Esempio n. 1
0
        //apply effect to all hostile unit surrounding the player
        void ApplyEffectAOE(Collider playerCollider)
        {
            float aoeRadius = aStats.aoeRadius;

            if (aoeRadius > 0)
            {
                Collider[] cols = Physics.OverlapSphere(transform.position, aoeRadius);                 //get all the collider in range
                for (int i = 0; i < cols.Length; i++)
                {
                    if (cols[i] == playerCollider)
                    {
                        continue;
                    }

                    //clone the attack stats so that the original value wont get modified when making further calculation
                    AttackInstance aInstance = new AttackInstance(null, aStats);
                    aInstance.isAOE       = true;
                    aInstance.aoeDistance = Vector3.Distance(transform.position, cols[i].transform.position);

                    Unit unitInstance = cols[i].gameObject.GetComponent <Unit>();
                    if (unitInstance != null)
                    {
                        unitInstance.ApplyAttack(aInstance);
                    }
                }
            }

            //since this is aoe effect, explosion force applies
            TDSPhysics.ApplyExplosionForce(transform.position, aStats, true);
        }
Esempio n. 2
0
        //launch the ability, at the position given
        public void Activate(Vector3 pos = default(Vector3), bool useCostNCD = true)
        {
            if (useCostNCD)
            {
                currentCD = GetCooldown();                                      //set the cooldown
                GameControl.GetPlayer().energy -= GetCost();                    //deduct player energy by the ability cost
            }

            AudioManager.PlaySound(launchSFX);

            //instantiate the launch object, if there's any
            if (launchObj != null)
            {
                GameObject obj = (GameObject)MonoBehaviour.Instantiate(launchObj, pos, Quaternion.identity);
                if (autoDestroyLaunchObj)
                {
                    MonoBehaviour.Destroy(obj, launchObjActiveDuration);
                }
            }

            //for aoe ability
            if (type == _AbilityType.AOE || type == _AbilityType.AOESelf)
            {
                //get all the collider in range
                Collider[] cols = Physics.OverlapSphere(pos, GetAOERadius());
                for (int i = 0; i < cols.Length; i++)
                {
                    Unit unitInstance = cols[i].gameObject.GetComponent <Unit>();

                    //only continue if the collider is a unit and is not player
                    if (unitInstance != null && unitInstance != GameControl.GetPlayer())
                    {
                        //create an AttackInstance and mark it as AOE attack
                        AttackInstance aInstance = new AttackInstance(GameControl.GetPlayer(), GetRuntimeAttackStats());
                        aInstance.isAOE       = true;
                        aInstance.aoeDistance = Vector3.Distance(pos, cols[i].transform.position);
                        //apply the AttackInstance
                        unitInstance.ApplyAttack(aInstance);
                    }
                }

                //apply explosion force
                TDSPhysics.ApplyExplosionForce(pos, aStats);
            }

            //for ability that affects all hostile unit in game
            else if (type == _AbilityType.All)
            {
                //get all hostile unit for unit tracker
                List <Unit> unitList = new List <Unit>(UnitTracker.GetAllUnitList());
                //loop through all unit, create an AttackInstance and apply the attack
                for (int i = 0; i < unitList.Count; i++)
                {
                    AttackInstance aInstance = new AttackInstance(GameControl.GetPlayer(), GetRuntimeAttackStats());
                    unitList[i].ApplyAttack(aInstance);
                }
            }

            //for ability that meant to be cast on player unit
            else if (type == _AbilityType.Self)
            {
                //apply the attack on player
                AttackInstance aInstance = new AttackInstance(GameControl.GetPlayer(), GetRuntimeAttackStats());
                GameControl.GetPlayer().ApplyAttack(aInstance);
            }

            //for ability that fires a shoot object
            else if (type == _AbilityType.Shoot)
            {
                //get the position and rotation to fire the shoot object from
                Transform srcT     = GetShootObjectSrcTransform();
                Vector3   shootPos = srcT.TransformPoint(shootPosOffset);
                pos.y = shootPos.y;
                Quaternion shootRot = Quaternion.LookRotation(pos - shootPos);

                //create the AttackInstance
                AttackInstance aInstance = new AttackInstance(GameControl.GetPlayer(), GetRuntimeAttackStats());

