コード例 #1
0
    // Use this for initialization
    void Awake()
    {
        if (instance == null)
        {
            instance = this;
        }
        else if (instance != this)
        {
            Destroy(gameObject);
        }

#if UNITY_EDITOR
        //Sets this to not be destroyed when reloading scene
        if (Application.isEditor && EditorApplication.isPlaying)
        {
#endif
        DontDestroyOnLoad(gameObject);

#if UNITY_EDITOR
    }
#endif

        targets = new List <Transform>();
        updateCameras();
    }
コード例 #2
0
    public void ExitCombat()
    {
        NeverdawnCamera.HideGrid(1.0f);

        _combatController.ExitCombat();
        _gameState = GameState.Exploration;
    }
コード例 #3
0
    internal void StartCombat(Character attacker)
    {
        UIAnnouncement.Announce("Fight!", 2.0f);
        NeverdawnCamera.ShowGrid(2.0f);

        _gameState = GameState.Combat;
        _combatController.PrepareCombat(_explorationController.controllers, attacker);
    }
コード例 #4
0
    protected override void OnInitializeCursor()
    {
        NeverdawnCamera.AddTargetLerped(targetTransform);

        meshFilter = GetComponent <MeshFilter>();

        root        = character.transform.position + character.transform.TransformDirection(projectileSpawn);
        inputVector = character.transform.forward * minPower;

        inputAngle = Mathf.PI / 4.0f;

        updateCursor();
    }
コード例 #5
0
    public static void DestroyGame()
    {
        PlayerInventory.Clear();
        NeverdawnCamera.Destroy();
        EventController.ClearEvents();

        foreach (AvatarController controller in activeControllers)
        {
            Destroy(controller.gameObject);
        }

        activeControllers.Clear();
    }
コード例 #6
0
    private void updateCurrentControllers()
    {
        currentTurnControllers.Clear();

        Character character = currentCombatGroup[turnIndex];

        // find the next living character
        while (!character.isAlive)
        {
            turnIndex = NeverdawnUtility.RepeatIndex(turnIndex + 1, currentCombatGroup.Count);
            character = currentCombatGroup[turnIndex];
        }

        // fetch all characters in the party in the following sequence
        if (character.IsInPlayerParty)
        {
            while (character.IsInPlayerParty)
            {
                // find the current controller or an auxiliary controller
                NeverdawnCharacterController controller = character.controller;

                if (!controller)
                {
                    controller = findControllerForCharacter(character);
                }

                // collect the controllers and try to add more characters
                if (!currentTurnControllers.Contains(controller))
                {
                    controller.character = character;

                    currentTurnControllers.Add(controller);

                    turnIndex = NeverdawnUtility.RepeatIndex(turnIndex + 1, currentCombatGroup.Count);
                    character = currentCombatGroup[turnIndex];
                }
                else
                {
                    break;
                }
            }
        }
        else
        {
            currentTurnControllers.Add(character.controller);
            turnIndex = NeverdawnUtility.RepeatIndex(turnIndex + 1, currentCombatGroup.Count);
        }

        NeverdawnCamera.Clear();
        currentTurnControllers.ForEach(c => NeverdawnCamera.AddTargetLerped(c.character.cachedTransform));
    }
コード例 #7
0
ファイル: WalkCursor.cs プロジェクト: holycrab13/neverdawn
    protected override void OnInitializeCursor()
    {
        NeverdawnCamera.AddTargetLerped(targetTransform);

        agent        = targetTransform.GetComponent <NavMeshAgent>();
        meshFilter   = GetComponent <MeshFilter>();
        navMeshPath  = new NavMeshPath();
        meshRenderer = GetComponent <MeshRenderer>();

