Esempio n. 1
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        //a method that spawns an effect object considering a couple of options
        public EffectObj SpawnEffectObj(EffectObj prefab, Vector3 spawnPosition, Quaternion spawnRotation = default, Transform parent = null, bool enableLifeTime = true, bool autoLifeTime = true, float lifeTime = 0.0f, bool UI = false)
        {
            if (prefab == null)
            {
                return(null);
            }

            //get the attack effect (either create it or get one tht is inactive):
            EffectObj newEffect = GetFreeEffectObj(prefab);

            //make the object child of the assigned parent transform
            newEffect.transform.SetParent(parent, true);

            if (UI)
            {
                newEffect.GetComponent <RectTransform>().localPosition = spawnPosition;
                newEffect.GetComponent <RectTransform>().localRotation = spawnRotation;
            }
            else
            {
                //set the effect's position and rotation
                newEffect.transform.position = spawnPosition;
                newEffect.transform.rotation = spawnRotation;
            }

            newEffect.ReloadTimer(enableLifeTime, autoLifeTime, lifeTime); //reload lifetime

            newEffect.Enable();

            return(newEffect);
        }
        public float cycleDuration = 0.2f; //every time this time in seconds passes, the effect object is hidden or activated.

        void Start()
        {
            effectObj = GetComponent <EffectObj>();

            if (isActive == true)
            {
                InvokeRepeating("Flash", 0.0f, cycleDuration);
            }
        }
Esempio n. 3
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        public void AddFreeEffectObj(EffectObj instance)
        {
            Queue <EffectObj> currentQueue = new Queue <EffectObj>();

            if (effectObjs.TryGetValue(instance.GetCode(), out currentQueue) == false) //if the queue for this effect object type is not found
            {
                effectObjs.Add(instance.GetCode(), currentQueue);                      //add it
            }

            currentQueue.Enqueue(instance); //add the effect object to the right queue
        }
Esempio n. 4
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        //a method that destroys a faction entity locally
        public virtual void DestroyFactionEntityLocal(bool upgrade)
        {
            gameMgr.SelectionMgr.Selected.Remove(factionEntity); //deselect the faction entity if it was selected

            //faction entity death:
            isDead     = true;
            CurrHealth = 0;

            //remove the minimap icon:
            factionEntity.GetSelection().DisableMinimapIcon();

            //If this is no upgrade
            if (upgrade == false)
            {
                factionEntity.Disable(true);

                CustomEvents.OnFactionEntityDead(factionEntity); //call the custom events

                if (destructionEffect != null)                   //do not show desctruction effect if it's not even assigned
                {
                    //get the destruction effect from the pool
                    EffectObj newDestructionEffect = gameMgr.EffectPool.SpawnEffectObj(destructionEffect, transform.position, Quaternion.identity);

                    //destruction sound effect
                    if (destructionAudio != null)
                    {
                        //Check if the destruction effect object has an audio source:
                        if (newDestructionEffect.GetComponent <AudioSource>() != null)
                        {
                            AudioManager.Play(newDestructionEffect.GetComponent <AudioSource>(), destructionAudio, false); //play the destruction audio
                        }
                        else
                        {
                            Debug.LogError("A destruction audio clip has been assigned but the destruction effect object doesn't have an audio source!");
                        }
                    }
                }
            }

            //Destroy the faction entity's object:
            if (destroyObject == true) //only if object destruction is allowed
            {
                Destroy(gameObject, !upgrade ? destroyObjectTime : 0.0f);
                IsDestroyed = true;
            }
        }
Esempio n. 5
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        //this method searches for a hidden effect object with a certain code so that it can be used again.
        public EffectObj GetFreeEffectObj(EffectObj prefab)
        {
            Assert.IsTrue(prefab != null, "[Effect Object Pool] invalid effect object prefab.");

