/// <summary> /// Creates enemy GameObjects based on spawn count specified in Foe resource (minimum of 1). /// Only use this when live enemy is to be first added to scene. Do not use when linking to site or deserializing. /// GameObjects created will be disabled, at origin, parentless, and have a new UID for LoadID. /// Caller must otherwise complete GameObject setup to suit their needs. /// </summary> /// <param name="reaction">Foe is hostile by default but can optionally set to passive.</param> /// <returns>GameObject[] array of 1-N foes. Array can be null or empty if create fails.</returns> public GameObject[] CreateFoeGameObjects(Vector3 position, int spawnOverride = -1, MobileReactions reaction = MobileReactions.Hostile) { List <GameObject> gameObjects = new List <GameObject>(); // Get spawn count allowing for caller to override int totalSpawns = (spawnOverride >= 1) ? spawnOverride : spawnCount; // Generate GameObjects for (int i = 0; i < totalSpawns; i++) { // Generate enemy string name = string.Format("DaggerfallEnemy [{0}]", foeType.ToString()); GameObject go = GameObjectHelper.InstantiatePrefab(DaggerfallUnity.Instance.Option_EnemyPrefab.gameObject, name, null, position); SetupDemoEnemy setupEnemy = go.GetComponent <SetupDemoEnemy>(); if (setupEnemy != null) { // Assign gender randomly MobileGender gender; if (UnityEngine.Random.Range(0f, 1f) < 0.5f) { gender = MobileGender.Male; } else { gender = MobileGender.Female; } // Configure enemy setupEnemy.ApplyEnemySettings(foeType, reaction, gender); // Align non-flying units with ground DaggerfallMobileUnit mobileUnit = setupEnemy.GetMobileBillboardChild(); if (mobileUnit.Summary.Enemy.Behaviour != MobileBehaviour.Flying) { GameObjectHelper.AlignControllerToGround(go.GetComponent <CharacterController>()); } // Add QuestResourceBehaviour to GameObject QuestResourceBehaviour questResourceBehaviour = go.AddComponent <QuestResourceBehaviour>(); questResourceBehaviour.AssignResource(this); } // Assign load id DaggerfallEnemy enemy = go.GetComponent <DaggerfallEnemy>(); if (enemy) { enemy.LoadID = DaggerfallUnity.NextUID; enemy.QuestSpawn = true; } // Disable GameObject, caller must set active when ready go.SetActive(false); // Add to list gameObjects.Add(go); } return(gameObjects.ToArray()); }
void SetFoeName() { // Set type name with fallback MobileEnemy enemy; if (EnemyBasics.GetEnemy(foeType, out enemy)) { typeName = enemy.Name; } else { typeName = foeType.ToString(); } // Monster types get a random monster name // Always treating monsters as male for now as they don't have any gender in game files if ((int)foeType < 128) { DFRandom.srand(DateTime.Now.Millisecond); displayName = DaggerfallUnity.Instance.NameHelper.MonsterName(); return; } // Randomly assign a gender for humanoid foes humanoidGender = (UnityEngine.Random.Range(0.0f, 1.0f) < 0.5f) ? Genders.Male : Genders.Female; // Create a random display name for humanoid foes DFRandom.srand(DateTime.Now.Millisecond); NameHelper.BankTypes nameBank = GameManager.Instance.PlayerGPS.GetNameBankOfCurrentRegion(); displayName = DaggerfallUnity.Instance.NameHelper.FullName(nameBank, humanoidGender); }
private static void AddEnemy( DFBlock.RdbObject obj, MobileTypes type, Transform parent = null, DFRegion.DungeonTypes dungeonType = DFRegion.DungeonTypes.HumanStronghold) { // Get default reaction MobileReactions reaction = MobileReactions.Hostile; if (obj.Resources.FlatResource.FlatData.Reaction == (int)DFBlock.EnemyReactionTypes.Passive) { reaction = MobileReactions.Passive; } // Just setup demo enemies at this time string name = string.Format("DaggerfallEnemy [{0}]", type.ToString()); Vector3 position = new Vector3(obj.XPos, -obj.YPos, obj.ZPos) * MeshReader.GlobalScale; GameObject go = GameObjectHelper.InstantiatePrefab(DaggerfallUnity.Instance.Option_EnemyPrefab.gameObject, name, parent, position); SetupDemoEnemy setupEnemy = go.GetComponent <SetupDemoEnemy>(); if (setupEnemy != null) { // Configure enemy setupEnemy.ApplyEnemySettings(type, reaction); // Align non-flying units with ground DaggerfallMobileUnit mobileUnit = setupEnemy.GetMobileBillboardChild(); if (mobileUnit.Summary.Enemy.Behaviour != MobileBehaviour.Flying) { GameObjectHelper.AlignControllerToGround(go.GetComponent <CharacterController>()); } } }