        NavMeshAnimator walker = character.GetComponentInChildren <NavMeshAnimator>();

        turnSpeed = 0.5f * walker.turnSpeed;
        root      = character.position;
        agent.Warp(root);

        createGradient();
    }
コード例 #8
0
    private void createAvatarController(InputModule module)
    {
        AvatarController controller = GameObject.Instantiate(avatarControllerPrefab);

        controller.inputModule = module;
        controller.transform.SetParent(avatarControllerParent);
        controller.color = playerColors[controllers.Count];

        controller.character = GameController.instance.party.GetNextCharacter();

        if (controller.character)
        {
            controller.characterMenu        = UICharacterMenus.GetMenu(controller.character);
            controller.preferredCharacterId = controller.character.id;
            NeverdawnCamera.AddTargetLerped(controller.character.transform);
        }

        controllers.Add(controller);
    }
コード例 #9
0
    private IEnumerator loadGame(SerializableGame data, float delay = 0.0f)
    {
        yield return(new WaitForSeconds(delay));

        _currentGame = data;
        AsyncOperation async = SceneManager.LoadSceneAsync(data.currentScene);

        while (!async.isDone)
        {
            _loadingScreen.SetProgress(Mathf.Clamp01(async.progress / 0.9f));
            yield return(null);
        }

        _generalGuiPage.Show();
        _loadingScreen.Hide(1.0f);
        NeverdawnCamera.HideGrid();

        yield return(new WaitForSeconds(1.0f));
    }
コード例 #10
0
    internal void ExitCombat()
    {
        foreach (Character character in currentCombatGroup)
        {
            if (character.isAlive)
            {
                character.LeaveCombatStance();
            }
        }

        NeverdawnCamera.Clear();

        foreach (AvatarController controller in _controllers)
        {
            controller.character = Frame.FindComponentById <Character>(controller.preferredCharacterId);
            NeverdawnCamera.AddTargetLerped(controller.character.transform);
        }

        GameController.instance.party.StoreUnused();
    }
コード例 #11
0
    internal void Initialize(SerializableGame game)
    {
        foreach (InputModule module in DeviceController.inputModules)
        {
            if (!moduleInUse(module))
            {
                createAvatarController(module);
            }
        }

        foreach (AvatarController controller in controllers)
        {
            if (controller.character == null)
            {
                controller.character = GameController.instance.party[controller.preferredCharacterId];

                if (controller.character != null)
                {
                    controller.character.solid.Show();
                    controller.character.GetComponentInChildren <NavMeshAnimator>().Reset();
                    NeverdawnCamera.AddTargetLerped(controller.character.transform);
                }
                else
                {
                    Debug.LogWarning("A character was lost during scene transition");
                    return;
                }
            }
        }

        foreach (AvatarController controller in controllers)
        {
            controller.character.position    = game.currentPosition.ToVector3();
            controller.character.eulerAngles = game.currentRotation.ToVector3();
        }

        DeviceController.onModuleActivated -= createAvatarController;
        DeviceController.onModuleActivated += createAvatarController;
    }
コード例 #12
0
    public void UpdateExplorationControls()
    {
        if (character != null)
        {
            if (currentAbility != null)
            {
                updateAbility();
                return;
            }

            if (inputModule.GetAxisUp(NeverdawnInputAxis.Trigger, NeverdawnInputAxisDirection.Positive))
            {
                if (quickSlotsPage != null)
                {
                    quickSlotsPage = null;
                    characterMenu.Close();
                }
            }



            if (inputModule.GetAxisDown(NeverdawnInputAxis.Trigger, NeverdawnInputAxisDirection.Positive))
            {
                if (character.isIdle)
                {
                    quickSlotsPage           = Instantiate(UIFactory.uiQuickMenuQuickSlotsPrefab);
                    quickSlotsPage.abilities = character.quickCastAbilities;

                    characterMenu.Open(quickSlotsPage);
                }
            }

            if (characterMenu.isOpen)
            {
                if (inputModule.GetButtonDown(NeverdawnInputButton.Cancel))
                {
                    characterMenu.GoBack();
                }

                return;
            }

            // DEBUG LVL UP
            if (inputModule.GetButtonDown(NeverdawnInputButton.Info))
            {
                character.LevelUp();
            }