            Queue <EffectObj> currentQueue;

            if (effectObjs.TryGetValue(prefab.GetCode(), out currentQueue) == false) //if the queue for this effect object type is not found
            {
                currentQueue = new Queue <EffectObj>();
                effectObjs.Add(prefab.GetCode(), currentQueue); //add it
            }

            if (currentQueue.Count == 0) //if the queue is empty then we need to create a new effect object of this types
            {
                //create new effect object, init it and add it to the queue
                EffectObj newEffect = Instantiate(prefab.gameObject, Vector3.zero, Quaternion.identity).GetComponent <EffectObj>();
                newEffect.Init(gameMgr);
                currentQueue.Enqueue(newEffect);
            }
            return(currentQueue.Dequeue()); //return the first inactive effect object in this queue
        }
Esempio n. 6
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        //Spawn attack effect object and damage effect objects here:
        public void SpawnEffectObj(EffectObj Prefab, GameObject Target, Vector3 SpawnPostion, float LifeTime, bool AutoLifeTime, bool ChildObj)
        {
            //First check if the effect object is valid
            if (Prefab != null)
            {
                //if the effect object has an auto life time then assign it:
                if (AutoLifeTime == true)
                {
                    LifeTime = Prefab.LifeTime;
                }

                //get the effect type (unit or building):
                EffectObjPool.EffectObjTypes EffectType;
                if (Target.GetComponent <Unit>())
                {
                    EffectType = EffectObjPool.EffectObjTypes.UnitDamageEffect;
                }
                else
                {
                    EffectType = EffectObjPool.EffectObjTypes.BuildingDamageEffect;
                }

                //get the attack effect (either create it or get one tht is inactive):
                GameObject Effect = EffectObjPool.Instance.GetEffectObj(EffectType, Prefab);

                //settings:
                Effect.SetActive(true);
                //set the position and rotation of the damage object:
                Effect.transform.position = SpawnPostion;
                Effect.transform.rotation = Prefab.gameObject.transform.rotation;
                //if we need the effect object to be a child obj of the affected object:
                if (ChildObj == true)
                {
                    //set the attack target as the parent of the damage effect
                    Effect.transform.SetParent(Target.transform, true);
                }
                //default life time:
                Effect.GetComponent <EffectObj>().Timer = LifeTime;
            }
        }
Esempio n. 7
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        protected void ToggleSourceTargetEffect(bool enable)
        {
            if (enable)
            {
                if (sourceEffect != null)
                {
                    currSourceEffect = gameMgr.EffectPool.SpawnEffectObj(
                        sourceEffect,
                        transform.position,
                        sourceEffect.transform.rotation,
                        transform,
                        false); //spawn the source effect on the source unit and don't enable the life timer
                }
                if (targetEffect != null)
                {
                    currTargetEffect = gameMgr.EffectPool.SpawnEffectObj(
                        targetEffect,
                        target.transform.position,
                        targetEffect.transform.rotation,
                        target.transform,
                        false); //spawn the target effect on the target and don't enable the life timer
                }
            }
            else
            {
                if (currSourceEffect != null)   //if the source unit effect was assigned and it's still valid
                {
                    currSourceEffect.Disable(); //stop it
                    currSourceEffect = null;
                }

                if (currTargetEffect != null)   //if a target effect was assigned and it's still valid
                {
                    currTargetEffect.Disable(); //stop it
                    currTargetEffect = null;
                }
            }
        }
Esempio n. 8
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        //This method searches for a hidden effect object with a certain code so that it can be used again.
        public GameObject GetEffectObj(EffectObjTypes Type, EffectObj Prefab)
        {
            //Determine which list of objects the script is going to search depending on the given type:
            List <GameObject> SearchList = new List <GameObject>();

            switch (Type)
            {
            case EffectObjTypes.AttackObjEffect:
                SearchList = AttackObjEffects;
                break;

            case EffectObjTypes.BuildingDamageEffect:
                SearchList = BuildingDamageEffects;
                break;

            case EffectObjTypes.UnitDamageEffect:
                SearchList = UnitDamageEffects;
                break;

            case EffectObjTypes.AttackObj:
                SearchList = AttackObjs;
                break;

            default:
                Debug.LogError("Effect object type not found!");
                break;
            }

            GameObject Result = null;

            //Loop through all the spawned objects in the target list:
            if (SearchList.Count > 0)
            {
                int i = 0;

                string Code = Prefab.Code; //save the prefab's code here

                while (Result == null && i < SearchList.Count)
                {
                    if (SearchList[i] != null)
                    {
                        //If the current object's code mathes the one we're looking for:
                        if (SearchList[i].gameObject.GetComponent <EffectObj>().Code == Code)
                        {
                            //We can re-use non active objects, so we'll check for that as well:
                            if (SearchList[i].gameObject.activeInHierarchy == false)
                            {
                                //This matches all what we're looking for so make it the result;
                                Result = SearchList[i];
                            }
                        }
                        i++;
                    }
                    else
                    {
                        SearchList.RemoveAt(i); //if there's nothing here, remove the empty list field
                    }
                }
            }

