예제 #1
0
        private void CheckSkillsToAbort()
        {
            foreach (Skill sk in GetOwner().Skills.Skills)
            {
                if (sk is ActiveSkill)
                {
                    ActiveSkill s = (ActiveSkill)sk;

                    if (s.IsActive() && s.movementAbortsSkill)
                    {
                        s.AbortCast();
                    }
                }
            }
        }
예제 #2
0
        protected override void AttackTarget(Character target)
        {
            //SetMainTarget(target);

            bool isCasting        = Owner.GetData().IsCasting;
            bool isMeleeAttacking = Owner.GetData().IsMeleeAttacking();
            //float distSqr = Utils.DistanceObjectsSqr(Owner.GetData().GetBody(), target.GetData().GetBody());
            float distSqr      = Utils.DistanceSqr(Owner.GetData().GetBody().transform.position, target.GetData().GetBody().transform.position);
            int   hpPercentage = (int)((GetStatus().Hp / (float)GetStatus().MaxHp) * 100);

            if (isCasting)
            {
                ActiveSkill castedSkill = null;

                foreach (ActiveSkill sk in Owner.Status.ActiveSkills)
                {
                    if (sk.HasTrait(SkillTraits.BuffDamage) || sk.HasTrait(SkillTraits.BuffDefense))
                    {
                        castedSkill = sk;
                        break;
                    }
                }

                if (castedSkill != null)
                {
                    GameObject initTarget = castedSkill.InitTarget;
                    if (initTarget != null)
                    {
                        float dist = Utils.DistanceSqr(Owner.GetData().GetBody().transform.position, initTarget.transform.position);

                        if (dist > Math.Pow(castedSkill.GetRange(), 2))
                        {
                            castedSkill.AbortCast();
                        }
                    }
                }
            }

            // already doing something
            if (isCasting || Owner.Status.IsStunned())
            {
                return;
            }

            if (Owner.GetData().Target == null || Owner.GetData().Target.Equals(target.GetData().GetBody()))
            {
                Owner.GetData().Target = target.GetData().GetBody();
            }

            Collider2D[]     colls   = Physics2D.OverlapCircleAll(Owner.GetData().transform.position, AggressionRange * 3);
            List <Character> targets = new List <Character>();

            foreach (Collider2D coll in colls)
            {
                if (coll.gameObject == null)
                {
                    continue;
                }

                Character ch = Utils.GetCharacter(coll.gameObject);

                if (ch != null)
                {
                    if (!Owner.CanAttack(ch) && !Owner.Equals(ch) && !ch.IsInteractable())
                    {
                        targets.Add(ch);
                    }
                }
            }

            Character supportTarget = SelectSupportTarget(targets);

            if (supportTarget != null)
            {
                // try spawn skills
                List <Skill> supportSkills = GetAllSkillsWithTraitOr(SkillTraits.BuffDefense, SkillTraits.BuffDamage);
                foreach (Skill s in supportSkills)
                {
                    if (s.CanUse())
                    {
                        Owner.GetData().Target = supportTarget.GetData().GetBody();

                        if (StartAction(CastSkill(supportTarget, (ActiveSkill)s, Utils.DistanceSqr(supportTarget.GetData().transform.position, Owner.GetData().GetBody().transform.position), false, true, 0, 0), 0.5f))
                        {
                            return;
                        }
                    }
                }

                //TODO add buffdamage skills support
            }

            if (LaunchAttackModule(target, distSqr, hpPercentage))
            {
                return;
            }
        }