Esempio n. 1
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        public virtual void Init()
        {
            gameScene = GameApp.GetInstance().GetGameScene();
            rConf     = GameApp.GetInstance().GetResourceConfig();

            gameCamera      = gameScene.GetCamera();
            cameraComponent = gameCamera.GetComponent <Camera>();
            cameraTransform = gameCamera.CameraTransform;
            player          = gameScene.GetPlayer(); //! 获取场景中的人物

            aimTarget = new Vector3();

            hitParticles    = rConf.hitparticles;
            projectile      = rConf.projectile;
            hitForce        = 0f;
            weaponBoneTrans = player.GetTransform().Find(BoneName.WEAPON_PATH);   //! 获取人物中挂载武器的节点

            //gun = weaponBoneTrans.Find("Rifle").gameObject;
            CreateGun();
            gun.transform.parent = weaponBoneTrans;


            BindGunAndFire();

            shootAudio = gun.GetComponent <AudioSource>();
            if (shootAudio == null)
            {
            }
            else
            {
            }
            GunOff();
        }
Esempio n. 2
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        public void DeliverIAPItem(IAPName iapName)
        {
            switch (iapName)
            {
            case IAPName.Cash50W:
                AddCash(500000);
                break;

            case IAPName.Cash120W:
                AddCash(1200000);
                break;

            case IAPName.Cash270W:
                AddCash(2700000);
                break;

            case IAPName.Cash750W:
                AddCash(7500000);
                break;

            case IAPName.Cash1650W:
                AddCash(16500000);
                break;
            }

            GameApp.GetInstance().Save();
        }
Esempio n. 3
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        public void Upgrade(float power, float frequency, float accur)
        {
            int i;

            if (power != 0)
            {
                damage += power;
                i       = (int)(damage * 100);
                damage  = (float)(i * 1.0) / 100;
                DamageLevel++;
            }

            if (frequency != 0)
            {
                attackFrenquency -= frequency;
                i = (int)(attackFrenquency * 100);
                attackFrenquency = (float)(i * 1.0) / 100;
                FrequencyLevel++;
            }

            if (accur != 0)
            {
                accuracy += accur;
                i         = (int)(accuracy * 100);
                accuracy  = (float)(i * 1.0) / 100;
                AccuracyLevel++;
            }

            if (DamageLevel + FrequencyLevel + AccuracyLevel == 10)
            {
                GameApp.GetInstance().GetGameState().Achievement.UpgradeTenTimes();
            }
        }
Esempio n. 4
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 public void Fire(float deltaTime)
 {
     if (GameApp.GetInstance().GetGameScene().PlayingState == PlayingState.GamePlaying)
     {
         weapon.Fire(deltaTime);
     }
 }
Esempio n. 5
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        public void OnDead()
        {
            audioPlayer.PlayAudio(AudioName.DEAD);
            weapon.StopFire();
            int rnd = Random.Range(1, 4);

            Animate(AnimationName.PLAYER_DEATH + rnd, WrapMode.ClampForever);   //! 播放死亡动画

            //! 显示红色 血的图片
            Transform sbdTrans = gameCamera.gameObject.transform.Find("Screen_Blood_Dead");

            if (sbdTrans != null)
            {
                //! sbdTrans.gameObject.active = true;
                sbdTrans.gameObject.SetActive(true);
            }

            //! 删除碰撞检测
            GameObject.Destroy(playerObject.GetComponent <Collider>());

            GameScene gameScene = GameApp.GetInstance().GetGameScene();

            gameScene.PlayingState = PlayingState.GameLose;

            GameApp.GetInstance().GetGameState().Achievement.LoseGame();

            GameUIScript ui2 = GameObject.Find("SceneGUI").GetComponent <GameUIScript>();

            ui2.GetPanel(GameUIName.GAME_OVER).Show();
            //BattleEndUI battleEndUI = ui2.GetComponent<BattleEndUI>();
            //battleEndUI.enabled = true;

            gameCamera.GetComponent <AudioSource>().Stop();
            gameCamera.loseAudio.Play();
        }
Esempio n. 6
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        public void ChangeToPowerBuffState()
        {
            powerBuff          = Constant.POWER_BUFF;
            powerBuffStartTime = Time.time;
            GameObject powerLogoPrefab = GameApp.GetInstance().GetResourceConfig().powerLogo;

            if (powerObj == null)
            {
                powerObj = Object.Instantiate(powerLogoPrefab, playerTransform.TransformPoint(Vector3.up * 2.0f), Quaternion.identity) as GameObject;
                powerObj.transform.parent = playerTransform;
            }
            //playerObject.transform.Find("buff").gameObject.active = true;

            if (avatarType != AvatarType.EnegyArmor)
            {
                Color color = playerObject.transform.Find("Avatar_Suit").GetComponent <AlphaAnimationScript>().startColor;
                playerObject.transform.Find("Avatar_Suit").GetComponent <Renderer>().material.shader = Shader.Find("iPhone/SolidTextureBright");
                playerObject.transform.Find("Avatar_Suit").GetComponent <Renderer>().material.SetColor("_TintColor", color);
                playerObject.transform.Find("Avatar_Suit").GetComponent <AlphaAnimationScript>().enableBrightAnimation = true;

                Transform cap = playerObject.transform.Find("Avatar_Cap");
                if (cap != null)
                {
                    cap.GetComponent <Renderer>().material.shader = Shader.Find("iPhone/SolidTextureBright");
                    cap.GetComponent <Renderer>().material.SetColor("_TintColor", color);
                    cap.GetComponent <AlphaAnimationScript>().enableBrightAnimation = true;
                }
            }
        }
Esempio n. 7
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 public void AddBullets(int num)
 {
     if (GameApp.GetInstance().GetGameState().Avatar == AvatarType.Marine)
     {
         num = (int)(num * Constant.MARINE_POWER_UP);
     }
     BulletCount += num;
     BulletCount  = Mathf.Clamp(BulletCount, 0, 9999);
 }
Esempio n. 8
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        // Use this for initialization
        public virtual void Init(GameObject gObject)
        {
            gameScene      = GameApp.GetInstance().GetGameScene();
            player         = gameScene.GetPlayer();
            enemyObject    = gObject;
            enemyTransform = enemyObject.transform;
            animation      = enemyObject.GetComponent <UnityEngine.Animation>();
            aimedTransform = enemyTransform.Find(BoneName.ENEMY_AIMED_PATH);
            rigidbody      = enemyObject.GetComponent <Rigidbody>();
            //collider = enemyObject.transform.Find(BoneName.ENEMY_BODY).collider;
            collider = enemyObject.transform.GetComponent <Collider>();
            //sceneGUI = GameObject.Find("SceneGUI").GetComponent<SceneGUI>();
            rConfig = GameApp.GetInstance().GetResourceConfig();


            gConfig          = GameApp.GetInstance().GetGameConfig();
            controller       = enemyObject.GetComponent <Collider>() as CharacterController;
            detectionRange   = 150.0f;
            attackRange      = 1.5f;
            minRange         = 1.5f;
            lootCash         = 0;
            criticalAttacked = false;
            spawnCenter      = enemyTransform.position;

            target = GameObject.Find("Player").transform;

