void GenerateBatlleForTheSun() { center = Vector3.zero; distance = config.battleSize.value; float halfDistance = distance / 2; Vector3 team1Pos = center + Vector3.forward * halfDistance; Vector3 team2Pos = center - Vector3.forward * halfDistance; float teamOffset = 250; GenerateShips(team1Pos + Vector3.forward * (halfDistance + teamOffset), team2Pos - Vector3.forward * (halfDistance + teamOffset)); sunSystem = SunSystem.Random(new LineBounds(distance * .33f, distance * .33f), new LineBounds <int>(1, 13)); GenerateEnvironment(center, sunSystem); var station1 = new StationInitializerModel(teams[0]).Init(team1Pos - new Vector3(0, 0, 100), Quaternion.LookRotation(Vector3.forward, Vector3.up)); var station2 = new StationInitializerModel(teams[1]).Init(team2Pos + new Vector3(0, 0, 100), Quaternion.LookRotation(Vector3.forward * -1, Vector3.up)); { var o = station1.AddMyComponent <Obstacle>(); o.radius = 250; navigation.AddObstacle(o); o = station2.AddMyComponent <Obstacle>(); o.radius = 250; navigation.AddObstacle(o); } station1.AddMyComponent <SatelliteBehaviour>().SetSun(sun.transform, Vector3.Distance(team1Pos, sun.transform.position), station1.transform.up); station2.AddMyComponent <SatelliteBehaviour>().SetSun(sun.transform, Vector3.Distance(team2Pos, sun.transform.position), station1.transform.up); ships.Add(station1); ships.Add(station2); teams[0].AddGoal(new DestroyObjectGoal(station2)); teams[1].AddGoal(new DestroyObjectGoal(station1)); foreach (var t in teams) { t.GetType().GetMethod("Lock", BindingFlags.Instance | BindingFlags.NonPublic).Invoke(t, new object[] { 0, (int)Random.value * int.MaxValue }); } _updaters.Add(new RespawnBehaviour(teams, new Transform[] { station1.transform, station2.transform }, new float[] { distance + teamOffset, distance + teamOffset }, 25)); }
void GenerateEscort() { center = Vector3.zero; distance = config.battleSize.value; Vector3 team1Pos = center + Vector3.forward * (distance / 2); Vector3 team2Pos = center - Vector3.forward * (distance / 2); GenerateShips(team1Pos, team1Pos); sunSystem = SunSystem.Random(new LineBounds(distance * .33f, distance * .33f), new LineBounds <int>(1, 13)); Vector3 sunSystemPos = RandomVector3() * (distance + sunSystem.sun.radius); GenerateEnvironment(sunSystemPos, sunSystem); //Station Vector3 stationPos = sunSystemPos + RandomVector3() * (sunSystem.sun.radius * 2); var station1 = new StationInitializerModel(teams[0]).Init(stationPos, Quaternion.LookRotation(Vector3.forward, Vector3.up)); station1.AddMyComponent <SatelliteBehaviour>().SetSun(sun.transform, Vector3.Distance(stationPos, sun.transform.position), station1.transform.up); ships.Add(station1); //Big ship var bigShip = new StationInitializerModel(teams[0]).Init(team1Pos, Quaternion.LookRotation(Vector3.forward, Vector3.up)); Elf.With(bigShip.AddMyComponent <Obstacle>(), o => o.radius = 250, o => navigation.AddObstacle(o) ); ships.Add(bigShip); teams[0].AddGoal(new EscortObjectGoal(bigShip, station1, 200)); teams[1].AddGoal(new DestroyObjectGoal(bigShip)); foreach (var t in teams) { t.GetType().GetMethod("Lock", BindingFlags.Instance | BindingFlags.NonPublic).Invoke(t, new object[] { 0, (int)Random.value * int.MaxValue }); } }
void GenerateDeathMatch() { center = Vector3.zero; distance = config.battleSize.value; Vector3 team1Pos = center + Vector3.forward * (distance / 2); Vector3 team2Pos = center - Vector3.forward * (distance / 2); GenerateShips(team1Pos, team2Pos); teams[0].AddGoal(new KillNEnemiesGoal(config.shipsAmount * config.battleDurationMultipier, teams[1])); teams[1].AddGoal(new KillNEnemiesGoal(config.shipsAmount * config.battleDurationMultipier, teams[0])); foreach (var t in teams) { t.GetType().GetMethod("Lock", BindingFlags.Instance | BindingFlags.NonPublic).Invoke(t, new object[] { 0, (int)Random.value * int.MaxValue }); } sunSystem = SunSystem.Random(new LineBounds(500, 20000), new LineBounds <int>(1, 13)); GenerateEnvironment(RandomVector3() * (distance + sunSystem.sun.radius), sunSystem); Transform emptyObject = Resources.Load <Transform>("EmptyObject"); var team1RespawnPoint = new GameObject("Team1RespawnPoint"); team1RespawnPoint.transform.position = team1Pos; var team2RespawnPoint = new GameObject("Team2RespawnPoint"); team2RespawnPoint.transform.position = team2Pos; _updaters.Add( new RespawnBehaviour(teams, new Transform[] { team1RespawnPoint.transform, team2RespawnPoint.transform }, new float[] { distance, distance }, 25)); }