コード例 #1
0
ファイル: Hero.cs プロジェクト: qiwulun2006/EGamePlay
    // Start is called before the first frame update
    void Start()
    {
        Instance = this;
        AnimancerComponent.Animator.fireEvents = false;
        AnimancerComponent.States.CreateIfNew(IdleAnimation);
        AnimancerComponent.States.CreateIfNew(RunAnimation);
        AnimancerComponent.States.CreateIfNew(JumpAnimation);
        AnimancerComponent.States.CreateIfNew(AttackAnimation);
        AnimancerComponent.States.CreateIfNew(SkillAnimation);

        CombatEntity = EntityFactory.Create <CombatEntity>();
        CombatEntity.AddComponent <SkillPreviewComponent>();

        SkillConfigObject config   = Resources.Load <SkillConfigObject>("SkillConfigs/Skill_1001_黑火球术");
        AbilityEntity     abilityA = CombatEntity.AttachSkill <Skill1001Entity>(config);

        CombatEntity.BindAbilityInput(abilityA, KeyCode.Q);

        config   = Resources.Load <SkillConfigObject>("SkillConfigs/Skill_1002_炎爆");
        abilityA = CombatEntity.AttachSkill <Skill1002Entity>(config);
        CombatEntity.BindAbilityInput(abilityA, KeyCode.W);

        config   = Resources.Load <SkillConfigObject>("SkillConfigs/Skill_1004_血红激光炮");
        abilityA = CombatEntity.AttachSkill <Skill1004Ability>(config);
        CombatEntity.BindAbilityInput(abilityA, KeyCode.E);

        AnimTimer.MaxTime = AnimTime;
    }
コード例 #2
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    public override void Cast()
    {
        Debug.Log("Cast is called");
        //Set the timer
        if (GetTimer() == 0)
        {
            SetTimer(3);
        }

        //Play the animation
        //this.agentAnimator.Play(GetAnimationStateName());

        //Make the player float.
        agent.GetComponent <ThirdPersonMovement>().SetPlayerGravity(false);
        //agent.GetComponent<ThirdPersonMovement>()._controller.Move(Vector3.up * 50 * Time.deltaTime);
        StartCoroutine(FloatPlayer(3, agent.GetComponent <ThirdPersonMovement>()._controller));


        //Wait a certain number of seconds
        //Proceed to the next state of the ability

        //Generate left and right orb
        AbilityEntity entityOrbL = Instantiate(this.abilityEntitites[1], agent.transform.position, Quaternion.Euler(0, 0, 0));
        AbilityEntity entityOrbR = Instantiate(this.abilityEntitites[2], agent.transform.position, Quaternion.Euler(0, 0, 0));

        //Attach the orbs to the player so that it moves with the player
        entityOrbL.transform.parent = agent;
        entityOrbR.transform.parent = agent;

        //LOG Cast
        Debug.Log("SpecialAbility: " + this.GetAnimationStateName() + " is in casting state");
    }
コード例 #3
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        protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            inputDeps.Complete();

            var commands = new EntityCommandBuffer(Allocator.TempJob);
            var ownedAbilityBufferFromEntity = GetBufferFromEntity <AbilityOwner.OwnedAbility>(true);

            Entities
            .WithAll <AuthoringData>()
            .WithNone <AbilityEntity>()
            .ForEach((Entity entity, ref Part.Owner partOwner) =>
            {
                var abilityEntity = Ability.FindAbility(ownedAbilityBufferFromEntity, partOwner.Value, AbilityMovement.Tag);
                if (abilityEntity == Entity.Null)
                {
                    return;
                }

                var ability = new AbilityEntity
                {
                    Value = abilityEntity
                };

                commands.AddComponent(entity, ability);
            }).Run();

            commands.Playback(EntityManager);
            commands.Dispose();

            return(default);
コード例 #4
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    public override async void BeginExecute()
    {
        base.BeginExecute();

        var taskData = new CreateEffectTaskData();

        taskData.Position     = GetParent <CombatEntity>().Position;
        taskData.Direction    = InputDirection;
        taskData.LifeTime     = 2000;
        taskData.EffectPrefab = GetAbilityEntity <Skill1004Entity>().SkillConfigObject.SkillEffectObject;
        var task = EntityFactory.CreateWithParent <CreateEffectTask>(this, taskData);

        task.ExecuteTaskAsync().Coroutine();

        await TimerComponent.Instance.WaitAsync(1000);

        var taskData2 = new CreateTriggerTaskData();

        taskData2.Position      = GetParent <CombatEntity>().Position;
        taskData2.Direction     = InputDirection;
        taskData2.LifeTime      = 200;
        taskData2.TriggerPrefab = GetAbilityEntity <Skill1004Entity>().SkillConfigObject.AreaCollider;
        var task2 = EntityFactory.CreateWithParent <CreateTriggerTask>(this, taskData2);

        task2.OnTriggerEnterCallbackAction = (other) => {
            AbilityEntity.ApplyAbilityEffect(other.GetComponent <Monster>().CombatEntity);
        };
        await task2.ExecuteTaskAsync();