            //rigidbody.centerOfMass = Vector3.up;

            audio = new AudioPlayer();
            Transform audioFolderTrans = enemyTransform.Find("Audio");

            audio.AddAudio(audioFolderTrans, "Attack");
            audio.AddAudio(audioFolderTrans, "Walk");
            audio.AddAudio(audioFolderTrans, "Dead");
            audio.AddAudio(audioFolderTrans, "Special");
            audio.AddAudio(audioFolderTrans, "Shout");

            hitBloodObjectPool = GameApp.GetInstance().GetGameScene().HitBloodObjectPool;

            pathFinding = new GraphPathFinding();

            animation.wrapMode = WrapMode.Loop;
            animation.Play(AnimationName.ENEMY_IDLE);

            state = IDLE_STATE;

            lastUpdateTime      = Time.time;
            lastPathFindingTime = Time.time;

            idleStartTime = -2;
            enemyObject.GetComponent <UnityEngine.Animation>()[AnimationName.ENEMY_ATTACK].wrapMode = WrapMode.ClampForever;

            path = GameApp.GetInstance().GetGameScene().GetPath();
        }
Esempio n. 9
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        public override void OnDead()
        {
            gameScene.IncreaseKills();
            PlayBloodEffect();
            deadTime = Time.time;
            animation[AnimationName.ENEMY_DEATH1].wrapMode = WrapMode.ClampForever;
            animation.Play(AnimationName.ENEMY_DEATH1);
            enemyObject.layer = PhysicsLayer.DEADBODY;
            enemyObject.SendMessage("OnLoot");

            GameApp.GetInstance().GetGameState().Achievement.KillEnemy();
        }
Esempio n. 10
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        public void KillEnemy()
        {
            enemyKills++;
            if (GameApp.GetInstance().GetGameScene().GetPlayer().GetWeapon().GetWeaponType() == WeaponType.Saw)
            {
                sawKills++;
                CheckAchievemnet_SawKillers();
            }

            CheckAchievemnet_TookAShoot();
            CheckAchievemnet_Killer();
        }
Esempio n. 11
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 public void CheckAchievemnet_WeaponCollector()
 {
     if (acheivements[15].complete)
     {
         return;
     }
     if (GameApp.GetInstance().GetGameState().GotAllWeapons())
     {
         Debug.Log("Achievement: WeaponCollector!");
         acheivements[15].submitting = true;
         acheivements[15].complete   = true;
     }
 }
Esempio n. 12
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        public void Init()
        {
            if (!inited)
            {
                Debug.Log("game state init");
                gConfig = GameApp.GetInstance().GetGameConfig();   //! Config

                cash = gConfig.globalConf.startMoney;              //! 玩家金钱

                MusicOn       = true;
                infectionRate = new int[4];

                for (int i = 0; i < 4; i++)
                {
                    infectionRate[i] = 100;
                }

                infectionRate[2] = 100;

                Avatar = AvatarType.Human;

                avatarData = new AvatarState[(int)AvatarType.AvatarCount];   //! 所有人物的状态:可用 & 不可用 & 需购买

                for (int i = 0; i < avatarData.Length; i++)
                {
                    avatarData[i] = AvatarState.ToBuy;
                }

                avatarData[0] = AvatarState.Avaliable;     //! 第一个人物可用

                FirstTimeGame = true;

                /*
                 * for (int i = 0; i < avatarData.Length; i++)
                 * {
                 *
                 *  avatarData[i] = AvatarState.Avaliable;
                 * }
                 *
                 * avatarData[6] = AvatarState.ToBuy;
                 *
                 * avatarData[7] = AvatarState.ToBuy;
                 */
                ArmorLevel = 0;

                LevelNum = 1;

                inited = true;
            }
        }
Esempio n. 13
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        // Use this for initialization
        public override void Init()
        {
            base.Init();

            Transform exitTrans = GameObject.Find("Exit").transform;

            exitPosition             = exitTrans.position;
            exitGlowRenderer         = exitTrans.Find("glow").GetComponent <Renderer>();
            exitGlowRenderer.enabled = false;

            questType = QuestType.Bomb;

            bombTotal = GameApp.GetInstance().GetGameScene().GetBombSpots().Count;
            bombLeft  = bombTotal;
        }
Esempio n. 14
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 public virtual void PlayBodyExlodeEffect()
 {
     if (enemyObject)
     {
         if (enemyObject.active)
         {
             Quaternion rotation = Quaternion.Euler(enemyTransform.rotation.eulerAngles.x, Random.Range(0, 360), enemyTransform.rotation.eulerAngles.z);
             //GameObject enemyDeadBodyPrefab = rConfig.deadbody[(int)EnemyType];
             //GameObject.Instantiate(enemyDeadBodyPrefab, enemyTransform.position + new Vector3(0, 0.2f, 0), rotation);
             ObjectPool bodyPool = GameApp.GetInstance().GetGameScene().GetDeadBodyPool(enemyType);
             GameObject body     = bodyPool.CreateObject(enemyTransform.position + new Vector3(0, 0.2f, 0), rotation);
             float      fby      = Constant.FLOORHEIGHT + 0.02f;
             body.transform.rotation = deadRotation * body.transform.rotation;
         }
     }
 }
Esempio n. 15
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        public void CheckBombSpot()
        {
            bombSpot = null;
            List <BombSpot> bsl = GameApp.GetInstance().GetGameScene().GetBombSpots();

            foreach (BombSpot bs in bsl)
            {
                bs.DoLogic();
                if (bs.CheckInSpot())
                {
                    bombSpot = bs;
                }
                else if (bs.isInstalling())
                {
                    bombSpot = bs;
                }
            }
        }
Esempio n. 16
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        public GameObject CreateAvatar(AvatarType aType)
        {
            GameObject avatarObj = null;

            switch (aType)
            {
            case AvatarType.Human:
                avatarObj = (GameObject)GameObject.Instantiate(GameApp.GetInstance().GetResourceConfig().human, Vector3.zero, Quaternion.identity);
                break;

            case AvatarType.Plumber:
                avatarObj = (GameObject)GameObject.Instantiate(GameApp.GetInstance().GetResourceConfig().plumbers, Vector3.zero, Quaternion.identity);
                break;

            case AvatarType.Marine:
                avatarObj = (GameObject)GameObject.Instantiate(GameApp.GetInstance().GetResourceConfig().marine, Vector3.zero, Quaternion.identity);
                break;

            case AvatarType.EnegyArmor:
                avatarObj = (GameObject)GameObject.Instantiate(GameApp.GetInstance().GetResourceConfig().enegyArmor, Vector3.zero, Quaternion.identity);
                break;

