コード例 #1
0
    public override void Effect(RootUnit target, RootUnit owner, WorldAbility worldAbility)
    {
        Vector3 dir = Camera.main.transform.forward;

        target.GetComponent <RootUnit>().Shove(15, dir);
        target.moveAbilityTimer = 0;
    }
コード例 #2
0
ファイル: NPCUnit.cs プロジェクト: BHurst/RoughScripts
 public override void CastingTimeCheck()
 {
     if (currentAbility != null)
     {
         currentCastingTime += Time.deltaTime;
         if (currentCastingTime > currentAbility.enemyAbilityStats.castTime)
         {
             var newA = currentAbility.CreateWorldAbility(unitID);
             newA.gameObject.layer = 11;
             if (newA.enemyAbilityStats.behavior == EnemyAbilityStats.Behavior.Projectile)
             {
                 newA.transform.position = transform.position;
                 Vector3 leadPosition = UtilityService.FirstOrderIntercept(transform.position, new Vector3(), newA.enemyAbilityStats.speed, currentTarget.transform.position, currentTarget.GetComponent <Rigidbody>().velocity);
                 newA.transform.LookAt(leadPosition + new Vector3(0, currentTarget.GetComponent <CapsuleCollider>().height / 2, 0));
             }
             else if (newA.enemyAbilityStats.behavior == EnemyAbilityStats.Behavior.Area_Hit)
             {
                 newA.transform.position = currentTargetPoint;
             }
             currentCastingTime = 0;
             currentAbility     = null;
             return;
         }
     }
 }
コード例 #3
0
ファイル: UtilityService.cs プロジェクト: BHurst/RoughScripts
    public static Vector3 LineOfSightCheckRootUnit(Vector3 viewerEyes, RootUnit subject)
    {
        RaycastHit lineOfSightTop;
        RaycastHit lineOfSightCenter;
        RaycastHit lineOfSightBottom;
        RaycastHit lineOfSightFront;
        RaycastHit lineOfSightBack;
        RaycastHit lineOfSightLeft;
        RaycastHit lineOfSightRight;

        var mesh = subject.GetComponent <CapsuleCollider>();

        Debug.DrawLine(viewerEyes, subject.transform.position + new Vector3(0, mesh.height, 0), Color.red);
        Debug.DrawLine(viewerEyes, subject.transform.position + new Vector3(0, mesh.height / 2, 0), Color.green);
        Debug.DrawLine(viewerEyes, subject.transform.position, Color.blue);
        Debug.DrawLine(viewerEyes, subject.transform.position + new Vector3(0, mesh.height / 2, mesh.radius), Color.black);
        Debug.DrawLine(viewerEyes, subject.transform.position + new Vector3(0, mesh.height, -mesh.radius), Color.white);
        Debug.DrawLine(viewerEyes, subject.transform.position + new Vector3(-mesh.radius, mesh.height, 0), Color.gray);
        Debug.DrawLine(viewerEyes, subject.transform.position + new Vector3(mesh.radius, mesh.height, 0), Color.cyan);

        Physics.Raycast(viewerEyes, subject.transform.position + new Vector3(0, mesh.height, 0) - viewerEyes, out lineOfSightCenter, 50);
        if (lineOfSightCenter.collider.GetComponent <RootUnit>())
        {
            return(lineOfSightCenter.point);
        }
        Physics.Raycast(viewerEyes, subject.transform.position + new Vector3(0, mesh.height / 2, 0) - viewerEyes, out lineOfSightTop, 50);
        if (lineOfSightTop.collider.GetComponent <RootUnit>())
        {
            return(lineOfSightTop.point);
        }
        Physics.Raycast(viewerEyes, subject.transform.position - viewerEyes, out lineOfSightBottom, 50);
        if (lineOfSightBottom.collider.GetComponent <RootUnit>())
        {
            return(lineOfSightBottom.point);
        }
        Physics.Raycast(viewerEyes, subject.transform.position + new Vector3(0, mesh.height / 2, mesh.radius) - viewerEyes, out lineOfSightFront, 50);
        if (lineOfSightFront.collider.GetComponent <RootUnit>())
        {
            return(lineOfSightFront.point);
        }
        Physics.Raycast(viewerEyes, subject.transform.position + new Vector3(0, mesh.height, -mesh.radius) - viewerEyes, out lineOfSightBack, 50);
        if (lineOfSightBack.collider.GetComponent <RootUnit>())
        {
            return(lineOfSightBack.point);
        }
        Physics.Raycast(viewerEyes, subject.transform.position + new Vector3(-mesh.radius, mesh.height, 0) - viewerEyes, out lineOfSightLeft, 50);
        if (lineOfSightLeft.collider.GetComponent <RootUnit>())
        {
            return(lineOfSightLeft.point);
        }
        Physics.Raycast(viewerEyes, subject.transform.position + new Vector3(mesh.radius, mesh.height, 0) - viewerEyes, out lineOfSightRight, 50);
        if (lineOfSightRight.collider.GetComponent <RootUnit>())
        {
            return(lineOfSightRight.point);
        }

        return(new Vector3());
    }