                //Instantiate the shoot-object and fires it
                GameObject  soObj      = (GameObject)MonoBehaviour.Instantiate(shootObject, shootPos, shootRot);
                ShootObject soInstance = soObj.GetComponent <ShootObject>();
                soInstance.Shoot(GameControl.GetPlayer().thisObj.layer, GetRange(), srcT, aInstance);
            }

            else if (type == _AbilityType.Movement)
            {
                if (moveType == _MoveType.Blink)
                {
                    GameControl.GetPlayer().thisT.position += GameControl.GetPlayer().thisT.TransformVector(Vector3.forward * range);
                }
                else if (moveType == _MoveType.Dash)
                {
                    //GameControl.GetPlayer().thisT.position+=GameControl.GetPlayer().thisT.TransformPoint(Vector3.z)*range;
                    GameControl.GetPlayer().Dash(range, duration);
                }
                else if (moveType == _MoveType.Teleport)
                {
                    Transform playerT = GameControl.GetPlayer().thisT;
                    Vector3   tgtPos  = new Vector3(pos.x, playerT.position.y, pos.z);

                    if (Vector3.Distance(playerT.position, tgtPos) > range)
                    {
                        tgtPos = playerT.position + (tgtPos - playerT.position).normalized * range;
                    }

                    playerT.position = tgtPos;
                }
            }
        }
Esempio n. 3
0
        //called when shootobject hit something
        void OnTriggerEnter(Collider col)
        {
            if (state == _State.Hit)
            {
                return;                                 //if the shootobject has hit something before this, return
            }
            //if the shootobject hits another shootobject from friendly unit
            if (!GameControl.SOHitFriendly() && col != null)
            {
                if (srcLayer == col.gameObject.layer)
                {
                    return;
                }
            }

            //register the state of the shootobject as hit
            state = _State.Hit;

            TDS.CameraShake(impactCamShake);


            //when hit a shootObject
            if (col != null && col.gameObject.layer == TDS.GetLayerShootObject())
            {
                //if this is a beam shootobject, inform the other shootobject that it has been hit (beam doesnt use a collider)
                if (type == _SOType.Beam)
                {
                    col.gameObject.GetComponent <ShootObject>().Hit();
                }
            }


            //when hit a collectible, destroy the collectible
            if (col != null && col.gameObject.layer == TDS.GetLayerCollectible())
            {
                ObjectPoolManager.Unspawn(col.gameObject);
                return;
            }


            //if there's a attack instance (means the shootobject has a valid attacking stats and all)
            if (attInstance != null)
            {
                float aoeRadius = attInstance.aStats.aoeRadius;

                //for area of effect hit
                if (aoeRadius > 0)
                {
                    Unit unitInstance = null;

                    //get all the potental target in range
                    Collider[] cols = Physics.OverlapSphere(thisT.position, aoeRadius);
                    for (int i = 0; i < cols.Length; i++)
                    {
                        //if the collider in question is the collider the shootobject hit in the first place, apply the full attack instance
                        if (cols[i] == col)
                        {
                            unitInstance = col.gameObject.GetComponent <Unit>();
                            if (unitInstance != null)
                            {
                                unitInstance.ApplyAttack(attInstance.Clone());
                            }
                            continue;
                        }

                        //no friendly fire, then skip if the target is a friendly unit
                        if (!GameControl.SOHitFriendly())
                        {
                            if (cols[i].gameObject.layer == srcLayer)
                            {
                                continue;
                            }
                        }

                        unitInstance = cols[i].gameObject.GetComponent <Unit>();

                        //create a new attack instance and mark it as aoe attack, so diminishing aoe can be applied if enabled
                        AttackInstance aInstance = attInstance.Clone();
                        aInstance.isAOE       = true;
                        aInstance.aoeDistance = Vector3.Distance(thisT.position, cols[i].transform.position);

                        //apply the attack
                        if (unitInstance != null)
                        {
                            unitInstance.ApplyAttack(aInstance);
                        }
                    }
                }
                else
                {
                    if (col != null)
                    {
                        //get the unit and apply the attack
                        Unit unitInstance = col.gameObject.GetComponent <Unit>();
                        if (unitInstance != null)
                        {
                            unitInstance.ApplyAttack(attInstance);
                        }
                    }
                }

                if (col != null)
                {
                    //apply impact force to the hit object
                    Vector3 impactDir = Quaternion.Euler(0, thisT.eulerAngles.y, 0) * Vector3.forward;
                    TDSPhysics.ApplyAttackForce(thisT.position, impactDir, col.gameObject, attInstance.aStats);
                }
            }

            //add collider to the condition so the shootobject wont split if the shootObject didnt hit anything (it could have just reach the range limit)
            if (splitUponHit && col != null)
            {
                Split(col);
            }

            Hit();
        }