            case AvatarType.Nerd:
                avatarObj = (GameObject)GameObject.Instantiate(GameApp.GetInstance().GetResourceConfig().nerd, Vector3.zero, Quaternion.identity);
                break;

            case AvatarType.Doctor:
                avatarObj = (GameObject)GameObject.Instantiate(GameApp.GetInstance().GetResourceConfig().doctor, Vector3.zero, Quaternion.identity);
                break;

            case AvatarType.Cowboy:
                avatarObj = (GameObject)GameObject.Instantiate(GameApp.GetInstance().GetResourceConfig().cowboy, Vector3.zero, Quaternion.identity);
                break;

            case AvatarType.Swat:
                avatarObj = (GameObject)GameObject.Instantiate(GameApp.GetInstance().GetResourceConfig().swat, Vector3.zero, Quaternion.identity);
                break;
            }
            return(avatarObj);
        }
Esempio n. 17
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        public Stack <Transform> FindPath(Vector3 enemyPos, Vector3 playerPos)
        {
            GameObject[]   points          = GameObject.FindGameObjectsWithTag(TagName.WAYPOINT);
            float          minDisSqrEnemy  = 99999.0f;
            float          minDisSqrPlayer = 99999.0f;
            WayPointScript from            = null;
            WayPointScript to = null;

            foreach (GameObject wObj in points)
            {
                WayPointScript w = wObj.GetComponent <WayPointScript>();
                w.parent = null;
                float disSqrEnemy = (w.transform.position - enemyPos).magnitude;
                if (disSqrEnemy < minDisSqrEnemy)
                {
                    Ray ray = new Ray(enemyPos + new Vector3(0, 0.5f, 0), w.transform.position - enemyPos);

                    RaycastHit hit;
                    //if (!Physics.CapsuleCast(enemyPos, enemyPos + Vector3.up, 1, w.transform.position - enemyPos, disSqrEnemy, 1 << PhysicsLayer.WALL | 1 << PhysicsLayer.FLOOR))
                    if (!Physics.Raycast(ray, out hit, disSqrEnemy, 1 << PhysicsLayer.WALL | 1 << PhysicsLayer.TRANSPARENT_WALL | 1 << PhysicsLayer.FLOOR))
                    {
                        from           = w;
                        minDisSqrEnemy = disSqrEnemy;
                    }
                }

                to = GameApp.GetInstance().GetGameScene().GetPlayer().NearestWayPoint;
            }
            if (from != null && to != null)
            {
                path = SearchPath(from, to);
            }
            if (to == null)
            {
                Debug.Log("to null");
            }
            return(path);
        }
Esempio n. 18
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        public void Init()
        {
            thumbCenter.x = AutoRect.AutoX(110);
            thumbCenter.y = AutoRect.AutoY(530);
            thumbRadius   = AutoRect.AutoValue(85);


            shootThumbCenter.x = AutoRect.AutoX(852);
            shootThumbCenter.y = AutoRect.AutoY(530);

            if (AutoRect.GetPlatform() == Platform.IPad)
            {
                thumbCenter.x      = AutoRect.AutoX(66);
                shootThumbCenter.x = AutoRect.AutoX(896);
                thumbCenter.y      = AutoRect.AutoY(500);
                shootThumbCenter.y = AutoRect.AutoY(500);
            }



            thumbCenterToScreen      = new Vector2(thumbCenter.x, Screen.height - thumbCenter.y);
            shootThumbCenterToScreen = new Vector2(shootThumbCenter.x, Screen.height - shootThumbCenter.y);

            lastShootTouch = shootThumbCenterToScreen;
            for (int i = 0; i < 2; i++)
            {
                lastTouch[i] = new Touch();
            }

            gameScene = GameApp.GetInstance().GetGameScene();
            player    = gameScene.GetPlayer();

            EnableMoveInput     = true;
            EnableShootingInput = true;
            EnableTurningAround = true;
        }
Esempio n. 19
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        public void OnPickUp(ItemType itemID)
        {
            //pick up items

            audioPlayer.PlayAudio(AudioName.GETITEM);
            if (itemID == ItemType.Hp)
            {
                GetHealed((int)maxHp);
            }
            else if (itemID == ItemType.Gold)
            {
                int cash = (int)(Constant.WOODBOX_LOOT * GameApp.GetInstance().GetGameScene().GetDifficultyCashDropFactor);

                GameApp.GetInstance().GetGameState().AddCash(cash);
            }

            else if (itemID == ItemType.Power)
            {
                ChangeToPowerBuffState();
            }
            else if (itemID == ItemType.AssaultGun)
            {
                //List<Weapon> weaponList = GameApp.GetInstance().GetGameState().GetWeapons();
                foreach (Weapon w in weaponList)
                {
                    if (w.GetWeaponType() == WeaponType.AssaultRifle)
                    {
                        w.AddBullets(w.WConf.bullet / 4);
                        break;
                    }
                }
            }
            else if (itemID == ItemType.ShotGun)
            {
                foreach (Weapon w in weaponList)
                {
                    if (w.GetWeaponType() == WeaponType.ShotGun)
                    {
                        w.AddBullets(w.WConf.bullet / 4);
                        break;
                    }
                }
            }
            else if (itemID == ItemType.RocketLauncer)
            {
                foreach (Weapon w in weaponList)
                {
                    if (w.GetWeaponType() == WeaponType.RocketLauncher)
                    {
                        w.AddBullets(w.WConf.bullet / 4);
                        break;
                    }
                }
            }
            else if (itemID == ItemType.LaserGun)
            {
                foreach (Weapon w in weaponList)
                {
                    if (w.GetWeaponType() == WeaponType.LaserGun)
                    {
                        w.AddBullets(w.WConf.bullet / 4);
                        break;
                    }
                }
            }
            else if (itemID == ItemType.Saw)
            {
                foreach (Weapon w in weaponList)
                {
                    if (w.GetWeaponType() == WeaponType.Saw)
                    {
                        w.AddBullets(w.WConf.bullet / 4);
                        break;
                    }
                }
            }
            else if (itemID == ItemType.Sniper)
            {
                foreach (Weapon w in weaponList)
                {
                    if (w.GetWeaponType() == WeaponType.Sniper)
                    {
                        w.AddBullets(w.WConf.bullet / 4);
                        break;
                    }
                }
            }
            else if (itemID == ItemType.MachineGun)
            {
                foreach (Weapon w in weaponList)
                {
                    if (w.GetWeaponType() == WeaponType.MachineGun)
                    {
                        w.AddBullets(w.WConf.bullet / 4);
                        break;
                    }
                }
            }
        }
Esempio n. 20
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        public void Init()
        {
            //! 随机出生点
            GameObject[] pss = GameObject.FindGameObjectsWithTag("Respawn");
            int          rnd = Random.Range(0, pss.Length);

