Exemplo n.º 1
0
        /// <summary>
        /// Sets up enemy based on current settings.
        /// </summary>
        public void ApplyEnemySettings()
        {
            DaggerfallUnity dfUnity = DaggerfallUnity.Instance;
            Dictionary <int, MobileEnemy> enemyDict = GameObjectHelper.EnemyDict;

            // Find mobile unit in children
            DaggerfallMobileUnit dfMobile = GetMobileBillboardChild();

            if (dfMobile != null)
            {
                // Setup mobile billboard
                Vector2 size = Vector2.one;
                dfMobile.SetEnemy(dfUnity, enemyDict[(int)EnemyType], EnemyReaction);

                // Setup controller
                CharacterController controller = GetComponent <CharacterController>();
                if (controller)
                {
                    // Set base height from sprite
                    size = dfMobile.Summary.RecordSizes[0];
                    controller.height = size.y;

                    // Reduce height of flying creatures as their wing animation makes them taller than desired
                    // This helps them get through doors while aiming for player eye height
                    if (dfMobile.Summary.Enemy.Behaviour == MobileBehaviour.Flying)
                    {
                        controller.height /= 2f;
                    }

                    // Uncomment below lines to limit maximum controller height
                    // Some particularly tall sprites (e.g. giants) require this hack to get through doors
                    // However they will appear sunken into ground as a result
                    //if (controller.height > 1.9f)
                    //    controller.height = 1.9f;
                }

                // Setup sounds
                EnemySounds enemySounds = GetComponent <Demo.EnemySounds>();
                if (enemySounds)
                {
                    enemySounds.MoveSound   = (SoundClips)dfMobile.Summary.Enemy.MoveSound;
                    enemySounds.BarkSound   = (SoundClips)dfMobile.Summary.Enemy.BarkSound;
                    enemySounds.AttackSound = (SoundClips)dfMobile.Summary.Enemy.AttackSound;
                }
            }
        }
Exemplo n.º 2
0
        public static GameObject CreateDaggerfallEnemyGameObject(MobileTypes type, Transform parent, MobileReactions reaction)
        {
            DaggerfallUnity dfUnity = DaggerfallUnity.Instance;

            // Ensure enemy dict is loaded
            if (enemyDict == null)
            {
                enemyDict = EnemyBasics.GetEnemyDict();
            }

            GameObject go = new GameObject(string.Format("DaggerfallEnemy [{0}]", type.ToString()));

            if (parent)
            {
                go.transform.parent = parent;
            }
            go.transform.forward = Vector3.forward;

            // Add custom tag and script
            go.tag = dfUnity.Option_EnemyTag;
#if UNITY_EDITOR
            if (dfUnity.Option_CustomEnemyScript != null)
            {
                go.AddComponent(dfUnity.Option_CustomEnemyScript.GetClass());
            }
#endif

            // Add child object for enemy billboard
            GameObject mobileObject = new GameObject("DaggerfallMobileUnit");
            mobileObject.transform.parent = go.transform;

            // Add mobile enemy
            Vector2 size = Vector2.one;
            DaggerfallMobileUnit dfMobile = mobileObject.AddComponent <DaggerfallMobileUnit>();
            dfMobile.SetEnemy(dfUnity, enemyDict[(int)type], reaction);
            size = dfMobile.Summary.RecordSizes[0];

            // Add character controller
            if (dfUnity.Option_EnemyCharacterController || dfUnity.Option_EnemyExampleAI)
            {
                CharacterController controller = go.AddComponent <CharacterController>();
                controller.radius     = dfUnity.Option_EnemyRadius;
                controller.height     = size.y;
                controller.slopeLimit = dfUnity.Option_EnemySlopeLimit;
                controller.stepOffset = dfUnity.Option_EnemyStepOffset;

                // Reduce height of flying creatures as their wing animation makes them taller than desired
                // This helps them get through doors while aiming for player eye height
                if (dfMobile.Summary.Enemy.Behaviour == MobileBehaviour.Flying)
                {
                    controller.height /= 2f;
                }

