コード例 #1
0
 /*
  * Remove a target, regardless of it being a pull or push target.
  */
 public bool RemoveTarget(Magnetic target, bool startWithPullTargets = false)
 {
     // Try to remove target from both arrays, if necessary
     if (startWithPullTargets)
     {
         if (PullTargets.RemoveTarget(target))
         {
             return(true);
         }
         else
         {
             return(PushTargets.RemoveTarget(target));
         }
     }
     else
     {
         if (PushTargets.RemoveTarget(target))
         {
             return(true);
         }
         else
         {
             return(PullTargets.RemoveTarget(target));
         }
     }
 }
コード例 #2
0
 // Assign a vacuous target when none others are selected.
 // If target is null, stop vacuously targeting.
 protected void SetVacuousTarget(Magnetic target, bool usingIron = true)
 {
     if (target == null)
     {
         if (usingIron)
         {
             RemovePullTargetAt(0);
             VacuousPullTarget = null;
         }
         else
         {
             RemovePushTargetAt(0);
             VacuousPushTarget = null;
         }
     }
     else
     {
         if (usingIron)
         {
             RemovePullTargetAt(0);
             VacuousPullTarget = target;
             PullTargets.AddTarget(target, this);
         }
         else
         {
             RemovePushTargetAt(0);
             VacuousPushTarget = target;
             PushTargets.AddTarget(target, this);
         }
     }
 }
コード例 #3
0
    public virtual void Clear(bool clearTargets = true)
    {
        base.Clear();

        if (clearTargets)
        {
            IronPulling  = false;
            SteelPushing = false;
        }
        else     // prevents calling of StopOn____Targets
        {
            ironPulling  = false;
            steelPushing = false;
        }
        IronBurnPercentageTarget  = 0;
        SteelBurnPercentageTarget = 0;
        IronPassiveBurn           = 0;
        SteelPassiveBurn          = 0;
        PullTargets.Clear(true, clearTargets);
        PushTargets.Clear(true, clearTargets);
        lastExpectedAllomancerAcceleration = Vector3.zero;
        //lastExpectedAllomancerVelocityChange = Vector3.zero;
        //LastExpectedAllomancerEnergyUsed = 0;
        LastAllomancerVelocity   = Vector3.zero;
        LastNetForceOnAllomancer = Vector3.zero;
        LastAllomanticForce      = Vector3.zero;
        LastAnchoredPushBoost    = Vector3.zero;
        LastMaximumNetForce      = Vector3.zero;
    }
コード例 #4
0
    private void IncrementNumberOfTargets()
    {
        PullTargets.IncrementSize();
        PushTargets.IncrementSize();

        HUD.BurnPercentageMeter.SetMetalLineCountText(PullTargets.Size.ToString());
    }
コード例 #5
0
    public void RemoveAllTargets()
    {
        PullTargets.Clear();
        PushTargets.Clear();

        HUD.TargetOverlayController.Clear();
    }
コード例 #6
0
 public virtual void StopBurning()
 {
     if (IsBurning)
     {
         PullTargets.Clear();
         PushTargets.Clear();
         IronBurnPercentageTarget  = 0;
         SteelBurnPercentageTarget = 0;
         IsBurning      = false;
         lastWasPulling = false;
         lastWasPushing = false;
     }
 }
コード例 #7
0
    /*
     * Add a target
     * If it's a pullTarget, remove it from pullTargets and move it to pushTargets
     */
    public void AddPushTarget(Magnetic target)
    {
        StartBurning(false);
        if (HasSteel)
        {
            if (VacuouslyPushTargeting)
            {
                SetVacuousTarget(null, steel);
            }

            if (PullTargets.IsTarget(target))
            {
                PullTargets.RemoveTarget(target, false);
            }
            if (target != null)
            {
                if (PushTargets.AddTarget(target, this))
                {
                    CalculateForce(target, PushTargets.NetCharge(), PushTargets.SumOfCharges(), steel);
                }
            }
        }
    }
コード例 #8
0
 public void RemovePushTargetAt(int index)
 {
     PushTargets.RemoveTargetAt(index);
 }
コード例 #9
0
 public bool RemovePushTarget(Magnetic target)
 {
     return(PushTargets.RemoveTarget(target));
 }
コード例 #10
0
    /*
     * Every frame: Calculate and apply forces to targets being pushed on.
     *      Drain metal reserves.
     */
    private void FixedUpdate()
    {
        if (!PauseMenu.IsPaused)
        {
            if (IsBurning)
            {
                // Remove all targets that are out of pushing range
                // For Mouse/Keyboard, Iron and Steel burn percentages are equal, so it's somewhat redundant to specify
                PullTargets.RemoveAllOutOfRange(IronBurnPercentageTarget, this);
                PushTargets.RemoveAllOutOfRange(SteelBurnPercentageTarget, this);

