예제 #1
0
    IEnumerator UseUnitSkillAI(string skillName, Unit aiUnit, Unit target)
    {
        yield return(StartCoroutine(AIPublicFunc.TurnToAI(aiUnit, target)));

        aiTree.outline.RenderOutLine(aiUnit.transform);

        aiUnit.GetComponent <CharacterAction>().SetSkill(skillName);

        UnitSkill unitSkill = SkillManager.GetInstance().skillQueue.Peek().Key as UnitSkill;

        aiTree.rtsCamera.FollowTarget(target.transform.position);
        yield return(new WaitForSeconds(0.5f));

        unitSkill.Init(aiUnit.transform);
        unitSkill.Focus(target.transform.position);

        yield return(new WaitForSeconds(0.5f));

        aiTree.outline.CancelRender();
        unitSkill.Confirm();
        yield return(new WaitUntil(() => { return unitSkill.complete == true; }));

        aiTree.rtsCamera.FollowTarget(aiUnit.transform.position);
        yield return(0);
    }
예제 #2
0
파일: AIPlayer.cs 프로젝트: gczxcyd/XDD
    private IEnumerator UseSkill(string skillName, Transform character)
    {
        yield return(new WaitForSeconds(1.5f));

        character.GetComponent <CharacterAction>().SetSkill(skillName);
        var       f         = new Vector3(40.5f, 0, 34.5f);
        UnitSkill unitSkill = SkillManager.GetInstance().skillQueue.Peek().Key as UnitSkill;

        rtsCamera.FollowTarget(f);
        yield return(new WaitForSeconds(0.5f));

        unitSkill.Focus(f);

        yield return(new WaitForSeconds(0.5f));

        unitSkill.Confirm();
        yield return(new WaitUntil(() => { return unitSkill.complete == true; }));

        rtsCamera.FollowTarget(character.position);
        ChooseDirection chooseDirection = SkillManager.GetInstance().skillQueue.Peek().Key as ChooseDirection;

        yield return(null);

        chooseDirection.OnArrowHovered("right");
        yield return(new WaitForSeconds(1f));

        chooseDirection.Confirm_AI();
    }
예제 #3
0
    IEnumerator useUnitSkillAI(string skillName, Unit aiUnit, Unit target)
    {
        yield return(StartCoroutine(turnToAI(aiUnit, target)));

        outline.RenderOutLine(aiUnit.transform);

        bool isSuccess = aiUnit.GetComponent <CharacterAction>().SetSkill(skillName);
        //Debug.Log("useUnitSkill=>" + skillName + "=>" + isSuccess);

        UnitSkill unitSkill = SkillManager.GetInstance().skillQueue.Peek().Key as UnitSkill;

        rtsCamera.FollowTarget(target.transform.position);
        yield return(new WaitForSeconds(0.5f));

        unitSkill.Init(aiUnit.transform);
        unitSkill.Focus(target.transform.position);

        yield return(new WaitForSeconds(0.5f));

        outline.CancelRender();
        unitSkill.Confirm();
        yield return(new WaitUntil(() => { return unitSkill.complete == true; }));

        rtsCamera.FollowTarget(aiUnit.transform.position);
        yield return(0);
    }
예제 #4
0
    public override IEnumerator Execute()
    {
        Transform targetTransform = aiTree.aiTarget.transform;
        Transform unitTransform   = aiTree.aiUnit.transform;

        //Move
        if (unitTransform.position == aiTree.moveTarget)   //target position is as same as aiUnit, don't need to move
        {
            Debug.Log(aiTree.aiUnit.name + " don't need to move");
            yield return(new WaitForSeconds(0.5f));
        }
        else
        {
            //auto move forward target
            aiTree.aiUnit.GetComponent <CharacterAction>().SetSkill("Move");
            Move moveSkill = SkillManager.GetInstance().skillQueue.Peek().Key as Move;

            moveSkill.Init(unitTransform);

            //var path = aiTree.moveTarget - unitTransform.position;
            //Debug.Log(path);
            //if(path.x > 0)
            //{
            //    for (int i = 0; i < path.x; i++)
            //    {
            //        moveSkill.Focus(unitTransform.position + new Vector3(i, 0, 0));
            //        yield return new WaitForSeconds(0.1f);
            //     }
            //}
            //if(path.z > 0)
            //{
            //    for (int i = 0; i < path.z; i++)
            //    {
            //        moveSkill.Focus(unitTransform.position + new Vector3(path.x, 0, 0) + new Vector3(0, 0, i));
            //        yield return new WaitForSeconds(0.1f);
            //    }
            //}

            moveSkill.Focus(aiTree.moveTarget);
            yield return(new WaitForSeconds(0.5f));

            aiTree.outline.CancelRender();
            moveSkill.Confirm();
            yield return(new WaitUntil(() => { return moveSkill.skillState == Skill.SkillState.reset; }));
        }
        aiTree.moveRange.Delete();
        yield return(new WaitForSeconds(0.1f));

        //Use Skill
        if (aiTree.skillName != "")
        {
            yield return(StartCoroutine(AIPublicFunc.TurnToAI(aiTree.aiUnit, aiTree.aiTarget)));

            if (aiTree.outline)
            {
                aiTree.outline.RenderOutLine(unitTransform);
            }

            aiTree.aiUnit.GetComponent <CharacterAction>().SetSkill(aiTree.skillName);

            UnitSkill unitSkill = SkillManager.GetInstance().skillQueue.Peek().Key as UnitSkill;
            aiTree.rtsCamera.FollowTarget(targetTransform.position);
            yield return(new WaitForSeconds(0.5f));

            unitSkill.Init(unitTransform);

            unitSkill.Focus(targetTransform.position);

            yield return(new WaitForSeconds(0.5f));

            if (aiTree.outline)
            {
                aiTree.outline.CancelRender();
            }
            unitSkill.Confirm();
            yield return(new WaitUntil(() => { return unitSkill.complete == true; }));

            aiTree.rtsCamera.FollowTarget(unitTransform.position);
        }

        //ChooseDirection
        yield return(StartCoroutine(AIPublicFunc.TurnToAI(aiTree.aiUnit, aiTree.finalDirection)));

        //ChooseTrick

        Data = true;
        yield return(0);
    }