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); } } }
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); }
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); }
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; } }
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; } }