Exemplo n.º 1
0
        public void AttackFrame()
        {
            if (m_CurrentTargetCharacterData == null)
            {
                m_ClearPostAttack = false;
                return;
            }

            //if we can't reach the target anymore when it's time to damage, then that attack miss.
            if (m_CharacterData.CanAttackReach(m_CurrentTargetCharacterData))
            {
                m_CharacterData.Attack(m_CurrentTargetCharacterData);

                var attackPos = m_CurrentTargetCharacterData.transform.position + transform.up * 0.5f;
                VFXManager.PlayVFX(VFXType.Hit, attackPos);
                SFXManager.PlaySound(m_CharacterAudio.UseType, new SFXManager.PlayData()
                {
                    Clip = m_CharacterData.Equipment.Weapon.GetHitSound(), PitchMin = 0.8f, PitchMax = 1.2f, Position = attackPos
                });
            }

            if (m_ClearPostAttack)
            {
                m_ClearPostAttack            = false;
                m_CurrentTargetCharacterData = null;
                m_TargetInteractable         = null;
            }

            m_CurrentState = State.DEFAULT;
        }
Exemplo n.º 2
0
        public void AttackFrame()
        {
            CharacterData playerData = CharacterControl.Instance.Data;

            //if we can't reach the player anymore when it's time to damage, then that attack miss.
            if (!m_CharacterData.CanAttackReach(playerData))
            {
                return;
            }

            m_CharacterData.Attack(playerData);
        }
Exemplo n.º 3
0
    public void Update()
    {
        // Key and mouse movement control
        //
        if (!isDead)
        {
            float   horisontal = Input.GetAxis("Horizontal");
            float   vertical   = Input.GetAxis("Vertical");
            Vector3 movement   = new Vector3(horisontal, 0f, vertical);
            if (movement.normalized.magnitude >= 0.1f)
            {
                Vector3 moveDestination = transform.position + movement;
                agent.destination = moveDestination;
                if (CurrentState == State.ATTACKING)
                {
                    CurrentState = State.DEFAULT;
                    currentTargetCharacterData = null;
                }
            }
            else
            {
                RaycastHit hit;
                if (Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition), out hit, 50, ClickableLayer.value))
                {
                    bool enemyHit = false;

                    if (hit.collider.gameObject.tag == "enemy")
                    {
                        enemyHit = true;
                    }

                    if (Input.GetMouseButtonDown(0))
                    {
                        if (enemyHit)
                        {
                            Transform enemyPos = hit.collider.gameObject.transform;
                            agent.destination = enemyPos.position;
                            if (currentTargetCharacterData)
                            {
                                lastTegetCharacterData = currentTargetCharacterData;
                            }

                            currentTargetCharacterData = enemyPos.GetComponent <UnitData>();
                        }
                        else
                        {
                            agent.destination          = hit.point;
                            lastTegetCharacterData     = currentTargetCharacterData;
                            currentTargetCharacterData = null;
                            if (CurrentState == State.ATTACKING)
                            {
                                CurrentState = State.DEFAULT;
                                currentTargetCharacterData = null;
                            }
                        }
                    }
                }
            }

            if (currentTargetCharacterData && characterData.CanAttackReach(currentTargetCharacterData) && CurrentState != State.ATTACKING)
            {
                agent.Stop();
                agent.ResetPath();

                var targetDirection = (currentTargetCharacterData.transform.position - transform.position).normalized;
                targetDirection.y  = 0f;
                transform.rotation = Quaternion.LookRotation(targetDirection);


                CurrentState = State.ATTACKING;
            }

            if (CurrentState == State.ATTACKING)
            {
                characterData.Attack(currentTargetCharacterData);
                if (!characterData.TargetIsLive(currentTargetCharacterData))
                {
                    CurrentState = State.DEFAULT;
                    currentTargetCharacterData = null;
                }
            }
        }



        //Respawn
        else if (isDead)
        {
            CurrentState = State.DEFAULT;
            deathTimer  += Time.deltaTime;
            if (deathTimer > 3.0f)
            {
                GoToRespawn();
            }

            return;
        }

        if (characterData.Stats.CurrentHealth == 0)
        {
            isDead            = true;
            _renderer.enabled = false;
            characterData.StartingWeapon.GetComponentInChildren <Renderer>().enabled = false;
            deathTimer = 0.0f;
        }
        //
    }