            GameObject ps = pss[rnd];

            respawnTrans = ps.transform;
            avatarType   = GameApp.GetInstance().GetGameState().Avatar;
            //! playerObject = AvatarFactory.GetInstance().CreateAvatar(avatarType);   //! 创建角色

            playerObject = AvatarFactory.GetInstance().CreateAvatar(Zombie3D.AvatarType.EnegyArmor);               //! 创建钢铁侠
            playerObject.transform.position = ps.transform.position;
            playerObject.transform.rotation = ps.transform.rotation;

            playerObject.name = "Player";
            playerTransform   = playerObject.transform;
            playerConfig      = GameApp.GetInstance().GetGameConfig().playerConf;
            int armorLevel = GameApp.GetInstance().GetGameState().ArmorLevel;

            hp    = playerConfig.hp * (1 + armorLevel * 0.5f);
            maxHp = hp;

            //! 特种兵的血量 × 2
            if (avatarType == AvatarType.Swat)
            {
                hp    = hp * Constant.SWAT_HP;
                maxHp = hp;
            }
            else if (avatarType == AvatarType.EnegyArmor)
            {
                hp    = hp * Constant.ENEGY_ARMOR_HP_BOOST;
                maxHp = hp;
            }


            gameCamera     = GameApp.GetInstance().GetGameScene().GetCamera();
            charController = playerObject.GetComponent <CharacterController>();   //! 控制器
            animation      = playerObject.GetComponent <UnityEngine.Animation>(); //! 动画器
            collider       = playerObject.GetComponent <Collider>();              //! 碰撞检测

            //! 音效
            audioPlayer = new AudioPlayer();
            Transform folderTrans = playerTransform.Find("Audio");

            audioPlayer.AddAudio(folderTrans, AudioName.GETITEM);
            audioPlayer.AddAudio(folderTrans, AudioName.DEAD);
            audioPlayer.AddAudio(folderTrans, AudioName.SWITCH);
            audioPlayer.AddAudio(folderTrans, AudioName.WALK);


            //! 为什么又初始化一边武器列表
            GameApp.GetInstance().GetGameState().InitWeapons();


            weaponList = GameApp.GetInstance().GetGameState().GetBattleWeapons();


            playerState = Player.IDLE_STATE;



            foreach (Weapon w in weaponList)
            {
                w.Init();
            }


            Weapon powerWeapon = null;
            float  maxDamage   = 0;

            foreach (Weapon w in weaponList)
            {
                if (maxDamage < w.Damage)
                {
                    maxDamage   = w.Damage;
                    powerWeapon = w;
                }

                //! if (w.IsSelectedForBattle)
                //! {
                //!     ChangeWeapon(w);
                //!     break;
                //! }
            }

            //! 切换武器
            ChangeWeapon(powerWeapon);


            walkSpeed = GameApp.GetInstance().GetGameConfig().playerConf.walkSpeed - weapon.GetSpeedDrag();  //! 人物速度 - 武器武器负重

            ChangeToNormalState();


            if (gameCamera.GetCameraType() == CameraType.TPSCamera)
            {
                inputController = new TPSInputController();
                inputController.Init();
            }
            else if (gameCamera.GetCameraType() == CameraType.TopWatchingCamera)
            {
                inputController = new TopWatchingInputController();
                inputController.Init();
            }


            UpdateNearestWayPoint();
        }
Esempio n. 21
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 public void RefreshWoodBoxes()
 {
     Object.Instantiate(GameApp.GetInstance().GetResourceConfig().woodBoxes);
     woodboxList        = GameObject.FindGameObjectsWithTag("WoodBox");
     spawnWoodBoxesTime = Time.time;
 }
Esempio n. 22
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        public void Init(int index)
        {
            GameApp.GetInstance().DebugInfo = "";
            sceneIndex = index;
            //! sceneName = Application.loadedLevelName.Substring(9);
            sceneName = SceneManager.GetSceneAt(0).name;                   //! 保存场景名字

            //infectionRate = GameApp.GetInstance().GetGameState().GetInfectionRate(index);
            //! 读取 ai 路标 箱子列表
            CreateSceneData();

            //! 打中时流血的例子粒子效果
            hitBloodObjectPool.Init("HitBlood", GameApp.GetInstance().GetResourceConfig().hitBlood, 3, 0.4f);

            for (int i = 0; i < deadBodyObjectPool.Length; i++)
            {
                deadBodyObjectPool[i] = new ObjectPool();
                enemyObjectPool[i]    = new ObjectPool();
            }

            //! 死亡时的mesh网格
            deadBodyObjectPool[0].Init("DeadBody_Zombie", GameApp.GetInstance().GetResourceConfig().deadbody[0], 10, 2.0f);  //! zombie
            deadBodyObjectPool[1].Init("DeadBody_Nurse", GameApp.GetInstance().GetResourceConfig().deadbody[1], 5, 2.0f);    //! 护 士
            deadBodyObjectPool[4].Init("DeadBody_Boomer", GameApp.GetInstance().GetResourceConfig().deadbody[4], 5, 2.0f);   //! 炸弹 人
            deadBodyObjectPool[5].Init("DeadBody_Swat", GameApp.GetInstance().GetResourceConfig().deadbody[5], 5, 2.0f);     //! 特种兵

            //! 敌人mesh
            enemyObjectPool[0].Init("Zombies", GameApp.GetInstance().GetResourceConfig().enemy[0], 10, 0f);
            enemyObjectPool[1].Init("Nurses", GameApp.GetInstance().GetResourceConfig().enemy[1], 5, 0f);
            enemyObjectPool[2].Init("Tanks", GameApp.GetInstance().GetResourceConfig().enemy[2], 2, 0f);
            enemyObjectPool[3].Init("Hunters", GameApp.GetInstance().GetResourceConfig().enemy[3], 2, 0f);
            enemyObjectPool[4].Init("Boomers", GameApp.GetInstance().GetResourceConfig().enemy[4], 5, 0f);
            enemyObjectPool[5].Init("Swats", GameApp.GetInstance().GetResourceConfig().enemy[5], 5, 0f);


            camera = GameObject.Find("Main Camera").GetComponent <TPSSimpleCameraScript>();

            if (camera == null)
            {
                camera = GameObject.Find("Main Camera").GetComponent <TopWatchingCameraScript>();
            }
            else if (!camera.enabled)
            {
                camera = GameObject.Find("Main Camera").GetComponent <TopWatchingCameraScript>();
            }

            //! 创建Player
            player = new Player();
            player.Init();
            camera.Init();

            enemyList = new Hashtable();

            playingState = PlayingState.GamePlaying;


            GameApp.GetInstance().GetGameState().Achievement.CheckAchievemnet_NeverGiveUp();

            enemyNum     = 0;
            killed       = 0;
            triggerCount = 0;
            enemyID      = 0;


            Color[] colors =
            {
                Color.white,
                Color.red,
                Color.blue,
                Color.yellow,
                Color.magenta,
                Color.gray,
                Color.grey,
                Color.cyan
            };

            int cIndex = Random.Range(0, colors.Length);

