コード例 #1
0
 private void UpdateStackAmount()
 {
     if (currentStackAmount < maxStackAmount)
     {
         float fillQuantity = (float)currentStackAmount / (float)maxStackAmount;
         float dashRecoverySpeedMultiplier = Mathf.Lerp(minStackRecoverySpeedMultiplier, maxStackRecoverySpeedMultiplier, dashRecoverySpeedCurve.Evaluate(fillQuantity));
         currentStackCooldown += Time.deltaTime * MomentumManager.GetValue(MomentumManager.datas.dashRecoverSpeedMultiplier) * dashRecoverySpeedMultiplier;
         if (currentStackCooldown >= defaultStackRecoveryDuration)
         {
             currentStackCooldown = 0;
             currentStackAmount  += 1;
             FeedbackManager.SendFeedback("event.DashStackIncreased", linkedPawn);
         }
     }
 }
コード例 #2
0
    public float GetSpeedCoef()
    {
        float i_speedCoef = 1;

        foreach (SpeedCoef i_coef in speedCoefs)
        {
            i_speedCoef *= i_coef.speedCoef;
        }
        if (isPlayer)
        {
            i_speedCoef *= MomentumManager.GetValue(MomentumManager.datas.playerSpeedMultiplier);
        }
        else
        {
            i_speedCoef *= MomentumManager.GetValue(MomentumManager.datas.enemySpeedMultiplier);
        }
        return(i_speedCoef);
    }
コード例 #3
0
    public IEnumerator Vibrate_C(PlayerIndex _playerIndex, float _duration, VibrationForce _force, AnimationCurve _forceCurve, float _settingsVibrationModificator)
    {
        float i_momentumMultiplier;

                #if !UNITY_EDITOR
        i_momentumMultiplier = MomentumManager.GetValue(MomentumManager.datas.vibrationMultiplier);
                #endif
                #if UNITY_EDITOR
        i_momentumMultiplier = 1f;
                #endif
        for (float i = 0; i < _duration; i += Time.deltaTime)
        {
            float forceCurveMultiplier = (_forceCurve.Evaluate(i / _duration)) * _settingsVibrationModificator;
            switch (_force)
            {
            case VibrationForce.VeryLight:
                GamePad.SetVibration(_playerIndex, 0.1f * i_momentumMultiplier * forceCurveMultiplier, 0.1f * i_momentumMultiplier * forceCurveMultiplier);
                break;

            case VibrationForce.Light:
                GamePad.SetVibration(_playerIndex, 0.2f * i_momentumMultiplier * forceCurveMultiplier, 0.2f * i_momentumMultiplier * forceCurveMultiplier);
                break;

            case VibrationForce.Medium:
                GamePad.SetVibration(_playerIndex, 0.3f * i_momentumMultiplier * forceCurveMultiplier, 0.3f * i_momentumMultiplier * forceCurveMultiplier);
                break;

            case VibrationForce.Heavy:
                GamePad.SetVibration(_playerIndex, 0.4f * i_momentumMultiplier * forceCurveMultiplier, 0.4f * i_momentumMultiplier * forceCurveMultiplier);
                break;

            case VibrationForce.VeryHeavy:
                GamePad.SetVibration(_playerIndex, 0.5f * i_momentumMultiplier * forceCurveMultiplier, 0.5f * i_momentumMultiplier * forceCurveMultiplier);
                break;
            }
            yield return(new WaitForEndOfFrame());
        }
        GamePad.SetVibration(_playerIndex, 0f, 0f);
        DestroyImmediate(this.gameObject);
    }
コード例 #4
0
ファイル: CameraShaker.cs プロジェクト: ButterKane/Robot-emUp
 private void Update()
 {
     _virtualCamera = GetVirtualCamera();
     if (_virtualCamera == null)
     {
         return;
     }
     currentShake = CameraShaker.currentShake;
     CameraShaker.UpdateShakes();
     if (currentShake != null)
     {
         float i_momentumMultiplier = MomentumManager.GetValue(MomentumManager.datas.screenShakeMultiplier);
         float i_curveMultiplier    = currentShake.intensityCurve.Evaluate(1f - (currentShake.durationLeft / currentShake.duration));
         _perlin.m_AmplitudeGain = currentShake.intensity * i_momentumMultiplier * i_curveMultiplier;
         _perlin.m_FrequencyGain = currentShake.frequency * i_curveMultiplier;
     }
     else
     {
         _perlin.m_AmplitudeGain = 0;
         _perlin.m_FrequencyGain = 0;
     }
 }
コード例 #5
0
    private void UpdateBallPosition()
    {
        switch (ballInformations.state)
        {
        case BallState.Flying:
            ballInformations.timeFlying += Time.deltaTime;
            if (ballInformations.isTeleguided)
            {
                PassController i_currentPassController = GetCurrentThrower().GetComponent <PassController>();
                if (i_currentPassController != null)
                {
                    ballInformations.direction = (i_currentPassController.GetTarget().GetCenterPosition() - transform.position).normalized;
                }
            }
            else if (ballInformations.curve != null)
            {
                PassController i_currentPassController = GetCurrentThrower().GetComponent <PassController>();
                List <Vector3> i_pathCoordinates       = i_currentPassController.GetCurvedPathCoordinates(startPosition, i_currentPassController.GetTarget(), ballInformations.initialLookDirection, out float d);
                float          i_curveLength;
                if (i_currentPassController == null)
                {
                    return;
                }
                ConvertCoordinatesToCurve(i_pathCoordinates, out curveX, out curveY, out curveZ, out i_curveLength);
                ballInformations.maxDistance = i_curveLength;
                float i_positionOnCurve = ballInformations.distanceTravelled / ballInformations.maxDistance;
                if (ballInformations.thrower.isPlayer)
                {
                    LockManager.LockTargetsInPath(i_pathCoordinates, i_positionOnCurve);
                    if (i_positionOnCurve >= 0.95f)
                    {
                        ChangeState(BallState.Grounded); LockManager.UnlockAll();
                    }
                }
                Vector3 i_nextPosition = new Vector3(curveX.Evaluate(i_positionOnCurve + 0.1f), curveY.Evaluate(i_positionOnCurve + 0.1f), curveZ.Evaluate(i_positionOnCurve + 0.1f));
                ballInformations.direction = i_nextPosition - transform.position;
            }