            // Start pressed
            if (inputModule.GetButtonDown(NeverdawnInputButton.Start))
            {
                if (character.isIdle)
                {
                    characterMenu.NavigateInto(Instantiate(UIFactory.uiQuickMenuStartPrefab));
                }
            }

            //Select pressed
            if (inputModule.GetButtonDown(NeverdawnInputButton.Settings))
            {
                if (character.isIdle)
                {
                    GameController.instance.PauseGame();
                }
            }

            // Confirm pressed
            if (inputModule.GetButtonDown(NeverdawnInputButton.Confirm))
            {
                if (character.isIdle)
                {
                    if (currentInteractable != null)
                    {
                        UIQuickMenuInteractable page = Instantiate(UIFactory.uiQuickMenuInteractionCollectionPrefab);
                        page.SetInteractionCollection(currentInteractable);

                        characterMenu.NavigateInto(page);
                    }
                }
                else
                {
                    character.currentAction.ActionConfirm();
                }
            }

            // Cancel pressed
            if (inputModule.GetButtonDown(NeverdawnInputButton.Cancel))
            {
                if (!character.isIdle)
                {
                    character.currentAction.ActionCancel();
                }
                else
                {
                    characterMenu.NavigateInto(Instantiate(UIFactory.uiQuickMenuStartPrefab));
                }
            }

            // Switch character pressed
            if (inputModule.GetButtonDown(NeverdawnInputButton.SwitchCharacter))
            {
                if (character.isIdle)
                {
                    NeverdawnCamera.RemoveTargetLerped(characterTransform);

                    Character nextCharacter = GameController.instance.party.GetNextCharacter(this);

                    if (nextCharacter != null)
                    {
                        character            = nextCharacter;
                        preferredCharacterId = nextCharacter.id;
                    }


                    NeverdawnCamera.AddTargetLerped(characterTransform);

                    // UINeverdawnParty.UpdateView();

                    characterMenu = UICharacterMenus.GetMenu(character);
                }
            }

            // Movement
            if (character.isIdle)
            {
                Vector3 input = inputModule.normalizedDirection;
                smoothedInput = Vector3.RotateTowards(smoothedInput, input, Time.deltaTime * _inputSmoothing, 1.0f);

                // Get player input
                Vector2 fwdTurn = NeverdawnUtility.InputToForwardTurn(characterTransform, smoothedInput, 2.0f);

                // Rotate the player
                characterTransform.Rotate(Vector3.up, fwdTurn.y * Time.deltaTime * characterNavMeshAnimator.turnSpeed);

                // Find target position
                Vector3 targetPosition = characterTransform.position + characterNavMeshAnimator.moveSpeed * fwdTurn.x * characterTransform.forward * Time.deltaTime;

                NavMeshHit hit;

                // Check for valid position
                if (!NavMesh.Raycast(characterTransform.position, targetPosition, out hit, NavMesh.AllAreas))
                {
                    characterTransform.position = hit.position;
                }
                else
                {
                    if (NavMesh.SamplePosition(targetPosition, out hit, 0.1f, NavMesh.AllAreas))
                    {
                        characterTransform.position = hit.position;
                    }
                }

                RaycastHit rayHit;

                // experimental: stick to ground
                if (Physics.Raycast(characterTransform.position, Vector3.down, out rayHit, 0.5f, 1 << 9))
                {
                    characterTransform.position = rayHit.point;
                }
            }

            // Find closest interaction
            Collider[] colliders = Physics.OverlapSphere(character.transform.position, 1.0f, 1 << 10);

            float        minDistance   = float.MaxValue;
            Interactable closestHandle = null;

            for (int i = 0; i < colliders.Length; i++)
            {
                float        distance = Vector3.Distance(colliders[i].transform.position, character.transform.position);
                Interactable handle   = colliders[i].GetComponentInParent <Interactable>();

                if (distance < minDistance && handle != null && handle.enabled)
                {
                    closestHandle = handle;
                    minDistance   = distance;
                }
            }