                // Limit maximum height to ensure controller can fit through doors
                // For some reason Unity 4.5 doesn't let you set SkinWidth from code >.<
                if (controller.height > 1.9f)
                {
                    controller.height = 1.9f;
                }
            }

            // Add rigidbody
            if (dfUnity.Option_EnemyRigidbody)
            {
                Rigidbody rigidbody = go.AddComponent <Rigidbody>();
                rigidbody.useGravity  = dfUnity.Option_EnemyUseGravity;
                rigidbody.isKinematic = dfUnity.Option_EnemyIsKinematic;
            }

            // Add capsule collider
            if (dfUnity.Option_EnemyCapsuleCollider)
            {
                CapsuleCollider collider = go.AddComponent <CapsuleCollider>();
                collider.radius = dfUnity.Option_EnemyRadius;
                collider.height = size.y;
            }

            // Add navmesh agent
            if (dfUnity.Option_EnemyNavMeshAgent)
            {
                NavMeshAgent agent = go.AddComponent <NavMeshAgent>();
                agent.radius     = dfUnity.Option_EnemyRadius;
                agent.height     = size.y;
                agent.baseOffset = size.y * 0.5f;
            }

            // Add example AI
            if (dfUnity.Option_EnemyExampleAI)
            {
                // EnemyMotor will also add other required components
                go.AddComponent <Demo.EnemyMotor>();

                // Set sounds
                Demo.EnemySounds enemySounds = go.GetComponent <Demo.EnemySounds>();
                if (enemySounds)
                {
                    enemySounds.MoveSound   = (SoundClips)dfMobile.Summary.Enemy.MoveSound;
                    enemySounds.BarkSound   = (SoundClips)dfMobile.Summary.Enemy.BarkSound;
                    enemySounds.AttackSound = (SoundClips)dfMobile.Summary.Enemy.AttackSound;
                }
            }

            return(go);
        }
Exemplo n.º 3
0
        public void setupMobile()
        {
            name = string.Format("DaggerfallEnemy [{0}]", creatureType.ToString());

            // Add child object for enemy billboard
            GameObject mobileObject = new GameObject("DaggerfallMobileUnit");

            mobileObject.transform.parent = this.transform;

            // Add mobile enemy
            Vector2 size = Vector2.one;
            DaggerfallMobileUnit dfMobile = mobileObject.AddComponent <DaggerfallMobileUnit>();

            try {
                Dictionary <int, MobileEnemy> enemyDict = EnemyBasics.GetEnemyDict();
                dfMobile.SetEnemy(dfUnity, enemyDict[(int)creatureType], reaction);
                size = dfMobile.Summary.RecordSizes[0];
            } catch (System.Exception e) {
                string message = string.Format("Failed to set enemy type (int)type={0}. '{1}'", (int)creatureType, e.Message);
                // TODO: Change logging
                DaggerfallUnity.LogMessage(message);
                GameObject.DestroyImmediate(dfMobile);
            }

            // Add character controller
            if (dfUnity.Option_EnemyCharacterController)
            {
                CharacterController controller = gameObject.AddComponent <CharacterController>();
                controller.radius     = dfUnity.Option_EnemyRadius;
                controller.height     = size.y;
                controller.slopeLimit = dfUnity.Option_EnemySlopeLimit;
                controller.stepOffset = dfUnity.Option_EnemyStepOffset;

                // Reduce height of flying creatures as their wing animation makes them taller than desired
                // This helps them get through doors while aiming for player eye height
                if (dfMobile.Summary.Enemy.Behaviour == MobileBehaviour.Flying)
                {
                    controller.height /= 2f;
                }

                // Limit maximum height to ensure controller can fit through doors
                // For some reason Unity 4.5 doesn't let you set SkinWidth from code >.<
                if (controller.height > 1.9f)
                {
                    controller.height = 1.9f;
                }
            }

            // Add rigidbody
            if (dfUnity.Option_EnemyRigidbody)
            {
                Rigidbody rigidbody = gameObject.AddComponent <Rigidbody>();
                rigidbody.useGravity  = dfUnity.Option_EnemyUseGravity;
                rigidbody.isKinematic = dfUnity.Option_EnemyIsKinematic;
            }