            if (ballInformations.moveSpeed <= 0)
            {
                ballInformations.curve = null;
                ChangeState(BallState.Grounded);
            }
            else
            {
                //Ball is going to it's destination, checking for collisions
                RaycastHit[] i_hitColliders = Physics.RaycastAll(transform.position, ballInformations.direction, ballInformations.moveSpeed * Time.deltaTime);
                foreach (RaycastHit raycast in i_hitColliders)
                {
                    /*EnemyShield i_selfRef = raycast.collider.GetComponentInParent<EnemyShield>();
                     * if (i_selfRef != null)
                     * {
                     *      if (i_selfRef.shield.transform.InverseTransformPoint(transform.position).z > 0.0)
                     *      {
                     *              FeedbackManager.SendFeedback("event.ShieldHitByBall", this);
                     *              Vector3 i_newDirection = Vector3.Reflect(ballInformations.direction, i_selfRef.shield.transform.forward);
                     *              Bounce(i_newDirection, 1);
                     *      }
                     * }*/

                    IHitable i_potentialHitableObjectFound = raycast.collider.GetComponent <IHitable>();
                    if (i_potentialHitableObjectFound != null && !hitGameObjects.Contains(i_potentialHitableObjectFound) && !isGhostBall)
                    {
                        hitGameObjects.Add(i_potentialHitableObjectFound);
                        i_potentialHitableObjectFound.OnHit(this, ballInformations.direction * ballInformations.moveSpeed, ballInformations.thrower, GetCurrentDamages(), DamageSource.Ball);
                        SlowTimeScale();
                    }

                    if (raycast.collider.isTrigger || raycast.collider.gameObject.layer != LayerMask.NameToLayer("Environment"))
                    {
                        break;
                    }
                    FeedbackManager.SendFeedback("event.WallHitByBall", raycast.transform, raycast.point, ballInformations.direction, raycast.normal);
                    if (!ballInformations.canHitWalls)
                    {
                        return;
                    }
                    if (ballInformations.bounceCount < ballInformations.ballDatas.maxBounces && ballInformations.canBounce)                             //Ball can bounce: Bounce
                    {
                        Analytics.CustomEvent("BallBounce", new Dictionary <string, object> {
                            { "Zone", GameManager.GetCurrentZoneName() },
                        });
                        Vector3 i_hitNormal = raycast.normal;
                        i_hitNormal.y = 0;
                        Vector3 i_newDirection = Vector3.Reflect(ballInformations.direction, i_hitNormal);
                        i_newDirection.y = -ballInformations.direction.y;
                        Bounce(i_newDirection, ballInformations.ballDatas.speedMultiplierOnBounce);
                        return;
                    }
                    else                             //Ball can't bounce: Stop
                    {
                        ChangeState(BallState.Grounded);
                        MomentumManager.DecreaseMomentum(MomentumManager.datas.momentumLossWhenBallHitTheGround);
                        return;
                    }
                }
            }
            transform.position += ballInformations.direction.normalized * ballInformations.moveSpeed * Time.deltaTime * MomentumManager.GetValue(MomentumManager.datas.ballSpeedMultiplier) * GetCurrentSpeedModifier();
            ballInformations.distanceTravelled += ballInformations.moveSpeed * Time.deltaTime * MomentumManager.GetValue(MomentumManager.datas.ballSpeedMultiplier) * GetCurrentSpeedModifier();
            if (ballInformations.curve == null && !ballInformations.isTeleguided && ballInformations.distanceTravelled >= ballInformations.maxDistance)
            {
                ChangeState(BallState.Grounded);
            }
            break;
        }
    }