has been started or stopped.
        /// </summary>
        /// <param name="itemAbility">The item ability which was started or stopped.</param>
        /// <param name="active">True if the ability was started, false if it was stopped.</param>
        private void OnItemAbilityActive(ItemAbility itemAbility, bool active)
        {
            if (!IsActive || !(itemAbility is Reload))
            {
                return;
            }

            var reloadAbility = itemAbility as Reload;

            for (int i = 0; i < reloadAbility.ReloadableItems.Length; ++i)
            {
                if (reloadAbility.ReloadableItems[i] == null)
                {
                    continue;
                }
                var slotID = reloadAbility.ReloadableItems[i].Item.SlotID;
                if (m_SlotID != -1)
                {
                    if (m_SlotID != slotID)
                    {
                        continue;
                    }
                    // If a slot ID is specified then there will only be one element.
                    slotID = 0;
                }

                // If the reload ability is active the CanStop event shouldn't fire so the character can continue to fire after reloading.
                if (active)
                {
                    ResetCanStopEvent(slotID);
                }
                else
                {
                    m_CanStopEvent[slotID] = Scheduler.ScheduleFixed(m_UsableItems[slotID].StopUseAbilityDelay, AbilityCanStop, slotID);
                }
            }
        }
Esempio n. 2
0
        /// <summary>
        /// The item ability has been started or stopped.
        /// </summary>
        /// <param name="itemAbility">The item ability which was started or stopped.</param>
        /// <param name="active">True if the ability was started, false if it was stopped.</param>
        private void OnItemAbilityActive(ItemAbility itemAbility, bool active)
        {
            if (!(itemAbility is Reload))
            {
                return;
            }

            // Use currently is not active, but it may have to start if the Use ability is trying to be started.
            if (!active && InputIndex != -1 && m_PlayerInput != null)
            {
                // Change the start type so the button up won't affect if the ability can start.
                var startType = m_StartType;
                if (startType == AbilityStartType.ButtonDown)
                {
                    m_StartType = AbilityStartType.ButtonDownContinuous;
                }
                if (CanInputStartAbility(m_PlayerInput))
                {
                    if (IsActive)
                    {
                        // The use state should be reset if the ability is currently active.
                        for (int i = 0; i < m_UsableItems.Length; ++i)
                        {
                            if (m_UsableItems[i] == null)
                            {
                                continue;
                            }
                            m_UsableItems[i].StartItemUse(this);
                            ResetCanStopEvent(i);
                        }
                        InputIndex = -1;
                    }
                    else
                    {
                        // The ability isn't active, but it should be.
                        StartAbility();
                    }
                }
                m_StartType = startType;
                return;
            }

            var reloadAbility = itemAbility as Reload;

            for (int i = 0; i < reloadAbility.ReloadableItems.Length; ++i)
            {
                if (reloadAbility.ReloadableItems[i] == null)
                {
                    continue;
                }
                var slotID = reloadAbility.ReloadableItems[i].Item.SlotID;
                if (m_SlotID != -1)
                {
                    if (m_SlotID != slotID)
                    {
                        continue;
                    }
                    // If a slot ID is specified then there will only be one element.
                    slotID = 0;
                }

                // If the reload ability is active the CanStop event shouldn't fire so the character can continue to fire after reloading.
                if (active)
                {
                    // If the ability index is not -1 then the item is trying to be stopped. Prevent the item from being used again when reload is complete.
                    if (InputIndex != -1)
                    {
                        StopAbility(true);
                    }
                    else
                    {
                        ResetCanStopEvent(slotID);
                    }
                }
                else
                {
                    m_CanStopEvent[slotID] = Scheduler.ScheduleFixed(m_UsableItems[slotID].StopUseAbilityDelay, AbilityCanStop, slotID);
                }
            }
        }
Esempio n. 3
0
        /// <summary>
        /// An ItemAbility has been activated or deactivated.
        /// </summary>
        /// <param name="itemAbility">The ItemAbility activated or deactivated.</param>
        /// <param name="active">Was the ItemAbility activated?</param>
        private void OnItemAbilityActive(ItemAbility itemAbility, bool active)
        {
            if (!active || IsActive)
            {
                return;
            }

            // If another use ability is started or a use is active then the character shouldn't be able to counter attack.
            if (!(itemAbility is Block) || m_CharacterLocomotion.IsAbilityTypeActive <Use>())
            {
                m_ImpactTime = -1;
                return;
            }

            // The block ability has been activated. The source of the block must be a melee weapon - counter attack doesn't work against non-melee weapons.
            var blockAbility = itemAbility as Block;

            m_OpponentMeleeWeapon = null;
            for (int i = 0; i < blockAbility.ImpactSources.Length; ++i)
            {
                if (blockAbility.ImpactSources[i] == null || !(blockAbility.ImpactSources[i] is MeleeWeapon))
                {
                    continue;
                }

                m_OpponentMeleeWeapon = blockAbility.ImpactSources[i] as MeleeWeapon;
                break;
            }

            if (m_OpponentMeleeWeapon == null)
            {
                return;
            }

            // The opponent must actively be attacking.
            m_OpponentLocomotion = m_OpponentMeleeWeapon.CharacterLocomotion;
            m_OpponentUseAbility = null;
            var useAbilities = m_OpponentLocomotion.GetAbilities <Use>();

            if (useAbilities == null || useAbilities.Length == 0)
            {
                m_ImpactTime = -1;
                return;
            }

            for (int i = 0; i < useAbilities.Length; ++i)
            {
                if (!useAbilities[i].IsActive)
                {
                    continue;
                }

                // The ability is active. Ensure it is using a melee weapon.
                for (int j = 0; j < useAbilities[i].UsableItems.Length; ++j)
                {
                    var meleeWeapon = useAbilities[i].UsableItems[j] as MeleeWeapon;
                    if (meleeWeapon != m_OpponentMeleeWeapon)
                    {
                        continue;
                    }

                    m_OpponentUseAbility = useAbilities[i];
                    break;
                }

                if (m_OpponentUseAbility != null)
                {
                    break;
                }
            }

            if (m_OpponentUseAbility == null)
            {
                m_ImpactTime = -1;
                return;
            }

            m_ImpactTime = Time.time;
        }