public override bool ExpandMacro(MacroTypes macro, out string textOut) { textOut = string.Empty; bool result = true; switch (macro) { case MacroTypes.NameMacro1: // Display name textOut = foeType.ToString(); break; case MacroTypes.DetailsMacro: // =symbol_ name textOut = displayName; break; default: // Macro not supported result = false; break; } return(result); }
/// <summary> /// Create an enemy in the world and perform common setup tasks. /// </summary> public static GameObject CreateEnemy(string name, MobileTypes mobileType, Vector3 localPosition, Transform parent = null, MobileReactions mobileReaction = MobileReactions.Hostile) { // Create target GameObject string displayName = string.Format("{0} [{1}]", name, mobileType.ToString()); GameObject go = InstantiatePrefab(DaggerfallUnity.Instance.Option_EnemyPrefab.gameObject, displayName, parent, Vector3.zero); SetupDemoEnemy setupEnemy = go.GetComponent <SetupDemoEnemy>(); // Set position go.transform.localPosition = localPosition; // Assign humanoid gender randomly // This does not affect monsters like rats, bats, etc MobileGender gender; if (UnityEngine.Random.Range(0f, 1f) < 0.5f) { gender = MobileGender.Male; } else { gender = MobileGender.Female; } // Configure enemy setupEnemy.ApplyEnemySettings(mobileType, mobileReaction, gender); // Align non-flying units with ground DaggerfallMobileUnit mobileUnit = setupEnemy.GetMobileBillboardChild(); if (mobileUnit.Summary.Enemy.Behaviour != MobileBehaviour.Flying) { AlignControllerToGround(go.GetComponent <CharacterController>()); } return(go); }
public static GameObject CreateDaggerfallEnemyGameObject(MobileTypes type, Transform parent, MobileReactions reaction) { DaggerfallUnity dfUnity = DaggerfallUnity.Instance; // Ensure enemy dict is loaded if (enemyDict == null) { enemyDict = EnemyBasics.GetEnemyDict(); } GameObject go = new GameObject(string.Format("DaggerfallEnemy [{0}]", type.ToString())); if (parent) { go.transform.parent = parent; } go.transform.forward = Vector3.forward; // Add custom tag and script go.tag = dfUnity.Option_EnemyTag; #if UNITY_EDITOR if (dfUnity.Option_CustomEnemyScript != null) { go.AddComponent(dfUnity.Option_CustomEnemyScript.GetClass()); } #endif // Add child object for enemy billboard GameObject mobileObject = new GameObject("DaggerfallMobileUnit"); mobileObject.transform.parent = go.transform; // Add mobile enemy Vector2 size = Vector2.one; DaggerfallMobileUnit dfMobile = mobileObject.AddComponent <DaggerfallMobileUnit>(); dfMobile.SetEnemy(dfUnity, enemyDict[(int)type], reaction); size = dfMobile.Summary.RecordSizes[0]; // Add character controller if (dfUnity.Option_EnemyCharacterController || dfUnity.Option_EnemyExampleAI) { CharacterController controller = go.AddComponent <CharacterController>(); controller.radius = dfUnity.Option_EnemyRadius; controller.height = size.y; controller.slopeLimit = dfUnity.Option_EnemySlopeLimit; controller.stepOffset = dfUnity.Option_EnemyStepOffset; // Reduce height of flying creatures as their wing animation makes them taller than desired // This helps them get through doors while aiming for player eye height if (dfMobile.Summary.Enemy.Behaviour == MobileBehaviour.Flying) { controller.height /= 2f; } // Limit maximum height to ensure controller can fit through doors // For some reason Unity 4.5 doesn't let you set SkinWidth from code >.< if (controller.height > 1.9f) { controller.height = 1.9f; } } // Add rigidbody if (dfUnity.Option_EnemyRigidbody) { Rigidbody rigidbody = go.AddComponent <Rigidbody>(); rigidbody.useGravity = dfUnity.Option_EnemyUseGravity; rigidbody.isKinematic = dfUnity.Option_EnemyIsKinematic; } // Add capsule collider if (dfUnity.Option_EnemyCapsuleCollider) { CapsuleCollider collider = go.AddComponent <CapsuleCollider>(); collider.radius = dfUnity.Option_EnemyRadius; collider.height = size.y; } // Add navmesh agent if (dfUnity.Option_EnemyNavMeshAgent) { NavMeshAgent agent = go.AddComponent <NavMeshAgent>(); agent.radius = dfUnity.Option_EnemyRadius; agent.height = size.y; agent.baseOffset = size.y * 0.5f; } // Add example AI if (dfUnity.Option_EnemyExampleAI) { // EnemyMotor will also add other required components go.AddComponent <Demo.EnemyMotor>(); // Set sounds Demo.EnemySounds enemySounds = go.GetComponent <Demo.EnemySounds>(); if (enemySounds) { enemySounds.MoveSound = (SoundClips)dfMobile.Summary.Enemy.MoveSound; enemySounds.BarkSound = (SoundClips)dfMobile.Summary.Enemy.BarkSound; enemySounds.AttackSound = (SoundClips)dfMobile.Summary.Enemy.AttackSound; } } return(go); }
