protected void tickSteering() { if (isMoving) { float t = moveSpeed / moveStepDistance; moveLerpFactor += (Time.deltaTime * t); if (moveLerpFactor > 1.0f) { moveLerpFactor = 1.0f; } transform.localPosition = Vector3.Lerp(siteStartToMove, targetToMove, moveLerpFactor); if (moveLerpFactor == 1.0f) { isMoving = false; } } if (isRotating) { float spinFactor = 0.0f; currentOrientation = TurretController.cuteRotate(currentOrientation, targetToRotate, rotateSpeed, out spinFactor); if (spinFactor == 0.0f) { isRotating = false; } else { isRotating = true; } transform.localRotation = Quaternion.Euler(0, currentOrientation, 0); } }
private void OnEnable() { instance = target as TurretController; (HitOptFlg = new AnimBool(instance.HIT_RESPONSE != EnemyAIAgent.HitResponse.Invincible)).valueChanged.AddListener(Repaint); (HitOptDisableFlg = new AnimBool(instance.HIT_RESPONSE == EnemyAIAgent.HitResponse.Disable)).valueChanged.AddListener(Repaint); BARBETTE = serializedObject.FindProperty("BARBETTE"); ProjectilePrefab = serializedObject.FindProperty("ProjectilePrefab"); PROJ_SPAWN = serializedObject.FindProperty("PROJ_SPAWN"); PROJECTILE_SPEED = serializedObject.FindProperty("PROJECTILE_SPEED"); FIRE_DELAY = serializedObject.FindProperty("FIRE_DELAY"); MAX_RANGE = serializedObject.FindProperty("MAX_RANGE"); MAX_THETA = serializedObject.FindProperty("MAX_THETA"); ROT_SPEED = serializedObject.FindProperty("ROT_SPEED"); FireSound = serializedObject.FindProperty("FireSound"); SoundSource = serializedObject.FindProperty("SoundSource"); HitResponse = new EnumPropertyField(instance, "HIT_RESPONSE"); HealthBar = serializedObject.FindProperty("HealthBar"); HPCap = serializedObject.FindProperty("HPCap"); HPLeft = serializedObject.FindProperty("HPLeft"); DISABLE_TIME = serializedObject.FindProperty("DISABLE_TIME"); }
private void InitializeComponent() { cognitiveMoveTarget = GetComponent <CognitiveMoveTarget>(); cognitiveShootTarget = GetComponent <CognitiveShootTarget>(); tankController = GetComponent <TankController>(); turretController = transform.root.GetComponentInChildren <TurretController>(); }
//Disable all turrets on rotate, then recheck each side for matches. //Activate turrets based on number of Match-3s on a given side. void Activator() { //Find each block in the runway and effect changes on that block's children (turrets) GridInUse[] runway = FindObjectsOfType(typeof(GridInUse)) as GridInUse[]; foreach (GridInUse child in runway) { TurretController childTwo = child.GetComponentInChildren <TurretController>(); if (childTwo != null) { childTwo.isActivated = false; if (child.transform.localPosition.x > 0 && child.transform.localPosition.x <= (Mathf.CeilToInt(greenValue.sliderValue / 5)) * 2) { childTwo.SetTurretActive("GreenTurret"); } if (child.transform.localPosition.x > 0 && child.transform.localPosition.x <= (Mathf.CeilToInt(redValue.sliderValue / 5)) * 2) { childTwo.SetTurretActive("RedTurret"); } if (child.transform.localPosition.x > 0 && child.transform.localPosition.x <= (Mathf.CeilToInt(blueValue.sliderValue / 5)) * 2) { childTwo.SetTurretActive("BlueTurret"); } } } }
public override void Start(RAIN.Core.AI ai) { base.Start(ai); _lastRunning = 0; m_TurretController = ai.Body.GetComponent <TurretController>(); }
public override void Start(RAIN.Core.AI ai) { base.Start(ai); m_Angle = 0.0f; m_TurretController = ai.Body.GetComponent<TurretController>(); m_Turret = m_TurretController.m_ShellSpawner.transform.parent.gameObject; }
private void Awake() { turretController = GetComponent <TurretController>(); turretController.onFire += HandleFire; turretController.onSwitchWeaon += HandleSwitchWeapon; SwitchWeapon(0); }
public override void Start(RAIN.Core.AI ai) { base.Start(ai); _lastRunning = 0; m_TurretController = ai.Body.GetComponent<TurretController>(); }
//Return null if nobody is within its range public EnemyController GetEnemy(TurretController t, float range) { Wave w = WaveSpawner.CurrentWave; List <EnemyController> enemiesInRange = new List <EnemyController>(); foreach (EnemyController e in w.CurrentEnemies) { if (e.View.Instance != null) { float distanceToEnemy = Utils.GetDistanceToEnemy(t, e); if (distanceToEnemy < range) { enemiesInRange.Add(e); } } } if (enemiesInRange.Count > 0) { int enemyIndex = Random.Range(0, enemiesInRange.Count - 1); Debug.Log("index = " + enemyIndex); return(enemiesInRange[enemyIndex]); } else { return(null); } }
