예제 #1
0
        public Weapon CreateWeapon(WeaponType wType)
        {
            Weapon weapon = null;

            switch (wType)
            {
            case WeaponType.AssaultRifle:
                weapon = new AssaultRifle();
                break;

            case WeaponType.ShotGun:
                weapon = new ShotGun();
                break;

            case WeaponType.RocketLauncher:
                weapon = new RocketLauncher();
                break;

            case WeaponType.MachineGun:
                weapon = new MachineGun();
                break;

            case WeaponType.LaserGun:
                weapon = new LaserGun();
                break;

            case WeaponType.Sniper:
                weapon = new Sniper();
                break;

            case WeaponType.Saw:
                weapon = new Saw();
                break;
            }
            //Debug.Log("Create Weapon"+weapon.GetWeaponType());
            return(weapon);
        }
예제 #2
0
        public override void NextState(Player player, float deltaTime)
        {
            InputController inputController = player.InputController;

            InputInfo inputInfo = new InputInfo();

            inputController.ProcessInput(deltaTime, inputInfo);
            player.ZoomIn(deltaTime);

            Weapon weapon = player.GetWeapon();

            if (weapon != null)
            {
                if (weapon.GetWeaponType() == WeaponType.Sniper)
                {
                    Sniper autoMissle = weapon as Sniper;
                    if (!autoMissle.HaveBullets())
                    {
                        player.SetState(Player.IDLE_STATE);
                    }
                    else
                    {
                        if (inputInfo.fire)
                        {
                            player.AutoAim(deltaTime);
                        }
                        else
                        {
                            if (autoMissle.AimedTarget())
                            {
                                player.Fire(deltaTime);
                            }
                        }
                    }
                }
                else
                {
                    if (!weapon.HaveBullets())
                    {
                        player.SetState(Player.IDLE_STATE);
                    }
                    else if (!weapon.CouldMakeNextShoot())
                    {
                        weapon.FireUpdate(deltaTime);
                    }
                    else
                    {
                        //¹¥»÷
                        if (inputInfo.fire)
                        {
                            weapon.FireUpdate(deltaTime);
                            player.Fire(deltaTime);
                            WeaponType wType = weapon.GetWeaponType();
                            switch (wType)
                            {
                            case WeaponType.ShotGun:
                            case WeaponType.RocketLauncher:
                                player.Animate(AnimationName.PLAYER_SHOT + player.WeaponNameEnd, WrapMode.Once);
                                break;

                            case WeaponType.Saw:
                                player.RandomSawAnimation();
                                player.Animate(AnimationName.PLAYER_RUNFIRE + player.WeaponNameEnd, WrapMode.Loop);
                                break;

                            default:
                                player.Animate(AnimationName.PLAYER_SHOT + player.WeaponNameEnd, WrapMode.Loop);
                                break;
                            }
                        }
                    }
                }
            }


            bool isPlayingAnimation = player.IsPlayingAnimation(AnimationName.PLAYER_SHOT + player.WeaponNameEnd);
            bool animationEnds      = player.AnimationEnds(AnimationName.PLAYER_SHOT + player.WeaponNameEnd);

            if ((isPlayingAnimation && animationEnds) || !isPlayingAnimation)
            {
                if (!inputInfo.fire && !inputInfo.IsMoving())
                {
                    player.SetState(Player.IDLE_STATE);
                    player.StopFire();
                }
                else if (inputInfo.fire && inputInfo.IsMoving())
                {
                    player.SetState(Player.RUNSHOOT_STATE);
                }
                else if (!inputInfo.fire && inputInfo.IsMoving())
                {
                    player.SetState(Player.RUN_STATE);
                    player.StopFire();
                }
                else
                {
                    //¹¥»÷¼ä¸ô
                    WeaponType wType = weapon.GetWeaponType();
                    if (wType == WeaponType.AssaultRifle ||
                        weapon.GetWeaponType() == WeaponType.MachineGun ||
                        weapon.GetWeaponType() == WeaponType.LaserGun ||
                        weapon.GetWeaponType() == WeaponType.Saw
                        )
                    {
                        player.Animate(AnimationName.PLAYER_SHOT + player.WeaponNameEnd, WrapMode.Loop);
                    }
                    else
                    {
                        player.Animate(AnimationName.PLAYER_IDLE + player.WeaponNameEnd, WrapMode.Loop);
                    }
                }
            }
        }
예제 #3
0
        public override void NextState(Player player, float deltaTime)
        {
            InputController inputController = player.InputController;