        EndExecute();
    }
コード例 #5
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    public override void Action()
    {
        if (!triggerActionStateOnce)
        {
            Debug.Log("SpecialAbility: " + this.GetAnimationStateName() + " is in action state");
            //Play the animation

            //Generate the Grappler entity
            AbilityEntity entity = Instantiate(this.abilityEntitites[0], agent.transform.position, agent.transform.rotation);

            //Attach the entity to the player so that it moves with the player
            entity.transform.parent = agent;

            entity.SetAgent(agent);

            //Ensure the grapple point looks at the center of the screen.
            Camera cam = GetAgent().GetComponent <ThirdPersonMovement>().cam.GetComponent <Camera>();
            //entity.GetComponent<GrapplerAbilityEntity>().GrappleTip.LookAt(GetAgent().GetComponent<ThirdPersonMovement>().cam.GetComponent<Camera>().ScreenToWorldPoint(new Vector3(cam.pixelWidth/2, cam.pixelHeight/2, 0)));

            //Ensure the Grapple tip looks forward at the center of the screen
            entity.GetComponent <GrapplerAbilityEntity>().GrappleTip.LookAt(cam.transform.forward);

            //Ensure the ability entity is connected to the object the player's reticle is currently aiming at
            try
            {
                entity.GetComponent <GrapplerAbilityEntity>().ConnectedObject = agent.GetComponent <ThirdPersonMovement>().aimReticle.GetComponent <Reticle>().Target.transform;
            }
            catch (System.Exception)
            {
                Debug.Log("Reticle is not looking at a target: destroy this ability");
                //Ensure the entity resets player controls
                entity.GetComponent <GrapplerAbilityEntity>().GetGrapple().ResetPlayer();
                Destroy(entity.gameObject);
                Destroy(this.gameObject);
            }

            //Grab the Target that is connected to the grappler. This target is originally defined by the Reticle

            /*if(entity.GetComponent<GrapplerAbilityEntity>().ConnectedObject != null)
             * {
             *  agent.GetComponent<ThirdPersonMovement>().EngageDynamicTargetLock(entity.GetComponent<GrapplerAbilityEntity>().ConnectedObject);
             * }*/

            //Turn off character controller & Turn the rigid body on
            agent.GetComponent <ThirdPersonMovement>()._controller.enabled = false;
            agent.GetComponent <ThirdPersonMovement>().moveCharacter       = false;
            agent.GetComponent <ThirdPersonMovement>().togglePlayerMovementControl(false);
            agent.GetComponent <ThirdPersonMovement>().applyGravity = false;
            agent.GetComponent <Rigidbody>().isKinematic            = false;
            agent.GetComponent <RigidbodyCharacter>().enabled       = true;

            //Proceed to the next animation
            ActivateActionStateOnce();
        }
    }
コード例 #6
0
ファイル: Skill_1002_炎爆.cs プロジェクト: x00568/EGamePlay
    public override async void BeginExecute()
    {
        base.BeginExecute();

        var task = EntityFactory.CreateWithParent <CastProjectileAbilityTask>(this, InputPoint);
        await task.ExecuteTaskAsync();

        AbilityEntity.ApplyAbilityEffect(InputCombatEntity);

        EndExecute();
    }
コード例 #7
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    public override async void BeginExecute()
    {
        base.BeginExecute();

        var taskData = new CastProjectileTaskData();

        taskData.ProjectilePrefab = (AbilityEntity as Skill1001Entity).SkillConfigObject.SkillEffectObject;
        var task = EntityFactory.CreateWithParent <CastProjectileAbilityTask>(this, taskData);
        await task.ExecuteTaskAsync();

        AbilityEntity.ApplyAbilityEffect(InputCombatEntity);