            RenderSettings.ambientLight = colors[cIndex];
        }
Esempio n. 23
0
 // Use this for initialization
 public void Init()
 {
     spotTransform = bombSpotObj.transform;
     gameScene     = GameApp.GetInstance().GetGameScene();
 }
Esempio n. 24
0
 public virtual void LoadConfig()
 {
     gConfig = GameApp.GetInstance().GetGameConfig();
 }
Esempio n. 25
0
        public override void Fire(float deltaTime)
        {
            AudioPlayer.PlayAudio(shootAudio);

            gun.GetComponent <UnityEngine.Animation>()[AnimationName.SHOTGUN_RELOAD].wrapMode = WrapMode.Once;
            gun.GetComponent <UnityEngine.Animation>().Play(AnimationName.SHOTGUN_RELOAD);


            gunfire.GetComponent <Renderer>().enabled = true;
            shotgunFireTimer.SetTimer(0.2f, false);

            Object.Instantiate(rConf.shotgunBullet, rightGun.position, player.GetTransform().rotation);
            player.LastHitPosition = player.GetTransform().position;

            GameObject shotgunfireObj = Object.Instantiate(rConf.shotgunfire, gunfire.transform.position, player.GetTransform().rotation) as GameObject;

            shotgunfireObj.transform.parent = player.GetTransform();

            float tan60 = Mathf.Tan(Mathf.Deg2Rad * 60.0f);

            int oneShotKills = 0;

            foreach (Enemy enemy in gameScene.GetEnemies().Values)
            {
                if (enemy.GetState() == Enemy.DEAD_STATE)
                {
                    continue;
                }
                Vector3 relativeEnemyPos = player.GetTransform().InverseTransformPoint(enemy.GetPosition());
                float   dis       = (enemy.GetPosition() - player.GetTransform().position).sqrMagnitude;
                float   radiusSqr = range * range;

                if (relativeEnemyPos.z > 0)
                {
                    if (Mathf.Abs(relativeEnemyPos.z / relativeEnemyPos.x) > tan60)
                    {
                        DamageProperty dp = new DamageProperty();
                        dp.damage = damage * player.PowerBuff;
                        if (dis < radiusSqr)
                        {
                            enemy.OnHit(dp, GetWeaponType(), true);
                        }
                        else if (dis < radiusSqr * 2 * 2)
                        {
                            int rnd = Random.Range(0, 100);
                            if (rnd < accuracy)
                            {
                                enemy.OnHit(dp, GetWeaponType(), true);
                            }
                        }
                        else if (dis < radiusSqr * 3 * 3)
                        {
                            int rnd = Random.Range(0, 100);
                            if (rnd < accuracy / 2)
                            {
                                enemy.OnHit(dp, GetWeaponType(), true);
                            }
                        }
                        else if (dis < radiusSqr * 4 * 4)
                        {
                            int rnd = Random.Range(0, 100);
                            if (rnd < accuracy / 4)
                            {
                                enemy.OnHit(dp, GetWeaponType(), true);
                            }
                        }
                    }
                }

                if (enemy.HP <= 0)
                {
                    oneShotKills++;
                }
            }

            if (oneShotKills >= 4)
            {
                GameApp.GetInstance().GetGameState().Achievement.CheckAchievemnet_WeaponMaster();
            }

            GameObject[] woodboxes = gameScene.GetWoodBoxes();
            foreach (GameObject woodbox in woodboxes)
            {
                if (woodbox != null)
                {
                    Vector3 relativeBoxPos = player.GetTransform().InverseTransformPoint(woodbox.transform.position);
                    float   dis            = (woodbox.transform.position - player.GetTransform().position).sqrMagnitude;
                    float   radiusSqr      = range * range;
                    if ((dis < radiusSqr * 2 * 2) && relativeBoxPos.z > 0)
                    {
                        WoodBoxScript ws = woodbox.GetComponent <WoodBoxScript>();
                        ws.OnHit(damage * player.PowerBuff);
                    }
                }
            }


            lastShootTime = Time.time;
            sbulletCount--;
            sbulletCount = Mathf.Clamp(sbulletCount, 0, maxCapacity);
        }
Esempio n. 26
0
        public virtual void OnDead()
        {
            deadTime = Time.time;
            if (spawn != null)
            {
                spawn.gameObject.SendMessage("OnResetSpawnTrigger", SendMessageOptions.DontRequireReceiver);
            }

            gameScene.IncreaseKills();
            gameScene.ModifyEnemyNum(-1);

            GameApp.GetInstance().GetGameState().Achievement.KillEnemy();

            GameApp.GetInstance().GetGameState().AddCash((int)(lootCash * gameScene.GetDifficultyCashDropFactor));
            enemyObject.SendMessage("OnLoot");


            if (IsElite && enemyType != global::EnemyType.E_BOOMER)
            {
                criticalAttacked = false;
            }

            deadRotation   = Quaternion.identity;
            deadPosition   = enemyTransform.position;
            deadPosition.y = Constant.FLOORHEIGHT + 0.02f;
            if (enemyTransform.position.y > Constant.FLOORHEIGHT + 0.5f)
            {
                RaycastHit hitfloor;
                Ray        ray = new Ray(enemyTransform.position + Vector3.up * 0.5f, -Vector3.up);
                if (Physics.Raycast(ray, out hitfloor, 50.0f, 1 << PhysicsLayer.FLOOR))
                {
                    deadRotation = Quaternion.FromToRotation(Vector3.up, hitfloor.normal);
                    deadPosition = hitfloor.point + Vector3.up * 0.01f;
                }
            }



            if (criticalAttacked)
            {
                PlayDeadEffects();
            }
            else
            {
                if (animation)
                {
                    animation[AnimationName.ENEMY_DEATH1].wrapMode = WrapMode.ClampForever;
                    animation[AnimationName.ENEMY_DEATH1].speed    = 1f;
                    animation.CrossFade(AnimationName.ENEMY_DEATH1);
                }

                if (enemyObject)
                {
                    if (enemyObject.active)
                    {
                        enemyTransform.rotation = deadRotation * enemyTransform.rotation;
                        enemyObject.layer       = PhysicsLayer.DEADBODY;
                    }
                }

                PlayBloodEffect();
            }
        }
Esempio n. 27
0
        public override void ProcessInput(float deltaTime, InputInfo inputInfo)
        {
            //process input from both keyboard/mouse and touch screen
            Weapon        weapon         = player.GetWeapon();
            GameObject    playerObject   = player.PlayerObject;
            Vector3       getHitFlySpeed = player.GetHitFlySpeed;
            List <Weapon> weaponList     = GameApp.GetInstance().GetGameState().GetWeapons();
            Transform     respawnTrans   = player.GetRespawnTransform();


            if (Application.platform != RuntimePlatform.IPhonePlayer)
            {
                //In Editor
                if (Input.GetButton("Fire1"))
                {
                    player.Fire(deltaTime);
                }
                else
                {
                    player.StopFire();
                }
                moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
            }
            else
            {
                //Touch screen Input processing: Infinite Input Style

                touchX           = 0;
                touchY           = 0;
                lastShootTouch   = shootThumbCenterToScreen;
                cameraRotation.x = 0;
                cameraRotation.y = 0;

                bool fired = false;

                for (int i = 0; i < Input.touchCount; i++)
                {
                    if (i == 2)
                    {
                        break;
                    }