            // Add capsule collider
            if (dfUnity.Option_EnemyCapsuleCollider)
            {
                CapsuleCollider collider = gameObject.AddComponent <CapsuleCollider>();
                collider.radius = dfUnity.Option_EnemyRadius;
                collider.height = size.y;
            }

            // Add navmesh agent
            if (dfUnity.Option_EnemyNavMeshAgent)
            {
                NavMeshAgent agent = gameObject.AddComponent <NavMeshAgent>();
                agent.radius     = dfUnity.Option_EnemyRadius;
                agent.height     = size.y;
                agent.baseOffset = size.y * 0.5f;
            }

            // Add example AI
            if (dfUnity.Option_EnemyExampleAI)
            {
                // EnemyMotor will also add other required components
                gameObject.AddComponent <DaggerfallWorkshop.Demo.EnemyMotor>();

                // Set sounds
                DaggerfallWorkshop.Demo.EnemySounds enemySounds = gameObject.GetComponent <DaggerfallWorkshop.Demo.EnemySounds>();
                if (enemySounds)
                {
                    enemySounds.MoveSound   = (SoundClips)dfMobile.Summary.Enemy.MoveSound;
                    enemySounds.BarkSound   = (SoundClips)dfMobile.Summary.Enemy.BarkSound;
                    enemySounds.AttackSound = (SoundClips)dfMobile.Summary.Enemy.AttackSound;
                }
            }
        }
Exemplo n.º 4
0
        /// <summary>
        /// Sets up enemy based on current settings.
        /// </summary>
        public void ApplyEnemySettings(MobileGender gender)
        {
            DaggerfallUnity dfUnity = DaggerfallUnity.Instance;
            Dictionary <int, MobileEnemy> enemyDict = GameObjectHelper.EnemyDict;
            MobileEnemy mobileEnemy = enemyDict[(int)EnemyType];

            // Find mobile unit in children
            DaggerfallMobileUnit dfMobile = GetMobileBillboardChild();

            if (dfMobile != null)
            {
                // Setup mobile billboard
                Vector2 size = Vector2.one;
                mobileEnemy.Gender = gender;
                dfMobile.SetEnemy(dfUnity, mobileEnemy, EnemyReaction, ClassicSpawnDistanceType);

                // Setup controller
                CharacterController controller = GetComponent <CharacterController>();
                if (controller)
                {
                    // Set base height from sprite
                    size = dfMobile.Summary.RecordSizes[0];
                    controller.height = size.y;

                    // Reduce height of flying creatures as their wing animation makes them taller than desired
                    // This helps them get through doors while aiming for player eye height
                    if (dfMobile.Summary.Enemy.Behaviour == MobileBehaviour.Flying)
                    {
                        controller.height /= 2f;
                    }

                    // Limit maximum controller height
                    // Some particularly tall sprites (e.g. giants) require this hack to get through doors
                    if (controller.height > 1.78f)
                    {
                        // Adjust center so that sprite doesn't sink into the ground
                        Vector3 newCenter = controller.center;
                        newCenter.y      += (1.78f - controller.height) / 2;
                        controller.center = newCenter;
                        controller.height = 1.78f;
                    }

                    controller.gameObject.layer = LayerMask.NameToLayer("Enemies");
                }

                // Setup sounds
                EnemySounds enemySounds = GetComponent <Game.EnemySounds>();
                if (enemySounds)
                {
                    enemySounds.MoveSound   = (SoundClips)dfMobile.Summary.Enemy.MoveSound;
                    enemySounds.BarkSound   = (SoundClips)dfMobile.Summary.Enemy.BarkSound;
                    enemySounds.AttackSound = (SoundClips)dfMobile.Summary.Enemy.AttackSound;
                }

                // Setup entity
                if (entityBehaviour)
                {
                    EnemyEntity entity = new EnemyEntity(entityBehaviour);
                    entityBehaviour.Entity = entity;