            if (closestHandle != null)
            {
                updateInteraction(closestHandle);
            }
            else
            {
                updateInteraction(null);
            }
        }
    }
コード例 #13
0
 void OnDestroy()
 {
     NeverdawnCamera.RemoveTargetLerped(targetTransform);
 }
コード例 #14
0
    public override void UpdateCombatControls()
    {
        if (GameController.state == GameState.Combat)
        {
            if (character.isIdle)
            {
                if (obstacle.enabled)
                {
                    obstacle.enabled = false;
                    return;
                }

                if (character.remainingActions > 0)
                {
                    RangedAttackAbility rangedAttack = character.GetCastableAbilities <RangedAttackAbility>()
                                                       .OrderByDescending(m => m.threatRating).FirstOrDefault();

                    if (rangedAttack != null)
                    {
                        target = CharacterUtils.GetClosestCharacter(GameController.instance.party, character.position);

                        if (target != null)
                        {
                            NeverdawnCamera.AddTargetLerped(target.transform);
                            hasFallback = false;

                            float distance = Vector3.Distance(character.position, target.position);

                            if (distance > rangedAttack.weapon.estimatedRange + character.remainingSteps)
                            {
                                if (character.remainingSteps > 0.0f)
                                {
                                    character.PushAction(new CharacterNavigateToAction(target.position, character.remainingSteps, false,
                                                                                       rangedAttack.weapon.estimatedRange - 0.1f));
                                }
                                else
                                {
                                    GameController.instance.combatController.EndTurn(this);
                                    return;
                                }
                            }
                            else
                            {
                                // Get positions and sort by strategic value (furthest away from target!)
                                List <Vector3> positions = sampleSurroundings(20, character.remainingSteps);
                                positions = positions.OrderByDescending(p => Vector3.Distance(p, target.position)).ToList();

                                // No position found yet!
                                bool    hasPosition    = false;
                                Vector3 targetPosition = Vector3.negativeInfinity;
                                Vector3 targetVelocity = Vector3.negativeInfinity;
                                Vector3 force;

                                foreach (Vector3 position in positions)
                                {
                                    Vector3 direction = target.position - position;
                                    direction.y = 0.0f;
                                    direction.Normalize();

                                    launchTransform.position = position;
                                    launchTransform.forward  = direction;

                                    Vector3 launchPosition = launchTransform.TransformPoint(rangedAttack.weapon.projectileSpawn);

                                    if (tryHitTarget(rangedAttack, launchPosition, target.frame, out force, 5))
                                    {
                                        targetPosition = position;
                                        targetVelocity = force;
                                        hasPosition    = true;
                                        break;
                                    }
                                }

                                if (hasPosition)
                                {
                                    rangedAttack.targetVelocity = targetVelocity;
                                    rangedAttack.caster         = character;

                                    character.PushAction(new CharacterNavigateToAction(targetPosition, character.remainingSteps, false));
                                    character.PushAction(rangedAttack.Prepare());
                                    character.PushAction(rangedAttack.Cast());
                                }
                                else
                                {
                                    if (hasFallback)
                                    {
                                        rangedAttack.targetVelocity = fallBackVelocity;
                                        rangedAttack.caster         = character;

                                        character.PushAction(new CharacterNavigateToAction(fallbackPosition, character.remainingSteps, false));
                                        character.PushAction(rangedAttack.Prepare());
                                        character.PushAction(rangedAttack.Cast());
                                    }
                                    else
                                    {
                                        GameController.instance.combatController.EndTurn(this);
                                    }
                                }
                            }
                        }
                        else
                        {
                            GameController.instance.combatController.EndTurn(this);
                        }
                    }
                    else
                    {
                        EndCombatTurn();
                    }
                }
                else
                {
                    if (target)
                    {
                        NeverdawnCamera.RemoveTargetLerped(target.transform);
                    }

                    EndCombatTurn();
                }
            }
        }


        if (character.isIdle)
        {
            if (!obstacle.enabled)
            {
                obstacle.enabled = true;
            }
        }
    }