                    Touch touch = Input.GetTouch(i);
                    phaseStr = touch.phase.ToString() + touch.fingerId + " p:" + touch.position.x + "," + touch.position.y;


                    /*
                     * if (touch.phase != TouchPhase.Stationary)
                     * {
                     *  stationaryStartTime[i] = -1f;
                     * }
                     * */
                    Vector2 diff = touch.position - thumbCenterToScreen;

                    bool inThumb          = diff.sqrMagnitude < thumbRadius * thumbRadius;
                    bool stillThumbFinger = (touch.fingerId == thumbTouchFingerId);
                    if (touch.phase == TouchPhase.Stationary)
                    {
                        /*
                         * if (lastTouch[i].phase == TouchPhase.Began)
                         * {
                         *  stationaryStartTime[i] = Time.time;
                         * }
                         **/

                        if (inThumb || stillThumbFinger)
                        {
                            if (inThumb)
                            {
                                touchX = diff.x / thumbRadius;
                                touchY = diff.y / thumbRadius;
                            }
                            else
                            {
                                touchX = diff.x / thumbRadius;
                                touchY = diff.y / thumbRadius;

                                if (Mathf.Abs(touchX) > Mathf.Abs(touchY))
                                {
                                    touchY = touchY / Mathf.Abs(touchX);
                                    touchX = (touchX > 0) ? 1 : -1;
                                }
                                else
                                {
                                    if (touchY != 0)
                                    {
                                        touchX = touchX / Mathf.Abs(touchY);
                                        touchY = (touchY > 0) ? 1 : -1;
                                    }
                                    else
                                    {
                                        touchX = 0;
                                        touchY = 0;
                                    }
                                }
                            }
                            thumbTouchFingerId = touch.fingerId;


                            /*
                             * if (Mathf.Abs(diff.x) > Mathf.Abs(diff.y))
                             * {
                             *  touchX = (diff.x > 0) ? 1 : -1;
                             * }
                             * else
                             * {
                             *  touchY = (diff.y > 0) ? 1 : -1;
                             * }
                             */
                        }
                        else
                        {
                            Vector2 diffShootTouch = touch.position - shootThumbCenterToScreen;

                            if (diffShootTouch.sqrMagnitude < thumbRadius * thumbRadius)
                            {
                                player.Fire(deltaTime);


                                shootingTouchFingerId = touch.fingerId;


                                fired          = true;
                                lastShootTouch = touch.position;
                            }
                        }
                    }
                    else if (touch.phase == TouchPhase.Moved)
                    {
                        if (inThumb || stillThumbFinger)
                        {
                            if (inThumb)
                            {
                                touchX = diff.x / thumbRadius;
                                touchY = diff.y / thumbRadius;
                            }
                            else
                            {
                                touchX = diff.x / thumbRadius;
                                touchY = diff.y / thumbRadius;

                                if (Mathf.Abs(touchX) > Mathf.Abs(touchY))
                                {
                                    touchY = touchY / Mathf.Abs(touchX);
                                    touchX = (touchX > 0) ? 1 : -1;
                                }
                                else
                                {
                                    if (touchY != 0)
                                    {
                                        touchX = touchX / Mathf.Abs(touchY);
                                        touchY = (touchY > 0) ? 1 : -1;
                                    }
                                    else
                                    {
                                        touchX = 0;
                                        touchY = 0;
                                    }
                                }
                            }

                            thumbTouchFingerId = touch.fingerId;
                        }
                        else
                        {
                            cameraRotation.x = touch.deltaPosition.x * 0.2f;
                            cameraRotation.y = touch.deltaPosition.y * 0.2f;
                            Vector2 diffShootTouch = touch.position - shootThumbCenterToScreen;
                            bool    inShootThumb   = diffShootTouch.sqrMagnitude < thumbRadius * thumbRadius;
                            if (shootingTouchFingerId == touch.fingerId || inShootThumb)
                            {
                                player.Fire(deltaTime);

                                fired = true;
                                if (inShootThumb)
                                {
                                    lastShootTouch = touch.position;
                                }
                            }
                            else
                            {
                            }
                        }
                    }
                    else if (touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled)
                    {
                        if (touch.fingerId == thumbTouchFingerId)
                        {
                            thumbTouchFingerId = -1;
                        }

                        if (touch.fingerId == shootingTouchFingerId)
                        {
                            shootingTouchFingerId = -1;
                        }
                    }


                    lastTouch[i] = touch;
                }

                if (!fired)
                {
                    player.StopFire();
                }

                touchX = Mathf.Clamp(touchX, -1, 1);
                touchY = Mathf.Clamp(touchY, -1, 1);
                //phaseStr += "touchXY " + touchX + "," + touchY;

                moveDirection = new Vector3(touchX, 0, touchY);
            }


            //move
            moveDirection  = respawnTrans.TransformDirection(moveDirection);
            moveDirection += Physics.gravity * deltaTime;

            getHitFlySpeed.x = Mathf.Lerp(getHitFlySpeed.x, 0, 5.0f * Time.deltaTime);
            getHitFlySpeed.y = Mathf.Lerp(getHitFlySpeed.y, 0, -Physics.gravity.y * Time.deltaTime);
            getHitFlySpeed.z = Mathf.Lerp(getHitFlySpeed.z, 0, 5.0f * Time.deltaTime);



            for (int i = 1; i <= 3; i++)
            {
                if (Input.GetButton("Weapon" + i))
                {
                    if (weaponList[i - 1] != null)
                    {
                        player.ChangeWeapon(weaponList[i - 1]);
                    }
                }
            }


            if (Input.GetAxis("Vertical") != 0 || Input.GetAxis("Horizontal") != 0 || touchX != 0 || touchY != 0)
            {
                player.Run();
            }
            else
            {
                player.StopRun();
            }
        }
Esempio n. 28
0
        public override void ProcessInput(float deltaTime, InputInfo inputInfo)
        {
            //process input from both keyboard/mouse and touch screen
            Weapon        weapon          = player.GetWeapon();
            GameObject    playerObject    = player.PlayerObject;
            Transform     playerTransform = player.GetTransform();
            Vector3       getHitFlySpeed  = player.GetHitFlySpeed;
            List <Weapon> weaponList      = GameApp.GetInstance().GetGameState().GetBattleWeapons();



            if (Application.platform != RuntimePlatform.IPhonePlayer)
            {
                //In Editor
                if (EnableShootingInput)
                {
                    if (Input.GetButton("Fire1"))
                    {
                        inputInfo.fire = true;
                        //player.Fire();
                    }
                    else
                    {
                        inputInfo.stopFire = true;
                        //player.StopFire();
                    }
                }

                if (EnableMoveInput)
                {
                    moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
                }

                if (EnableTurningAround)
                {
                    cameraRotation.x = player.InputController.CameraRotation.x; //Input.GetAxis("Mouse X");
                    cameraRotation.y = player.InputController.CameraRotation.y; //Input.GetAxis("Mouse Y");
                }
            }
            else
            {
                //Touch screen Input processing: Infinite Input Style

                touchX = 0;
                touchY = 0;

                cameraRotation.x = 0;
                cameraRotation.y = 0;

                bool fired = false;
                if (Input.touchCount == 0)
                {
                    thumbTouchFingerId    = -1;
                    shootingTouchFingerId = -1;
                    lastShootTouch        = shootThumbCenterToScreen;
                }


                for (int i = 0; i < Input.touchCount; i++)
                {
                    if (i == 2)
                    {
                        break;
                    }