        EndExecute();
    }
コード例 #8
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    public void Init(AbilityEntity abilityEntity)
    {
//		Debug.Log(gameObject.activeSelf);
//		Debug.Log (gameObject.activeInHierarchy);
//		Debug.Log (gameObject.transform.parent);
//		Debug.Log (name);
        _abilityEntity = abilityEntity;

        _abilityEntity.castCard.shell.battleController.shieldPanel.Activate();
        transform.position = _abilityEntity.castCard.transform.position;

        Vector3 destination = abilityEntity.targetCard.transform.position;

        //Set animations playing position
        foreach (var item in _atTargetPosition)
        {
            Debug.Log(8);
            item.transform.position = destination;
        }

        foreach (var item in _hitEffect)
        {
            item.SetActive(false);
            Debug.Log(7);
        }

        foreach (var item in _moveToTarget)
        {
            item.transform.up = (_abilityEntity.targetCard.transform.position - item.transform.position).normalized;
            HOTween.To(item.transform, _flyTime, new TweenParms().Prop("position", _abilityEntity.targetCard.transform.position));
        }
        //Set destination of hotweens which tween transform.position.
//				foreach (HOTweenComponent hotweenCom in _hotweenComArray) {
//			Debug.Log(hotweenCom.name);
//			Debug.Log(hotweenCom.tweenDatas==null);
//			hotweenCom.generatedTweeners;
//						foreach (HOTweenManager.HOTweenData hotweenData in hotweenCom.tweenDatas) {
//								if (hotweenData.targetName == "transform") {
//										foreach (HOTweenManager.HOPropData propData in  hotweenData.propDatas) {
//												if (propData.propName == "position") {
//														propData.endValVector3 = destination;
//												}
//										}
//								}
//						}
//				}
    }
コード例 #9
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ファイル: Skill_1001.cs プロジェクト: xiaopan1991/EGamePlay
    public override async void BeginExecute()
    {
        base.BeginExecute();

        //OwnerEntity.Publish(new PlayAnimationTask());
        //EntityFactory.CreateWithParent<PlayAnimationTask>(this, "施法动作").ExecuteTaskAsync().Coroutine();

        var taskData = new CastProjectileTaskData();

        taskData.ProjectilePrefab = (AbilityEntity as Skill1001Entity).SkillConfigObject.SkillEffectObject;
        var task = EntityFactory.CreateWithParent <CastProjectileTask>(this, taskData);
        await task.ExecuteTaskAsync();

        AbilityEntity.ApplyAbilityEffectsTo(InputCombatEntity);

        EndExecute();
    }
コード例 #10
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 public override void Update()
 {
     if (Input.GetKeyDown(KeyCode.Q))
     {
         UnityEngine.Cursor.visible = false;
         PreviewingAbility          = GetEntity <CombatEntity>().InputAbilitys[KeyCode.Q];
         EnterPreview();
     }
     if (Input.GetMouseButtonDown((int)UnityEngine.UIElements.MouseButton.RightMouse))
     {
         CancelPreview();
     }
     if (Previewing)
     {
         TargetSelectManager.Instance.transform.position = Input.mousePosition;
     }
 }
コード例 #11
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    public override void Action()
    {
        if (!triggerActionStateOnce)
        {
            Debug.Log("SpecialAbility: " + this.GetAnimationStateName() + " is in action state");
            //Play the animation

            //Generate the dome that will surround Eston is this an abilityEntity? Something that spawns and has a hitbox?
            AbilityEntity entity = Instantiate(this.abilityEntitites[0], agent.transform.position, Quaternion.Euler(-90, 0, 0));

            //Attach the dome to the player so that it moves with the player
            entity.transform.parent = agent;

            //Have the player affected by gravity again.
            agent.GetComponent <ThirdPersonMovement>().SetPlayerGravity(true);

            //Proceed to the next animation
            ActivateActionStateOnce();
        }
    }
コード例 #12
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    public override void Action()
    {
        if (!triggerActionStateOnce)
        {
            Debug.Log("SpecialAbility: " + this.GetAnimationStateName() + " is in action state");
            //Play the animation

            //Generate the overskin
            AbilityEntity entity = Instantiate(this.abilityEntitites[0], agent.transform.position, agent.transform.rotation);

            //Set entity's agent property
            entity.SetAgent(this.agent);

            //Attach the overskin to the player so that it moves with the player
            entity.transform.parent = agent;

            //Have the player affected by gravity again.
            agent.GetComponent <ThirdPersonMovement>().SetPlayerGravity(true);