            //if we still haven't found the free effect object we're looking for:
            //Create one:
            if (Result == null)
            {
                Result = Instantiate(Prefab.gameObject, Vector3.zero, Quaternion.identity);
                //add it to the list:
                SearchList.Add(Result);
            }


            //return the result:
            return(Result);
        }
        private EffectObj effectObjComp; //the effect obj component attached to the same gameobject

        public void Init(GameManager gameMgr)
        {
            this.gameMgr  = gameMgr;
            effectObjComp = GetComponent <EffectObj>();
            speed        *= this.gameMgr.GetSpeedModifier(); //apply the speed modifier
        }
Esempio n. 10
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        //Handle area damage attacks here:
        public void LaunchAreaDamage(Vector3 AreaCenter, Attack.AttackRangesVars[] AttackRanges, int SourceFactionID, EffectObj AttackEffect, float AttackEffectTime, List <string> AttackCategories, Attack.DoTVars DoT)
        {
            if (AttackRanges.Length > 0) //if the area ranges have been defined
            {
                //try to get all objects in the chosen range (biggest range must always be the last one)
                Collider[] ObjsInRange = Physics.OverlapSphere(AreaCenter, AttackRanges[AttackRanges.Length - 1].Range);
                int        i           = 0;
                //go through all of them
                while (i < ObjsInRange.Length)
                {
                    //if we find a selection obj
                    if (ObjsInRange[i].gameObject.GetComponent <SelectionObj>())
                    {
                        //it can be one for a unit or a building
                        Unit     Unit     = ObjsInRange[i].gameObject.GetComponent <SelectionObj>().MainObj.GetComponent <Unit>();
                        Building Building = ObjsInRange[i].gameObject.GetComponent <SelectionObj>().MainObj.GetComponent <Building>();

                        //when AttackCategories is empty, it means attak can effect all types

                        //if it's a unit
                        if (Unit)
                        {
                            //and it's in the same faction as the source
                            if (Unit.FactionID == SourceFactionID || (AttackCategories.Count > 0 && !AttackCategories.Contains(Unit.Category)))
                            {
                                Unit = null; //cancel
                            }
                        }
                        //if it's a building
                        if (Building)
                        {
                            //and it's in the same faction as the source
                            if (Building.FactionID == SourceFactionID || (AttackCategories.Count > 0 && !AttackCategories.Contains(Building.Category)))
                            {
                                Building = null; //cancel
                            }
                        }

                        //if we have a unit or a building
                        if (Unit != null || Building != null)
                        {
                            //check the distance of the object to the area center
                            float Distance = Vector3.Distance(ObjsInRange[i].transform.position, AreaCenter);
                            int   j        = 0;
                            bool  Found    = false;
                            //go through all ranges
                            while (j < AttackRanges.Length && Found == false)
                            {
                                //if we find a suitable range
                                if (Distance < AttackRanges[j].Range)
                                {
                                    //apply damage:
                                    Found = true;
                                    if (Unit)
                                    {
                                        if (DoT.Enabled)
                                        {
                                            //DoT settings:
                                            Unit.DoT        = DoT;
                                            Unit.DoT.Damage = AttackRanges[j].UnitDamage;