                // Calculate net charges to know how pushes will be distributed amongst targets
                float netPullTargetsCharge = PullTargets.NetCharge();
                float netPushTargetsCharge = PushTargets.NetCharge();
                float sumPullTargetsCharge = PullTargets.SumOfCharges();
                float sumPushTargetsCharge = PushTargets.SumOfCharges();

                // Calculate Allomantic Forces and APBs
                // Execute AFs and APBs on target and Allomancer
                if (PullingOnPullTargets)
                {
                    for (int i = 0; i < PullTargets.Count; i++)
                    {
                        CalculateForce(PullTargets[i], netPullTargetsCharge, sumPullTargetsCharge, iron);
                        AddForce(PullTargets[i]);
                        BurnIron(PullTargets[i].LastNetForceOnAllomancer.magnitude);
                    }
                }
                else if (PushingOnPullTargets)
                {
                    for (int i = 0; i < PullTargets.Count; i++)
                    {
                        CalculateForce(PullTargets[i], netPullTargetsCharge, sumPullTargetsCharge, steel);
                        AddForce(PullTargets[i]);
                        BurnSteel(PullTargets[i].LastNetForceOnAllomancer.magnitude);
                    }
                }
                else if (HasPullTarget)
                {
                    for (int i = 0; i < PullTargets.Count; i++)
                    {
                        CalculateForce(PullTargets[i], netPullTargetsCharge, sumPullTargetsCharge, iron);
                    }
                }

                if (PullingOnPushTargets)
                {
                    for (int i = 0; i < PushTargets.Count; i++)
                    {
                        CalculateForce(PushTargets[i], netPushTargetsCharge, sumPushTargetsCharge, iron);
                        AddForce(PushTargets[i]);
                        BurnIron(PushTargets[i].LastNetForceOnAllomancer.magnitude);
                    }
                }
                else if (PushingOnPushTargets)
                {
                    for (int i = 0; i < PushTargets.Count; i++)
                    {
                        CalculateForce(PushTargets[i], netPushTargetsCharge, sumPushTargetsCharge, steel);
                        AddForce(PushTargets[i]);
                        BurnSteel(PushTargets[i].LastNetForceOnAllomancer.magnitude);
                    }
                }
                else if (HasPushTarget)
                {
                    for (int i = 0; i < PushTargets.Count; i++)
                    {
                        CalculateForce(PushTargets[i], netPushTargetsCharge, sumPushTargetsCharge, steel);
                    }
                }
                // Consume iron or steel for passively burning, depending on which metal was last used to push/pull
                if (HasIron && lastWasPulling || !HasSteel)
                {
                    IronReserve.Mass += IronPassiveBurn * gramsPerSecondPassiveBurn * Time.fixedDeltaTime;
                }
                else if (HasSteel && lastWasPushing || !HasIron)
                {
                    SteelReserve.Mass += SteelPassiveBurn * gramsPerSecondPassiveBurn * Time.fixedDeltaTime;
                }
                else
                {
                    IronReserve.Mass  += IronPassiveBurn * gramsPerSecondPassiveBurn * Time.fixedDeltaTime / 2;
                    SteelReserve.Mass += SteelPassiveBurn * gramsPerSecondPassiveBurn * Time.fixedDeltaTime / 2;
                }

                // If out of metals, stop burning.
                if (!HasIron)
                {
                    if (HasPullTarget)
                    {
                        PullTargets.Clear();
                    }
                    if (!HasSteel)
                    {
                        StopBurning();
                    }
                }
                if (!HasSteel)
                {
                    if (HasPushTarget)
                    {
                        PushTargets.Clear();
                    }
                }


                lastWasPulling = (lastWasPulling || IronPulling) && !SteelPushing;
                lastWasPushing = (lastWasPushing || SteelPushing) && !IronPulling;