                    Touch touch = Input.GetTouch(i);
                    phaseStr = touch.phase.ToString() + touch.fingerId + " p:" + touch.position.x + "," + touch.position.y;


                    /*
                     * if (touch.phase != TouchPhase.Stationary)
                     * {
                     *  stationaryStartTime[i] = -1f;
                     * }
                     * */
                    Vector2 diff = touch.position - thumbCenterToScreen;

                    bool inThumb          = diff.sqrMagnitude < thumbRadius * thumbRadius;
                    bool stillThumbFinger = (touch.fingerId == thumbTouchFingerId);

                    if (touch.phase == TouchPhase.Began)
                    {
                        /*
                         * if (AutoRect.GetPlatform() == Platform.IPad)
                         * {
                         *  if (touch.position.x < Screen.width * 0.5f)
                         *  {
                         *      thumbCenter = new Vector2(touch.position.x, Screen.height - touch.position.y);
                         *
                         *
                         *  }
                         *  else
                         *  {
                         *      shootThumbCenter = new Vector2(touch.position.x, Screen.height - touch.position.y);
                         *  }
                         *
                         *  thumbCenterToScreen = new Vector2(thumbCenter.x, Screen.height - thumbCenter.y);
                         *  shootThumbCenterToScreen = new Vector2(shootThumbCenter.x, Screen.height - shootThumbCenter.y);
                         *
                         * }
                         */
                    }
                    else if (touch.phase == TouchPhase.Stationary)
                    {
                        /*
                         * if (lastTouch[i].phase == TouchPhase.Began)
                         * {
                         *  stationaryStartTime[i] = Time.time;
                         * }
                         **/

                        if (inThumb || stillThumbFinger)
                        {
                            if (inThumb)
                            {
                                touchX = diff.x / thumbRadius;
                                touchY = diff.y / thumbRadius;
                            }
                            else
                            {
                                touchX = diff.x / thumbRadius;
                                touchY = diff.y / thumbRadius;

                                if (Mathf.Abs(touchX) > Mathf.Abs(touchY))
                                {
                                    touchY = touchY / Mathf.Abs(touchX);
                                    touchX = (touchX > 0) ? 1 : -1;
                                }
                                else
                                {
                                    if (touchY != 0)
                                    {
                                        touchX = touchX / Mathf.Abs(touchY);
                                        touchY = (touchY > 0) ? 1 : -1;
                                    }
                                    else
                                    {
                                        touchX = 0;
                                        touchY = 0;
                                    }
                                }
                            }
                            thumbTouchFingerId = touch.fingerId;


                            /*
                             * if (Mathf.Abs(diff.x) > Mathf.Abs(diff.y))
                             * {
                             *  touchX = (diff.x > 0) ? 1 : -1;
                             * }
                             * else
                             * {
                             *  touchY = (diff.y > 0) ? 1 : -1;
                             * }
                             */
                        }
                        else
                        {
                            if (EnableShootingInput)
                            {
                                Vector2 diffShootTouch = touch.position - shootThumbCenterToScreen;
                                bool    inShootThumb   = diffShootTouch.sqrMagnitude < thumbRadius * thumbRadius;


                                if (inShootThumb || shootingTouchFingerId == touch.fingerId)
                                {
                                    if (inShootThumb)
                                    {
                                        cameraRotation.x = Mathf.Clamp(diffShootTouch.x, -thumbRadius, thumbRadius) * 0.005f;
                                        lastShootTouch   = touch.position;
                                    }
                                    else
                                    {
                                        cameraRotation.x = Mathf.Sign(diffShootTouch.x) * thumbRadius * 0.01f;
                                        Vector2 d = (touch.position - shootThumbCenterToScreen).normalized;
                                        lastShootTouch = shootThumbCenterToScreen + d * thumbRadius;
                                    }

                                    //cameraRotation.y = Mathf.Sign(diffShootTouch.y) * thumbRadius * 0.02f;

                                    inputInfo.fire = true;

                                    shootingTouchFingerId = touch.fingerId;

                                    fired = true;
                                }
                            }
                        }
                    }
                    else if (touch.phase == TouchPhase.Moved)
                    {
                        if (inThumb || stillThumbFinger)
                        {
                            if (inThumb)
                            {
                                touchX = diff.x / thumbRadius;
                                touchY = diff.y / thumbRadius;
                            }
                            else
                            {
                                touchX = diff.x / thumbRadius;
                                touchY = diff.y / thumbRadius;

                                if (Mathf.Abs(touchX) > Mathf.Abs(touchY))
                                {
                                    touchY = touchY / Mathf.Abs(touchX);
                                    touchX = (touchX > 0) ? 1 : -1;
                                }
                                else
                                {
                                    if (touchY != 0)
                                    {
                                        touchX = touchX / Mathf.Abs(touchY);
                                        touchY = (touchY > 0) ? 1 : -1;
                                    }
                                    else
                                    {
                                        touchX = 0;
                                        touchY = 0;
                                    }
                                }
                            }

                            thumbTouchFingerId = touch.fingerId;
                        }
                        else
                        {
                            if (EnableTurningAround)
                            {
                                if (lastMoveTouch.phase == TouchPhase.Moved)
                                {
                                    if (touch.fingerId == moveTouchFingerId)
                                    {
                                        cameraRotation.x = (touch.position.x - lastMoveTouch.position.x) * 0.3f;
                                        cameraRotation.y = (touch.position.y - lastMoveTouch.position.y) * 0.16f;
                                    }
                                    else if (touch.fingerId == moveTouchFingerId2)
                                    {
                                        cameraRotation.x = (touch.position.x - lastMoveTouch2.position.x) * 0.3f;
                                        cameraRotation.y = (touch.position.y - lastMoveTouch2.position.y) * 0.16f;
                                    }
                                }

                                if (moveTouchFingerId == -1)
                                {
                                    moveTouchFingerId = touch.fingerId;
                                }
                                if (moveTouchFingerId != -1 && touch.fingerId != moveTouchFingerId)
                                {
                                    moveTouchFingerId2 = touch.fingerId;
                                }