public override void Start(RAIN.Core.AI ai) { base.Start(ai); actionName = "Attack"; m_TurretController = ai.Body.GetComponent <TurretController>(); m_Turret = m_TurretController.m_ShellSpawner.transform.parent.gameObject; }
// sets all values for TurretController script using turretData, adds "click-icon-to-buy" function, changes visual cues to see if turret is bought private void SetValues(GameObject turret) { TurretController script = turret.GetComponent <TurretController>(); // script setup script.turretData = turretData; script.UpdateVariables(); Transform newShootpoint = new GameObject("Shootpoint").transform; newShootpoint.SetParent(turret.transform); script.shootPoint = newShootpoint; script.shootPoint.localPosition = new Vector2(turretData.shootpointOffsetX, 0); script.targetTag = "Enemy"; script.bullet = turretData.bullet; script.enabled = false; turret.transform.localPosition = Vector2.zero; // moving turret to middle of tower block SpriteRenderer rend = turret.GetComponent <SpriteRenderer>(); // setting up sprite (half transparent, sorting order) rend.sprite = turretData.artwork; rend.color = new Color(1, 1, 1, 0.5f); rend.sortingOrder = towerCount + 1; turret.GetComponent <BoxCollider2D>().size = new Vector2(1, 1); turret.GetComponent <BoxCollider2D>().isTrigger = true; TurretButton turrButScript = turret.GetComponent <TurretButton>(); // setting up fake turret button ("click-icon-to-buy" without using UI buttons) turrButScript.values = values; turrButScript.towerPlacement = this; turrButScript.index = towerCount; }
/** * Une tourelle est fixée à une case * */ private void BuildTurret() { TurretModel turretToBuild = BuildManager.GetInstance().GetTurretToBuild(); if (turret != null) { Debug.Log("Can't build there !"); return; } else if (GameController.Pay(turretToBuild.Price) != -1) { Vector3 spawnPosition = new Vector3(transform.position.x, 0.7f, transform.position.z); Debug.Log("Turret to build : " + turretToBuild); TurretController turretBuilt = new TurretController(turretToBuild, spawnPosition, this.transform); turret = turretBuilt; } else { //Not enough money Debug.Log("Not enough money"); rend.material.color = errorColor; } }
private void OnPlayerSpawn(GameObject player) { m_controlledTurret = player.GetComponentInChildren <TurretController>(); player.GetComponent <Destructible>().OnDeath += OnPlayerDeath; m_gameManager.NotifyPlayerSpawn -= OnPlayerSpawn; }
public void Init(InstanceNetType nettype, TurretController mouseturret, TankFire tankfire) { if (BaseInitSystem.isBot(nettype)) { this.enabled = false; return; } turretController = mouseturret; netType = nettype; tankFire = tankfire; if (!BaseInitSystem.isBot(nettype)) { if (transform.root.GetComponentInChildren <PlayerState> ().IsMobile == true && transform.root.GetComponentInChildren <PlayerState> ().Mine) { transform.root.GetComponentInChildren <PlayerState> ().userUI.MG.triggers.Add(PlayerState.MyEntry(SwtichStartFire, UnityEngine.EventSystems.EventTriggerType.BeginDrag)); transform.root.GetComponentInChildren <PlayerState> ().userUI.MG.triggers.Add(PlayerState.MyEntry(SwtichStartFire, UnityEngine.EventSystems.EventTriggerType.Drag)); transform.root.GetComponentInChildren <PlayerState> ().userUI.MG.triggers.Add(PlayerState.MyEntry(SwtichEndFire, UnityEngine.EventSystems.EventTriggerType.PointerUp)); } } Bullet = (GameObject)Resources.Load("Ammos/Ammo_13mm"); Forward = new GameObject("Forward"); Forward.transform.SetParent(MachineGunFFPoint.parent); Forward.transform.localPosition = Vector3.zero; Forward.transform.eulerAngles = MachineGunFFPoint.eulerAngles; GameObject AmmoInfo = Instantiate(Bullet); AmmoInfo.GetComponent <BulletScript> ().bulletState = BulletState.Info; AmmoInfo.transform.position = Vector3.zero; }
public void ChangeTurretMode(TurretController turret, int expectedTurretType) { if (turret.modes.GetTurretType(turret) == expectedTurretType) { turret.modes.ToggleMode(turret); } }
void OnTriggerExit(Collider objectHit) { if (objectHit.name.StartsWith("Turret")) { TurretController theTurret = objectHit.GetComponent <TurretController>(); theTurret.firing = false; } }