            InputInfo inputInfo = new InputInfo();

            inputController.ProcessInput(deltaTime, inputInfo);

            player.ZoomIn(deltaTime);
            player.Move(inputInfo.moveDirection * (deltaTime * player.WalkSpeed * Constant.PLAYING_WALKINGSPEED_DISCOUNT_WHEN_SHOOTING));


            Weapon weapon = player.GetWeapon();

            if (weapon != null)
            {
                if (weapon.GetWeaponType() == WeaponType.Sniper)
                {
                    Sniper autoMissle = weapon as Sniper;
                    if (!autoMissle.HaveBullets())
                    {
                        player.SetState(Player.RUN_STATE);
                    }
                    else
                    {
                        if (inputInfo.fire)
                        {
                            autoMissle.AutoAim(deltaTime);
                            player.Animate(AnimationName.PLAYER_RUN + player.WeaponNameEnd, WrapMode.Loop);
                        }
                        else
                        {
                            if (autoMissle.AimedTarget())
                            {
                                player.Fire(deltaTime);
                                player.Animate(AnimationName.PLAYER_RUNFIRE + player.WeaponNameEnd, WrapMode.Once);
                            }
                        }
                    }
                }
                else
                {
                    weapon.FireUpdate(deltaTime);
                    if (inputInfo.fire)
                    {
                        if (!weapon.HaveBullets())
                        {
                            player.SetState(Player.RUN_STATE);
                        }
                        else if (!weapon.CouldMakeNextShoot())
                        {
                            //weapon.FireUpdate(deltaTime);
                        }
                        else
                        {
                            //weapon.FireUpdate(deltaTime);
                            player.Fire(deltaTime);
                            WeaponType wType = weapon.GetWeaponType();
                            switch (wType)
                            {
                            case WeaponType.RocketLauncher:
                                player.Animate(AnimationName.PLAYER_RUNFIRE + player.WeaponNameEnd, WrapMode.Once);
                                break;

                            case WeaponType.ShotGun:
                                player.Animate(AnimationName.PLAYER_RUNFIRE + player.WeaponNameEnd, WrapMode.ClampForever);
                                break;

                            case WeaponType.Saw:
                                player.RandomSawAnimation();
                                player.Animate(AnimationName.PLAYER_RUNFIRE + player.WeaponNameEnd, WrapMode.Loop);
                                break;

                            default:
                                player.Animate(AnimationName.PLAYER_RUNFIRE + player.WeaponNameEnd, WrapMode.Loop);
                                break;
                            }
                        }
                    }
                }
            }

            bool isPlayingAnimation = player.IsPlayingAnimation(AnimationName.PLAYER_RUNFIRE + player.WeaponNameEnd);
            bool animationEnds      = player.AnimationEnds(AnimationName.PLAYER_RUNFIRE + player.WeaponNameEnd);

            if ((isPlayingAnimation && animationEnds) || !isPlayingAnimation)
            {
                /*
                 * if (isPlayingAnimation && animationEnds)
                 * {
                 *  Debug.Log("animation ends");
                 * }
                 * else if (!isPlayingAnimation)
                 * {
                 *  Debug.Log("animation stops");
                 * }
                 */
                if (!inputInfo.fire && !inputInfo.IsMoving())
                {
                    player.StopFire();
                    player.SetState(Player.IDLE_STATE);
                }
                else if (!inputInfo.fire && inputInfo.IsMoving())
                {
                    player.StopFire();
                    player.SetState(Player.RUN_STATE);
                }
                else if (inputInfo.fire && !inputInfo.IsMoving())
                {
                    player.SetState(Player.SHOOT_STATE);
                }
                else
                {
                    if (weapon.GetWeaponType() == WeaponType.RocketLauncher)
                    {
                        player.Animate(AnimationName.PLAYER_RUN + player.WeaponNameEnd, WrapMode.Loop);
                    }
                    else if (weapon.GetWeaponType() == WeaponType.ShotGun)
                    {
                        player.Animate(AnimationName.PLAYER_RUN02 + player.WeaponNameEnd, WrapMode.Loop);
                    }
                    else if (weapon.GetWeaponType() == WeaponType.AssaultRifle ||
                             weapon.GetWeaponType() == WeaponType.MachineGun ||
                             weapon.GetWeaponType() == WeaponType.LaserGun)
                    {
                        player.Animate(AnimationName.PLAYER_RUNFIRE + player.WeaponNameEnd, WrapMode.Loop);
                    }
                }
            }
        }