                    // Enemies are initially added to same world context as player
                    entity.WorldContext = GameManager.Instance.PlayerEnterExit.WorldContext;

                    int enemyIndex = (int)EnemyType;
                    if (enemyIndex >= 0 && enemyIndex <= 42)
                    {
                        entityBehaviour.EntityType = EntityTypes.EnemyMonster;
                        entity.SetEnemyCareer(mobileEnemy, entityBehaviour.EntityType);
                    }
                    else if (enemyIndex >= 128 && enemyIndex <= 146)
                    {
                        entityBehaviour.EntityType = EntityTypes.EnemyClass;
                        entity.SetEnemyCareer(mobileEnemy, entityBehaviour.EntityType);
                    }
                    else
                    {
                        entityBehaviour.EntityType = EntityTypes.None;
                    }
                }
            }
        }
Exemplo n.º 5
0
        /// <summary>
        /// Sets up enemy based on current settings.
        /// </summary>
        public void ApplyEnemySettings(MobileGender gender)
        {
            DaggerfallUnity dfUnity = DaggerfallUnity.Instance;
            Dictionary <int, MobileEnemy> enemyDict = GameObjectHelper.EnemyDict;
            MobileEnemy mobileEnemy = enemyDict[(int)EnemyType];

            // Find mobile unit in children
            DaggerfallMobileUnit dfMobile = GetMobileBillboardChild();

            if (dfMobile != null)
            {
                // Setup mobile billboard
                Vector2 size = Vector2.one;
                mobileEnemy.Gender = gender;
                dfMobile.SetEnemy(dfUnity, mobileEnemy, EnemyReaction);

                // Setup controller
                CharacterController controller = GetComponent <CharacterController>();
                if (controller)
                {
                    // Set base height from sprite
                    size = dfMobile.Summary.RecordSizes[0];
                    controller.height = size.y;

                    // Reduce height of flying creatures as their wing animation makes them taller than desired
                    // This helps them get through doors while aiming for player eye height
                    if (dfMobile.Summary.Enemy.Behaviour == MobileBehaviour.Flying)
                    {
                        controller.height /= 2f;
                    }

                    // Uncomment below lines to limit maximum controller height
                    // Some particularly tall sprites (e.g. giants) require this hack to get through doors
                    // However they will appear sunken into ground as a result
                    //if (controller.height > 1.9f)
                    //    controller.height = 1.9f;

                    controller.gameObject.layer = LayerMask.NameToLayer("Enemies");
                }

                // Setup sounds
                EnemySounds enemySounds = GetComponent <Game.EnemySounds>();
                if (enemySounds)
                {
                    enemySounds.MoveSound   = (SoundClips)dfMobile.Summary.Enemy.MoveSound;
                    enemySounds.BarkSound   = (SoundClips)dfMobile.Summary.Enemy.BarkSound;
                    enemySounds.AttackSound = (SoundClips)dfMobile.Summary.Enemy.AttackSound;
                }

                // Setup entity
                if (entityBehaviour)
                {
                    EnemyEntity entity = new EnemyEntity();
                    entityBehaviour.Entity = entity;

                    int enemyIndex = (int)EnemyType;
                    if (enemyIndex >= 0 && enemyIndex <= 42)
                    {
                        entityBehaviour.EntityType = EntityTypes.EnemyMonster;
                        entity.SetEnemyCareer(mobileEnemy, entityBehaviour.EntityType);
                    }
                    else if (enemyIndex >= 128 && enemyIndex <= 146)
                    {
                        entityBehaviour.EntityType = EntityTypes.EnemyClass;
                        entity.SetEnemyCareer(mobileEnemy, entityBehaviour.EntityType);
                    }
                    else
                    {
                        entityBehaviour.EntityType = EntityTypes.None;
                    }
                }
            }
        }
Exemplo n.º 6
0
        /// <summary>
        /// Sets up enemy based on current settings.
        /// </summary>
        public void ApplyEnemySettings(MobileGender gender)
        {
            DaggerfallUnity dfUnity = DaggerfallUnity.Instance;
            Dictionary <int, MobileEnemy> enemyDict = GameObjectHelper.EnemyDict;
            MobileEnemy mobileEnemy = enemyDict[(int)EnemyType];

            if (AlliedToPlayer)
            {
                mobileEnemy.Team = MobileTeams.PlayerAlly;
            }