                                if (touch.fingerId == moveTouchFingerId)
                                {
                                    lastMoveTouch.phase    = TouchPhase.Moved;
                                    lastMoveTouch.position = touch.position;
                                }

                                if (touch.fingerId == moveTouchFingerId2)
                                {
                                    lastMoveTouch2.phase    = TouchPhase.Moved;
                                    lastMoveTouch2.position = touch.position;
                                }
                            }
                            Vector2 diffShootTouch = touch.position - shootThumbCenterToScreen;
                            bool    inShootThumb   = diffShootTouch.sqrMagnitude < thumbRadius * thumbRadius;

                            if (EnableShootingInput)
                            {
                                if (shootingTouchFingerId == touch.fingerId || inShootThumb)
                                {
                                    //player.Fire();
                                    inputInfo.fire = true;
                                    fired          = true;

                                    if (inShootThumb)
                                    {
                                        cameraRotation.x += Mathf.Clamp(diffShootTouch.x, -thumbRadius, thumbRadius) * 0.002f;
                                        lastShootTouch    = touch.position;
                                    }
                                    else
                                    {
                                        Vector2 d = (touch.position - shootThumbCenterToScreen).normalized;
                                        lastShootTouch    = shootThumbCenterToScreen + d * thumbRadius;
                                        cameraRotation.x += Mathf.Sign(diffShootTouch.x) * thumbRadius * 0.006f;
                                        //cameraRotation.y = Mathf.Sign(diffShootTouch.y) * thumbRadius * 0.02f;
                                    }

                                    shootingTouchFingerId = touch.fingerId;
                                }
                                else
                                {
                                }
                            }
                        }
                    }
                    else if (touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled)
                    {
                        if (touch.fingerId == thumbTouchFingerId)
                        {
                            thumbTouchFingerId = -1;
                        }
                        //GameApp.GetInstance().DebugInfo = touch.phase + "," + touch.fingerId + "," + shootingTouchFingerId;
                        if (touch.fingerId == shootingTouchFingerId)
                        {
                            shootingTouchFingerId = -1;
                            lastShootTouch        = shootThumbCenterToScreen;
                        }

                        if (touch.fingerId == moveTouchFingerId)
                        {
                            moveTouchFingerId   = -1;
                            lastMoveTouch.phase = TouchPhase.Ended;
                        }
                        if (touch.fingerId == moveTouchFingerId2)
                        {
                            moveTouchFingerId2   = -1;
                            lastMoveTouch2.phase = TouchPhase.Ended;
                        }
                    }



                    lastTouch[i] = touch;
                }

                if (!fired)
                {
                    //player.StopFire();
                    inputInfo.stopFire = true;
                }

                touchX = Mathf.Clamp(touchX, -1, 1);
                touchY = Mathf.Clamp(touchY, -1, 1);
                //phaseStr += "touchXY " + touchX + "," + touchY;

                moveDirection = new Vector3(touchX, 0, touchY);
            }

            //move
            moveDirection = playerTransform.TransformDirection(moveDirection);
            if (!EnableMoveInput)
            {
                moveDirection = Vector3.zero;
            }
            if (!EnableShootingInput)
            {
                inputInfo.fire = false;
            }

            moveDirection += Physics.gravity * deltaTime * 10.0f;

            /*
             * getHitFlySpeed.x = Mathf.Lerp(getHitFlySpeed.x, 0, 5.0f * deltaTime);
             * getHitFlySpeed.y = Mathf.Lerp(getHitFlySpeed.y, 0, -Physics.gravity.y * deltaTime);
             * getHitFlySpeed.z = Mathf.Lerp(getHitFlySpeed.z, 0, 5.0f * deltaTime);
             */
            inputInfo.moveDirection = moveDirection;



            for (int i = 1; i <= weaponList.Count; i++)
            {
                if (Input.GetButton("Weapon" + i))
                {
                    player.ChangeWeapon(weaponList[i - 1]);
                }
            }

            if (Input.GetButton("K"))
            {
                player.OnHit(player.GetMaxHp());
            }

            if (Input.GetButton("H"))
            {
                player.GetHealed((int)player.GetMaxHp());
            }


            if (Input.GetButtonDown("N"))
            {
                GameApp.GetInstance().GetGameState().LevelNum++;
                Debug.Log(GameApp.GetInstance().GetGameState().LevelNum);
                GameApp.GetInstance().Save();
            }
            if (Input.GetAxis("Vertical") != 0 || Input.GetAxis("Horizontal") != 0 || touchX != 0 || touchY != 0)
            {
                player.Run();
            }
            else
            {
                player.StopRun();
            }
        }
Esempio n. 29
0
 // Use this for initialization
 public virtual void Init()
 {
     questCompleted = false;
     gameScene      = GameApp.GetInstance().GetGameScene();
 }
Esempio n. 30
0
        public GameObject CreateWeaponModel(string weaponName, Vector3 pos, Quaternion rotation)
        {
            GameObject           model = null;
            ResourceConfigScript rConf = GameApp.GetInstance().GetResourceConfig();

            switch (weaponName)
            {
            case GunName.M4:
                model = (GameObject)GameObject.Instantiate(rConf.m4, pos, rotation);
                break;

            case GunName.MP5:
                model = (GameObject)GameObject.Instantiate(rConf.mp5, pos, rotation);
                break;

            case GunName.AK47:
                model = (GameObject)GameObject.Instantiate(rConf.ak47, pos, rotation);
                break;

            case GunName.P90:
                model = (GameObject)GameObject.Instantiate(rConf.p90, pos, rotation);
                break;

            case GunName.AUG:
                model = (GameObject)GameObject.Instantiate(rConf.aug, pos, rotation);
                break;

            case GunName.WINCHESTER1200:
                model = (GameObject)GameObject.Instantiate(rConf.winchester1200, pos, rotation);
                break;

            case GunName.REMINGTON870:
                model = (GameObject)GameObject.Instantiate(rConf.remington870, pos, rotation);
                break;

            case GunName.XM1014:
                model = (GameObject)GameObject.Instantiate(rConf.xm1014, pos, rotation);
                break;

            case GunName.RPG:
                model = (GameObject)GameObject.Instantiate(rConf.rpgGun, pos, rotation);
                break;

            case GunName.LASERGUN:
                model = (GameObject)GameObject.Instantiate(rConf.lasergun, pos, rotation);
                break;

            case GunName.GATLIN:
                model = (GameObject)GameObject.Instantiate(rConf.gatlin, pos, rotation);
                break;

            case GunName.SNIPER:
                model = (GameObject)GameObject.Instantiate(rConf.sniper, pos, rotation);
                break;

            case GunName.SAW:
                model = (GameObject)GameObject.Instantiate(rConf.saw, pos, rotation);
                break;

            default:
                model = (GameObject)GameObject.Instantiate(rConf.m4, pos, rotation);
                break;
            }
            return(model);
        }