                // Update variables for calculating APBs and the like for next frame
                LastAllomancerVelocity             = rb.velocity;
                LastAllomanticForce                = thisFrameAllomanticForce;
                thisFrameAllomanticForce           = Vector3.zero;
                LastAnchoredPushBoost              = thisFrameAnchoredPushBoost;
                thisFrameAnchoredPushBoost         = Vector3.zero;
                LastMaximumNetForce                = thisFrameMaximumNetForce;
                thisFrameMaximumNetForce           = Vector3.zero;
                LastNetForceOnAllomancer           = LastAllomanticForce + LastAnchoredPushBoost;
                lastExpectedAllomancerAcceleration = LastNetForceOnAllomancer / rb.mass;
            }
        }
    }
コード例 #11
0
    /*
     * Searches all Magnetics in the scene for those that are within detection range of the player.
     * Shows metal lines drawing from them to the player.
     * Returns the Magnetic "closest" of these to the center of the screen.
     *
     * If targetedLineColors is false, then push/pullTargets will not have specially colored lines (i.e. red, green, light blue)
     *
     * Rules for the metal lines:
     *  - The WIDTH of the line is dependant on the MASS of the target
     *  - The BRIGHTNESS of the line is dependent on the DISTANCE from the player
     *  - The LIGHT SABER FACTOR is dependent on the FORCE acting on the target. If the metal is not a target, it is 1.
     */
    public Magnetic SearchForMetals(bool targetedLineColors = true)
    {
        float    greatestWeight      = 0;
        Magnetic centerObject        = null;
        bool     mustCalculateCenter = true;

        // If the player is directly looking at a magnetic's collider
        //if (Physics.SphereCast(CameraController.ActiveCamera.transform.position, .5f, CameraController.ActiveCamera.transform.forward, out RaycastHit hit, 500, GameManager.Layer_IgnorePlayer)) {
        if (Physics.Raycast(CameraController.ActiveCamera.transform.position, CameraController.ActiveCamera.transform.forward, out RaycastHit hit, 500, GameManager.Layer_IgnorePlayer))
        {
            Magnetic target = hit.collider.GetComponentInParent <Magnetic>();
            if (target && target.IsInRange(this, GreaterPassiveBurn))
            {
                centerObject        = target;
                mustCalculateCenter = false;
            }
        }

        // If the player is not directly looking at a magnetic, select the one closest to the center of the screen

        for (int i = 0; i < GameManager.MagneticsInScene.Count; i++)
        {
            Magnetic target = GameManager.MagneticsInScene[i];
            if (target.isActiveAndEnabled && target != Player.PlayerMagnetic)
            {
                if (mustCalculateCenter)   // If player is not directly looking at magnetic, calculate which is closest
                {
                    float weight = SetLineProperties(target);

                    // If looking for the object at the center of the screen
                    // If the Magnetic could be targeted
                    if (targetedLineColors && weight > lineWeightThreshold)
                    {
                        // IF the new Magnetic is closer to the center of the screen than the previous most-center Magnetic
                        // and IF the new Magnetic is in range
                        if (weight > greatestWeight)
                        {
                            greatestWeight = weight;
                            centerObject   = target;
                        }
                    }
                }
                else     // If player is directly looking at magnetic, just set line properties
                {
                    SetLineProperties(target);
                }
            }
        }
        if (centerObject)
        {
            // Make the blue line to the center object brighter
            centerObject.BrightenLine();
        }


        if (targetedLineColors)
        {
            // Update metal lines for Pull/PushTargets
            if (PullingOnPullTargets)
            {
                PullTargets.UpdateBlueLines(true, IronBurnPercentageTarget, CenterOfMass);
            }
            else if (PushingOnPullTargets)
            {
                PullTargets.UpdateBlueLines(true, SteelBurnPercentageTarget, CenterOfMass);
            }
            else if (HasPullTarget)
            {
                PullTargets.UpdateBlueLines(true, 0, CenterOfMass);
            }
            if (PullingOnPushTargets)
            {
                PushTargets.UpdateBlueLines(false, IronBurnPercentageTarget, CenterOfMass);
            }
            else if (PushingOnPushTargets)
            {
                PushTargets.UpdateBlueLines(false, SteelBurnPercentageTarget, CenterOfMass);
            }
            else if (HasPushTarget)
            {
                PushTargets.UpdateBlueLines(false, 0, CenterOfMass);
            }
        }
        return(centerObject);
    }