            //Proceed to the next animation
            ActivateActionStateOnce();
        }
    }
コード例 #13
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        protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            inputDeps.Complete();

            var PostUpdateCommands           = new EntityCommandBuffer(Allocator.TempJob);
            var OwnedAbilityBufferFromEntity = GetBufferFromEntity <AbilityOwner.OwnedAbility>(true);

            Entities.WithNativeDisableContainerSafetyRestriction(PostUpdateCommands)
            .WithAll <AutoringData>()
            .WithNone <AbilityEntity>()
            .WithoutBurst()
            .ForEach((Entity entity, ref Part.Owner partOwner) =>
            {
                var rootOwner = EntityManager.GetComponentData <Item.InputState>(partOwner.Value).owner;
                if (rootOwner == Entity.Null)
                {
                    return;
                }

                var abilityEntity = Ability.FindAbility(OwnedAbilityBufferFromEntity, rootOwner, AbilityAutoRifle.Tag);
                if (abilityEntity == Entity.Null)
                {
                    return;
                }

                var ability = new AbilityEntity
                {
                    Value = abilityEntity
                };

                PostUpdateCommands.AddComponent(entity, ability);
            }).Run();

            PostUpdateCommands.Playback(EntityManager);
            PostUpdateCommands.Dispose();

            return(default);
コード例 #14
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    public override async void BeginExecute()
    {
        base.BeginExecute();

        var taskData2 = new CreateTriggerTaskData();

        taskData2.Position      = InputPoint;
        taskData2.TriggerPrefab = (AbilityEntity as Skill1002Entity).SkillConfigObject.AreaCollider;
        var task2 = EntityFactory.CreateWithParent <CreateTriggerTask>(this, taskData2);

        task2.OnTriggerEnterCallbackAction = (other) => {
            AbilityEntity.ApplyAbilityEffect(other.GetComponent <Monster>().CombatEntity);
        };
        task2.ExecuteTaskAsync().Coroutine();

        var taskData = new CreateExplosionTaskData();

        taskData.TargetPoint     = InputPoint;
        taskData.ExplosionPrefab = (AbilityEntity as Skill1002Entity).SkillConfigObject.SkillEffectObject;
        var task = EntityFactory.CreateWithParent <CreateExplosionTask>(this, taskData);
        await task.ExecuteTaskAsync();

        EndExecute();
    }
コード例 #15
0
ファイル: Skill_1004.cs プロジェクト: xiaopan1991/EGamePlay
    public override async void BeginExecute()
    {
        base.BeginExecute();

        Hero.Instance.StopMove();
        Hero.Instance.PlayThenIdleAsync(Hero.Instance.AnimationComponent.SkillAnimation).Coroutine();
        Hero.Instance.SkillPlaying = true;
        Hero.Instance.transform.GetChild(0).eulerAngles = new Vector3(0, InputDirection, 0);

        var taskData = new CreateEffectTaskData();

        taskData.Position     = GetParent <CombatEntity>().Position;
        taskData.Direction    = InputDirection;
        taskData.LifeTime     = 2000;
        taskData.EffectPrefab = GetAbility <Skill1004Ability>().SkillConfigObject.SkillEffectObject;
        var task = EntityFactory.CreateWithParent <CreateEffectTask>(this, taskData);

        task.ExecuteTaskAsync().Coroutine();

        await TimerComponent.Instance.WaitAsync(1500);

        var taskData2 = new CreateTriggerTaskData();

        taskData2.Position               = GetParent <CombatEntity>().Position;
        taskData2.Direction              = InputDirection;
        taskData2.LifeTime               = 200;
        taskData2.TriggerPrefab          = GetAbility <Skill1004Ability>().SkillConfigObject.AreaCollider;
        taskData2.OnTriggerEnterCallback = (other) => {
            AbilityEntity.ApplyAbilityEffectsTo(other.GetComponent <Monster>().CombatEntity);
        };
        var task2 = EntityFactory.CreateWithParent <CreateTriggerTask>(this, taskData2);
        await task2.ExecuteTaskAsync();

        EndExecute();
        Hero.Instance.SkillPlaying = false;
    }
コード例 #16
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 public void AddSpawnedAbilityEntity(AbilityEntity abilityEntity)
 {
     this.spawnedAbilityEntities.Add(abilityEntity);
 }
コード例 #17
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ファイル: CombatEntity.cs プロジェクト: x00568/EGamePlay
 public void BindAbilityInput(AbilityEntity abilityEntity, KeyCode keyCode)
 {
     InputAbilitys.Add(keyCode, abilityEntity);
     abilityEntity.TryActivateAbility();
 }