Esempio n. 1
0
        IEnumerator CheckIfHittingEnemyTarget()
        {
            while (true)
            {
                FasterReadOnlyList <EnemyTargetEntityView> targetEntitiesView = entityViewsDB.QueryEntityViews <EnemyTargetEntityView>();
                //there is a sneaky bug that can be caused by this routine. It can be solved in several
                //ways once it has been understood.
                //the targetDamageSequence.Next can trigger a sequence that could lead to the immediate
                //death of the player, this would mean that the inner loop should stop when the
                //enemytarget (the player) dies. However this engine doens't know when the player dies
                //We can solve this problem in several ways including
                //- iterating over the enemy target, if the entity has been removed because dead, the for will be skipped
                //(which is the solution I chose here)
                //- removing the entity the frame after and not immediatly (a bit hacky)
                //- add this engine in the sequencer to know when the player is death to stop
                //this taskroutine
                FasterReadOnlyList <EnemyEntityView> enemiesAttackList = entityViewsDB.QueryEntityViews <EnemyEntityView>();

                for (int enemyIndex = enemiesAttackList.Count - 1; enemyIndex >= 0; --enemyIndex)
                {
                    var enemyAttackEntityView             = enemiesAttackList[enemyIndex];
                    EnemyCollisionData enemyCollisionData = enemyAttackEntityView.targetTriggerComponent.entityInRange;

                    for (int enemyTargetIndex = 0; enemyTargetIndex < targetEntitiesView.Count; enemyTargetIndex++)
                    {
                        var targetEntityView = targetEntitiesView[enemyTargetIndex];

                        //the IEnemyTriggerComponent implementors sets a the collides boolean
                        //whenever anything enters in the trigger range, but there is not more logic
                        //we have to check here if the colliding entity is actually an EnemyTarget

                        if (enemyCollisionData.collides == true &&
                            enemyCollisionData.otherEntityID == targetEntityView.ID)
                        {
                            var attackDamageComponent = enemyAttackEntityView.attackDamageComponent;
                            attackDamageComponent.timer += _time.deltaTime;

                            if (attackDamageComponent.timer >= attackDamageComponent.attackInterval)
                            {
                                attackDamageComponent.timer = 0.0f;

                                var damageInfo = new DamageInfo(attackDamageComponent.damage, Vector3.zero,
                                                                targetEntityView.ID, EntityDamagedType.EnemyTarget);

                                _targetDamageSequence.Next(this, ref damageInfo);
                            }
                        }
                    }
                }

                yield return(null);
            }
        }
 void OnTriggerExit(Collider other)
 {
     entityInRange = new EnemyCollisionData(other.gameObject.GetInstanceID(), false);
 }
Esempio n. 3
0
 void OnTriggerEnter(Collider other)
 {
     entityInRange = new EnemyCollisionData(new EGID(other.gameObject.GetInstanceID()), true);
 }