private static void AddEnemy( DFBlock.RdbObject obj, MobileTypes type, Transform parent = null, long loadID = 0) { // Get default reaction MobileReactions reaction = MobileReactions.Hostile; if (obj.Resources.FlatResource.Action == (int)DFBlock.EnemyReactionTypes.Passive) reaction = MobileReactions.Passive; // Just setup demo enemies at this time string name = string.Format("DaggerfallEnemy [{0}]", type.ToString()); Vector3 position = new Vector3(obj.XPos, -obj.YPos, obj.ZPos) * MeshReader.GlobalScale; GameObject go = GameObjectHelper.InstantiatePrefab(DaggerfallUnity.Instance.Option_EnemyPrefab.gameObject, name, parent, position); SetupDemoEnemy setupEnemy = go.GetComponent<SetupDemoEnemy>(); if (setupEnemy != null) { // Configure enemy setupEnemy.ApplyEnemySettings(type, reaction); // Align non-flying units with ground DaggerfallMobileUnit mobileUnit = setupEnemy.GetMobileBillboardChild(); if (mobileUnit.Summary.Enemy.Behaviour != MobileBehaviour.Flying) GameObjectHelper.AlignControllerToGround(go.GetComponent<CharacterController>()); } DaggerfallEnemy enemy = go.GetComponent<DaggerfallEnemy>(); if (enemy) { enemy.LoadID = loadID; } }
public void setupMobile() { name = string.Format("DaggerfallEnemy [{0}]", creatureType.ToString()); // Add child object for enemy billboard GameObject mobileObject = new GameObject("DaggerfallMobileUnit"); mobileObject.transform.parent = this.transform; // Add mobile enemy Vector2 size = Vector2.one; DaggerfallMobileUnit dfMobile = mobileObject.AddComponent <DaggerfallMobileUnit>(); try { Dictionary <int, MobileEnemy> enemyDict = EnemyBasics.GetEnemyDict(); dfMobile.SetEnemy(dfUnity, enemyDict[(int)creatureType], reaction); size = dfMobile.Summary.RecordSizes[0]; } catch (System.Exception e) { string message = string.Format("Failed to set enemy type (int)type={0}. '{1}'", (int)creatureType, e.Message); // TODO: Change logging DaggerfallUnity.LogMessage(message); GameObject.DestroyImmediate(dfMobile); } // Add character controller if (dfUnity.Option_EnemyCharacterController) { CharacterController controller = gameObject.AddComponent <CharacterController>(); controller.radius = dfUnity.Option_EnemyRadius; controller.height = size.y; controller.slopeLimit = dfUnity.Option_EnemySlopeLimit; controller.stepOffset = dfUnity.Option_EnemyStepOffset; // Reduce height of flying creatures as their wing animation makes them taller than desired // This helps them get through doors while aiming for player eye height if (dfMobile.Summary.Enemy.Behaviour == MobileBehaviour.Flying) { controller.height /= 2f; } // Limit maximum height to ensure controller can fit through doors // For some reason Unity 4.5 doesn't let you set SkinWidth from code >.< if (controller.height > 1.9f) { controller.height = 1.9f; } } // Add rigidbody if (dfUnity.Option_EnemyRigidbody) { Rigidbody rigidbody = gameObject.AddComponent <Rigidbody>(); rigidbody.useGravity = dfUnity.Option_EnemyUseGravity; rigidbody.isKinematic = dfUnity.Option_EnemyIsKinematic; } // Add capsule collider if (dfUnity.Option_EnemyCapsuleCollider) { CapsuleCollider collider = gameObject.AddComponent <CapsuleCollider>(); collider.radius = dfUnity.Option_EnemyRadius; collider.height = size.y; } // Add navmesh agent if (dfUnity.Option_EnemyNavMeshAgent) { NavMeshAgent agent = gameObject.AddComponent <NavMeshAgent>(); agent.radius = dfUnity.Option_EnemyRadius; agent.height = size.y; agent.baseOffset = size.y * 0.5f; } // Add example AI if (dfUnity.Option_EnemyExampleAI) { // EnemyMotor will also add other required components gameObject.AddComponent <DaggerfallWorkshop.Demo.EnemyMotor>(); // Set sounds DaggerfallWorkshop.Demo.EnemySounds enemySounds = gameObject.GetComponent <DaggerfallWorkshop.Demo.EnemySounds>(); if (enemySounds) { enemySounds.MoveSound = (SoundClips)dfMobile.Summary.Enemy.MoveSound; enemySounds.BarkSound = (SoundClips)dfMobile.Summary.Enemy.BarkSound; enemySounds.AttackSound = (SoundClips)dfMobile.Summary.Enemy.AttackSound; } } }