            // Find mobile unit in children
            DaggerfallMobileUnit dfMobile = GetMobileBillboardChild();

            if (dfMobile != null)
            {
                // Setup mobile billboard
                Vector2 size = Vector2.one;
                mobileEnemy.Gender = gender;
                dfMobile.SetEnemy(dfUnity, mobileEnemy, EnemyReaction, ClassicSpawnDistanceType);

                // Setup controller
                CharacterController controller = GetComponent <CharacterController>();
                if (controller)
                {
                    // Set base height from sprite
                    size = dfMobile.Summary.RecordSizes[0];
                    controller.height = size.y;

                    // Reduce height of flying creatures as their wing animation makes them taller than desired
                    // This helps them get through doors while aiming for player eye height
                    if (dfMobile.Summary.Enemy.Behaviour == MobileBehaviour.Flying)
                    {
                        // (in frame 0 wings are in high position, assume body is  the lower half)
                        AdjustControllerHeight(controller, controller.height / 2, ControllerJustification.BOTTOM);
                    }

                    // Limit minimum controller height
                    // Stops very short characters like rats from being walked upon
                    if (controller.height < 1.6f)
                    {
                        AdjustControllerHeight(controller, 1.6f, ControllerJustification.BOTTOM);
                    }

                    controller.gameObject.layer = LayerMask.NameToLayer("Enemies");
                }

                // Setup sounds
                EnemySounds enemySounds = GetComponent <Game.EnemySounds>();
                if (enemySounds)
                {
                    enemySounds.MoveSound   = (SoundClips)dfMobile.Summary.Enemy.MoveSound;
                    enemySounds.BarkSound   = (SoundClips)dfMobile.Summary.Enemy.BarkSound;
                    enemySounds.AttackSound = (SoundClips)dfMobile.Summary.Enemy.AttackSound;
                }

                MeshRenderer meshRenderer = dfMobile.GetComponent <MeshRenderer>();
                if (meshRenderer)
                {
                    if (dfMobile.Summary.Enemy.NoShadow)
                    {
                        meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
                    }
                    if (dfMobile.Summary.Enemy.GlowColor != null)
                    {
                        meshRenderer.receiveShadows = false;
                        GameObject enemyLightGameObject = Instantiate(LightAura);
                        enemyLightGameObject.transform.parent        = dfMobile.transform;
                        enemyLightGameObject.transform.localPosition = new Vector3(0, 0.3f, 0.2f);
                        Light enemyLight = enemyLightGameObject.GetComponent <Light>();
                        enemyLight.color   = (Color)dfMobile.Summary.Enemy.GlowColor;
                        enemyLight.shadows = DaggerfallUnity.Settings.DungeonLightShadows ? LightShadows.Soft : LightShadows.None;
                    }
                }

                // Setup entity
                if (entityBehaviour)
                {
                    EnemyEntity entity = new EnemyEntity(entityBehaviour);
                    entityBehaviour.Entity = entity;

                    // Enemies are initially added to same world context as player
                    entity.WorldContext = GameManager.Instance.PlayerEnterExit.WorldContext;

                    int enemyIndex = (int)EnemyType;
                    if (enemyIndex >= 0 && enemyIndex <= 42)
                    {
                        entityBehaviour.EntityType = EntityTypes.EnemyMonster;
                        entity.SetEnemyCareer(mobileEnemy, entityBehaviour.EntityType);
                    }
                    else if (enemyIndex >= 128 && enemyIndex <= 146)
                    {
                        entityBehaviour.EntityType = EntityTypes.EnemyClass;
                        entity.SetEnemyCareer(mobileEnemy, entityBehaviour.EntityType);
                    }
                    else
                    {
                        entityBehaviour.EntityType = EntityTypes.None;
                    }
                }
            }
        }