public void SendTargetsToServer(CollectTargetsInRadius evt, ExplosiveMassEffectNode effect, SelfTankNode tank)
        {
            SelfHitEvent eventInstance = new SelfHitEvent {
                Targets = new List <HitTarget>()
            };

            foreach (Entity entity in evt.Targets)
            {
                Entity tankIncarnation = entity.SendEvent <GetTankIncarnationEvent>(new GetTankIncarnationEvent()).TankIncarnation;
                if (tankIncarnation != null)
                {
                    HitTarget item = new HitTarget {
                        Entity            = entity,
                        LocalHitPoint     = Vector3.zero,
                        HitDirection      = Vector3.zero,
                        HitDistance       = 0f,
                        IncarnationEntity = tankIncarnation,
                        TargetPosition    = Vector3.zero
                    };
                    eventInstance.Targets.Add(item);
                }
            }
            base.ScheduleEvent <SynchronizeSelfTankPositionBeforeEffectEvent>(tank);
            base.ScheduleEvent(eventInstance, effect);
        }
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        public void SendEmpTargetsToServer(CollectTargetsInRadius evt, EMPEffectNode emp, SelfTankNode tank)
        {
            ApplyTargetsForEMPEffectEvent eventInstance = new ApplyTargetsForEMPEffectEvent {
                Targets = evt.Targets.ToArray()
            };

            base.ScheduleEvent <SynchronizeSelfTankPositionBeforeEffectEvent>(tank);
            base.ScheduleEvent(eventInstance, emp);
        }
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        public void CollectTargetsForEMPEffectInNonTeamBattle(NodeAddedEvent e, EMPEffectNode emp, [JoinByTank] SelfTankNonTeamNode selfTank, [JoinByBattle] NonTeamBattleNode battle, [JoinByBattle] ICollection <RemoteTankNode> otherTanks)
        {
            CollectTargetsInRadius eventInstance = new CollectTargetsInRadius {
                Radius = emp.empEffect.Radius
            };

            Node[] nodes = new Node[] { emp, selfTank, battle };
            base.NewEvent(eventInstance).AttachAll(nodes).Schedule();
        }
        public void CollectTargetsInNonTeamBattle(NodeAddedEvent e, ExplosiveMassEffectNode effect, [JoinByTank] SelfTankNonTeamNode selfTank, [JoinByBattle] NonTeamBattleNode battle, [JoinByBattle] ICollection <RemoteTankNode> otherTanks)
        {
            CollectTargetsInRadius eventInstance = new CollectTargetsInRadius {
                Radius = effect.explosiveMassEffect.Radius
            };

            Node[] nodes = new Node[] { effect, selfTank, battle };
            base.NewEvent(eventInstance).AttachAll(nodes).ScheduleDelayed(((float)effect.explosiveMassEffect.Delay) / 1000f);
        }
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 public void CollectTargetsForEMPEffectInTeamBattle(NodeAddedEvent e, EMPEffectNode emp, [JoinByTank] SelfTankTeamNode selfTank, [JoinByTeam] TeamNode selfTeam, [JoinByBattle] TeamBattleNode battle, [JoinByBattle, Combine] TeamNode team)
 {
     if (!team.Entity.Equals(selfTeam.Entity))
     {
         CollectTargetsInRadius eventInstance = new CollectTargetsInRadius {
             Radius = emp.empEffect.Radius
         };
         Node[] nodes = new Node[] { emp, selfTank, battle, team };
         base.NewEvent(eventInstance).AttachAll(nodes).Schedule();
     }
 }
 public void CollectTargetsInTeamBattle(NodeAddedEvent e, ExplosiveMassEffectNode effect, [JoinByTank] SelfTankTeamNode selfTank, [JoinByTeam] TeamNode selfTeam, [JoinByBattle] TeamBattleNode battle, [JoinByBattle, Combine] TeamNode team)
 {
     if (!team.Entity.Equals(selfTeam.Entity))
     {
         CollectTargetsInRadius eventInstance = new CollectTargetsInRadius {
             Radius = effect.explosiveMassEffect.Radius
         };
         Node[] nodes = new Node[] { effect, selfTank, battle, team };
         base.NewEvent(eventInstance).AttachAll(nodes).ScheduleDelayed(((float)effect.explosiveMassEffect.Delay) / 1000f);
     }
 }
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        private void CollectTargetsForEMP(CollectTargetsInRadius e, TankNode tank, IEnumerable <RemoteTankNode> otherTanks)
        {
            Vector3 position = tank.rigidbody.Rigidbody.position;

            e.Targets = new List <Entity>();
            foreach (RemoteTankNode node in otherTanks)
            {
                Vector3             targetPosition = node.rigidbody.Rigidbody.position;
                Collider            boundsCollider = node.tankColliders.BoundsCollider;
                SkinnedMeshRenderer renderer       = node.baseRenderer.Renderer as SkinnedMeshRenderer;
                if ((renderer != null) && this.CheckBodyInRadius(position, e.Radius, targetPosition, boundsCollider, renderer.localBounds.extents.y))
                {
                    e.Targets.Add(node.Entity);
                }
            }
        }
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 public void CollectTargetsForEMPEffectInTeamBattle(CollectTargetsInRadius e, EffectNode any, SelfTankTeamNode selfTank, TeamBattleNode battle, TeamNode team, [JoinByTeam] ICollection <RemoteTankNode> otherTanks)
 {
     this.CollectTargetsForEMP(e, selfTank, otherTanks);
 }