void Start() { foreach (Transform child in transform) { TurretController turret = child.GetChild(1).GetComponent <TurretController>(); turretList.Add(turret); } }
// Use this for initialization public void InitItem() { audio_manager = GameObject.FindGameObjectWithTag("Audio_Manager").GetComponent <AudioManager>(); turret_controller = GameObject.FindGameObjectWithTag("Cannon").GetComponent <TurretController>(); life_time = 0.0f; available = true; }
void Start() { currentActiveTurret = turretManager.GetStartingTurret(3); currentActiveCamera = turretManager.GetPlayerCamera(3); AdjustTurretSettings(); currentActiveCamera.Activate(); currentActiveTurret.ActivateTurret(); }
/** * Updates the barrel's aim. */ void FixedUpdate() { if (parentController == null) { parentController = GetParentController(); } AimAtTarget(); }
public void Start() { SkillList = new List <ISkill>(); _radar = gameObject.GetComponentInChildren <FieldOfViewController2D>(); _turret = gameObject.GetComponentInChildren <TurretController>(); _player = GameObject.FindGameObjectWithTag("CharCollisionBody"); SkillList.Add(new Shot(gameObject.GetComponentInChildren <ProjectileLauncher2D>())); }
public bool CouldShoot(MovementController ctr) { TurretController ltr = ctr as TurretController; bool shootDelayOK = (Time.time > ltr.lastShootTime + this.turretData.shootDelay); bool aimDelayOK = (Time.time > ltr.aimStartTime + this.turretData.aimDuration); return(shootDelayOK && aimDelayOK); }
private void Awake() { _healthBar = GetComponentInChildren <Slider>(); _currentHealth = StartingHealth; _chassisController = GetComponent <ChassisController>(); _turretController = GetComponentInChildren <TurretController>(); _cannonController = GetComponentInChildren <CannonController>(); _teslaShield = GetComponentInChildren <TeslaShield>(); }
void ClearTurret() { if (turret != null) { turret.GetComponent <SpriteRenderer>().color = Color.white; turret = null; ToggleBuildUI(false); } }
// Start is called before the first frame update void Start() { minimumDelay = TurretFireRateDelayHolder.turretDelayStaticMin; maximumDelay = TurretFireRateDelayHolder.turretDelayStaticMax; fireRate = Random.Range(minimumDelay, maximumDelay); cooldownCounter = 0f; turretController = GetComponent <TurretController>(); }
protected override void Initialize() { base.Initialize(); sphereCollider = GetComponent <SphereCollider>(); trailRenderer = GetComponent <TrailRenderer>(); turretController = BattleRoot.BattleController.TurretController; idleState = new IdleState(this); thrownState = new ThrownState(this); }
// Use this for initialization void Start() { Bullet = Resources.Load <GameObject>("Prefabs/Bullet"); OwnController = gameObject.GetComponentInParent <TurretController>(); _firingRate = TurretConfig._FiringRate; _damage = TurretConfig._Damage; _bulletSpeed = TurretConfig._BulletSpeed; _interactAreaRadius = TurretConfig._InteractAreaRadius; interactController = gameObject.GetComponentInParent <InteractController>(); interactController.InteractRadius = _interactAreaRadius; Targets = new List <Collider2D>(); }
public void ToggleMode(TurretController turret) { int[] targetModes = GameManager.Instance.globalModeManager.targetModes; if (targetModes.Length == 0) { Debug.Log("Increase number of modes."); return; } mode = targetModes[mode % targetModes.Length]; SetTurretMode(mode, turret.transform); }
public IEnumerator Aim(MovementController ctr) { TurretController ltr = ctr as TurretController; ltr.aimStartTime = Time.time; if (ltr.target == null) { ltr.target = this.snake; } yield return(ltr.AimAtTarget()); }
// Start is called before the first frame update void Awake() { mark_enemystart = GameObject.Find("mark_enemystart"); mark_home = GameObject.Find("mark_home"); turretController = GameObject.Find("TurretSelectUI").GetComponent <TurretController>(); mapController = gameObject.GetComponent <MapController>(); enemyStart = mapController.WorldToCell(mark_enemystart.transform.position); home = mapController.WorldToCell(mark_home.transform.position); enemyStart_wPos = mark_enemystart.transform.position; home_wPos = mark_home.transform.position; enemyList = new List <EnemyScript>(); if (PlayerInfo.instance.level == 2) { enemyGoldColor = Color.white; } else { enemyGoldColor = Color.black; } maoyu = Resources.Load <GameObject>("Prefabs/enemies/enemy_maoyu"); cirno = Resources.Load <GameObject>("Prefabs/enemies/enemy_cirno"); rumia = Resources.Load <GameObject>("Prefabs/enemies/enemy_rumia"); meilin = Resources.Load <GameObject>("Prefabs/enemies/enemy_meilin"); sakuya = Resources.Load <GameObject>("Prefabs/enemies/enemy_sakuya"); patchouli = Resources.Load <GameObject>("Prefabs/enemies/enemy_patchouli"); remilia = Resources.Load <GameObject>("Prefabs/enemies/enemy_remilia"); flandre = Resources.Load <GameObject>("Prefabs/enemies/enemy_flandre"); alice = Resources.Load <GameObject>("Prefabs/enemies/enemy_alice"); shanghai = Resources.Load <GameObject>("Prefabs/enemies/enemy_shanghai"); chen = Resources.Load <GameObject>("Prefabs/enemies/enemy_chen"); rin = Resources.Load <GameObject>("Prefabs/enemies/enemy_rin"); sanae = Resources.Load <GameObject>("Prefabs/enemies/enemy_sanae"); aya = Resources.Load <GameObject>("Prefabs/enemies/enemy_aya"); kaguya = Resources.Load <GameObject>("Prefabs/enemies/enemy_kaguya"); yuugi = Resources.Load <GameObject>("Prefabs/enemies/enemy_yuugi"); kanako = Resources.Load <GameObject>("Prefabs/enemies/enemy_kanako"); suwako = Resources.Load <GameObject>("Prefabs/enemies/enemy_suwako"); yuuka = Resources.Load <GameObject>("Prefabs/enemies/enemy_yuuka"); suika = Resources.Load <GameObject>("Prefabs/enemies/enemy_suika"); suika_small = Resources.Load <GameObject>("Prefabs/enemies/enemy_suika_small"); youmu = Resources.Load <GameObject>("Prefabs/enemies/enemy_youmu"); yuyuko = Resources.Load <GameObject>("Prefabs/enemies/enemy_yuyuko"); eirin = Resources.Load <GameObject>("Prefabs/enemies/enemy_eirin"); yukari = Resources.Load <GameObject>("Prefabs/enemies/enemy_yukari"); shikieki = Resources.Load <GameObject>("Prefabs/enemies/enemy_shikieki"); }
void Start() { Player = FindObjectOfType <TurretController>(); Target = GameObject.FindGameObjectWithTag("Flower").transform; rb = GetComponent <Rigidbody2D>(); bar = GetComponentInChildren <HealthBar>(); Health = MaxHealth; AttackSpeed = AttacksPerSecond / 1; Physics2D.IgnoreLayerCollision(8, 8); controller = FindObjectOfType <GameController>(); audioSource = GetComponent <AudioSource>(); }
private int SphereCastTowards(TurretController ltr, Vector3 towards, LayerMask mask, float radius) { Vector3 origin; float dist; int count; origin = ltr.turret.muzzle.position; dist = this.turretData.rangeOfView + 1f; count = Physics.SphereCastNonAlloc(origin, radius, towards, this.raycastResults, dist, mask); return(count); }
public override void Start(RAIN.Core.AI ai) { base.Start(ai); actionName = "KeepTargetInRange"; m_TurretController = ai.Body.GetComponent<TurretController>(); }
public bool init() { //< for bt debug base.Init(); this.SetIdFlag(1); transform.localRotation = Quaternion.Euler(0, currentOrientation, 0); // find turret and barrel Transform turretTransform = null; for(int i = 0; i < transform.childCount; ++i) { Transform child = transform.GetChild(i); if(child.name == "Turret") { turretTransform = child; for(int k = 0; k < turretTransform.transform.childCount; ++k) { Transform childOfTurret = turretTransform.GetChild(k); if(childOfTurret.name == "FirePoint") { firePoint = childOfTurret; break; } //< } } else if(child.name == "Anchor") { anchorNode = child; } } if(turretTransform != null) { turretCtrl = new TurretController(); turretCtrl.turret = turretTransform; } anchorNode.transform.DetachChildren(); GameObject flagPrefab = null; if(force == eGameForce.RED_FORCE) flagPrefab = Resources.Load("Prefabs/ForceFlagRed") as GameObject; else flagPrefab = Resources.Load("Prefabs/ForceFlagBlue") as GameObject; GameObject flagInstance = GameObject.Instantiate(flagPrefab) as GameObject; flagInstance.transform.parent = anchorNode; flagInstance.transform.localPosition = Vector3.zero; flagInstance.transform.localRotation = Quaternion.identity; meshTable = new Hashtable(); gatherMeshes(); if(behaviorTree.Length > 0) { btloadResult = btload(behaviorTree, true); if(btloadResult) btsetcurrent(behaviorTree); else Debug.LogError("Behavior tree data load failed! " + behaviorTree); } bubbleHud = BubbleHud.createBubbleHud(this); //< todo: trick int life = playerLifeCount; playerLifeCount = life; targetToMove = transform.localPosition; gameScore = calcGameScore(); return true; }