                                            //also there are still no effect objects for DoT, make their own?
                                        }
                                        else
                                        {
                                            Unit.AddHealth(AttackRanges[j].UnitDamage, this.gameObject);
                                            //Spawning the damage effect object:
                                            SpawnEffectObj(Unit.DamageEffect, ObjsInRange[i].gameObject, 0.0f, true);
                                            //currently there's attack effect objects for units only:
                                            SpawnEffectObj(AttackEffect, ObjsInRange[i].gameObject, AttackEffectTime, false);
                                        }
                                    }
                                    else if (Building)
                                    {
                                        //if DoT is enabled, stop here because it's not yet setup for buildings:
                                        if (DoT.Enabled)
                                        {
                                            return;
                                        }
                                        Building.AddHealth(AttackRanges[j].BuildingDamage, this.gameObject);
                                        //Spawning the damage effect object:
                                        SpawnEffectObj(Building.DamageEffect, ObjsInRange[i].gameObject, 0.0f, true);
                                    }
                                }
                                j++;
                            }
                        }
                    }
                    i++;
                }
            }
        }
Esempio n. 11
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        private EffectObj terrainAttackTargetEffect = null; //when assigned, visible when the player commands units to do a terrain attack
        public void SpawnTargetEffect(bool movement, Vector3 position)
        {
            EffectObj nextEffect = movement ? movementTargetEffect : terrainAttackTargetEffect;

            gameMgr.EffectPool.SpawnEffectObj(nextEffect, position);
        }
Esempio n. 12
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        //a method that upgrades a faction entity instance locally
        public void UpgradeInstance(FactionEntity instance, FactionEntity target, int factionID, EffectObj upgradeEffect)
        {
            switch (instance.Type)
            {
            case EntityTypes.building:

                //create upgraded instance of the building
                gameMgr.BuildingMgr.CreatePlacedInstance(
                    (Building)target,
                    instance.transform.position,
                    target.transform.rotation.eulerAngles.y,
                    ((Building)instance).CurrentCenter,
                    factionID,
                    true,
                    ((Building)instance).FactionCapital);

                CustomEvents.OnBuildingInstanceUpgraded((Building)instance);     //trigger custom event
                break;

            case EntityTypes.unit:

                //create upgraded instance of the unit
                gameMgr.UnitMgr.CreateUnit(
                    (Unit)target,
                    instance.transform.position,
                    instance.transform.rotation,
                    instance.transform.position,
                    factionID,
                    null);

                CustomEvents.OnUnitInstanceUpgraded((Unit)instance);     //trigger custom event
                break;
            }

            //if there's a valid upgrade effect assigned:
            if (upgradeEffect != null)
            {
                //show the upgrade effect for the player:
                gameMgr.EffectPool.SpawnEffectObj(upgradeEffect, instance.transform.position, upgradeEffect.transform.rotation);
            }

            instance.EntityHealthComp.DestroyFactionEntity(true); //destroy the instance
        }
Esempio n. 13
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        //a method that upgrades a faction entity instance locally
        public void UpgradeInstance(FactionEntity instance, FactionEntity target, int factionID, EffectObj upgradeEffect)
        {
            switch (instance.Type)
            {
            case EntityTypes.building:

                Building currBuilding = instance as Building;
                Unit[]   currBuilders = currBuilding.WorkerMgr.GetAll(); //get the current builders of this building if there are any
                foreach (Unit unit in currBuilders)                      //and make them stop building the instance of the building since it will be destroyed.
                {
                    unit.BuilderComp.Stop();
                }

                //create upgraded instance of the building
                Building upgradedBuilding = gameMgr.BuildingMgr.CreatePlacedInstanceLocal(
                    (Building)target,
                    instance.transform.position,
                    target.transform.rotation.eulerAngles.y,
                    ((Building)instance).CurrentCenter,
                    factionID,
                    currBuilding.IsBuilt,     //depends on the current state of the instance to destroy
                    ((Building)instance).FactionCapital);

                foreach (Unit unit in currBuilders)
                {
                    unit.BuilderComp.SetTarget(upgradedBuilding);
                }

                CustomEvents.OnBuildingInstanceUpgraded((Building)instance);     //trigger custom event
                break;

            case EntityTypes.unit:

                //create upgraded instance of the unit
                gameMgr.UnitMgr.CreateUnit(
                    (Unit)target,
                    instance.transform.position,
                    instance.transform.rotation,
                    instance.transform.position,
                    factionID,
                    null);

                CustomEvents.OnUnitInstanceUpgraded((Unit)instance);     //trigger custom event
                break;
            }

            //if there's a valid upgrade effect assigned:
            if (upgradeEffect != null)
            {
                //show the upgrade effect for the player:
                gameMgr.EffectPool.SpawnEffectObj(upgradeEffect, instance.transform.position, upgradeEffect.transform.rotation);
            }

            instance.EntityHealthComp.DestroyFactionEntity(true); //destroy the instance
        }