Exemplo n.º 1
0
    IEnumerator ChainReact(int chainDepth)
    {
        Collider[] allNear = Physics.OverlapSphere(transform.position, blastRadius);

        for (int i = 0; i < allNear.Length; i++)
        {
            ExplodeChainReact ecrScript = allNear[i].gameObject.GetComponent <ExplodeChainReact>();
            if (ecrScript && gameObject != allNear[i].gameObject) // can explode, and isn't self
            {
                Debug.Log("CHAIN (" + chainDepth + ") from " + gameObject.name + " to " + allNear[i].gameObject.name);
                ecrScript.Explode(chainDepth + 1);
            }
        }

        yield return(new WaitForSeconds(chainDepth * Random.Range(0.1f, 0.4f))); // lag the explosion

        GameObject        pointGO    = GameObject.Instantiate(pointPopper, transform.position, transform.rotation);
        PointScaleFadeDie psfdScript = pointGO.GetComponent <PointScaleFadeDie>();

        psfdScript.SetText(chainDepth + "00", chainDepth);
        ScoreKeeper.instance.AddScore(100 * chainDepth);

        GameObject.Instantiate(blastVFX, transform.position, transform.rotation);

        Destroy(gameObject);
    }
Exemplo n.º 2
0
    public int HitsInRange()
    {
        if (alreadyCountedInChainForAimThisFrame)
        {
            return(0); // already visited - also avoids recusive/feedback lock up
        }

        int hitsThroughMe = 1;                       // counts itself

        alreadyCountedInChainForAimThisFrame = true; // will stop from revisiting itself

        Collider[] allNear = Physics.OverlapSphere(transform.position, blastRadius);

        for (int i = 0; i < allNear.Length; i++)
        {
            ExplodeChainReact ecrScriptNext = allNear[i].gameObject.GetComponent <ExplodeChainReact>();
            if (ecrScriptNext && ecrScriptNext.alreadyCountedInChainForAimThisFrame == false)
            {
                hitsThroughMe += ecrScriptNext.HitsInRange();
            }
        }
        return(hitsThroughMe);
    }
Exemplo n.º 3
0
    void Update()
    {
        float thicknessRange = 0.4f;

        RaycastHit[] laserMiddle = Physics.RaycastAll(transform.position, transform.forward);
        RaycastHit[] laserLeft   = Physics.RaycastAll(transform.position - transform.right * thicknessRange, transform.forward);
        RaycastHit[] laserRight  = Physics.RaycastAll(transform.position + transform.right * thicknessRange, transform.forward);
        RaycastHit[] laserUp     = Physics.RaycastAll(transform.position + transform.up * thicknessRange, transform.forward);
        RaycastHit[] laserDown   = Physics.RaycastAll(transform.position - transform.up * thicknessRange, transform.forward);
        float        roundedPerc = 0.707f;

        RaycastHit[] laserUL = Physics.RaycastAll(transform.position + transform.up * thicknessRange * roundedPerc
                                                  - transform.right * thicknessRange * roundedPerc, transform.forward);
        RaycastHit[] laserUR = Physics.RaycastAll(transform.position + transform.up * thicknessRange * roundedPerc
                                                  + transform.right * thicknessRange * roundedPerc, transform.forward);
        RaycastHit[] laserDL = Physics.RaycastAll(transform.position - transform.up * thicknessRange * roundedPerc
                                                  - transform.right * thicknessRange * roundedPerc, transform.forward);
        RaycastHit[] laserDR = Physics.RaycastAll(transform.position - transform.up * thicknessRange * roundedPerc
                                                  + transform.right * thicknessRange * roundedPerc, transform.forward);

        List <RaycastHit> rhListTemp = new List <RaycastHit>();

        AddArrayIntoListIfUnique(rhListTemp, laserLeft);
        AddArrayIntoListIfUnique(rhListTemp, laserRight);
        AddArrayIntoListIfUnique(rhListTemp, laserUp);
        AddArrayIntoListIfUnique(rhListTemp, laserDown);
        AddArrayIntoListIfUnique(rhListTemp, laserUL);
        AddArrayIntoListIfUnique(rhListTemp, laserUR);
        AddArrayIntoListIfUnique(rhListTemp, laserDL);
        AddArrayIntoListIfUnique(rhListTemp, laserDR);
        AddArrayIntoListIfUnique(rhListTemp, laserMiddle);

        RaycastHit[] allRH = rhListTemp.ToArray(); // Physics.RaycastAll(transform.position, transform.forward);

        int hitsInRange = 0;

        for (int i = 0; i < allRH.Length; i++)
        {
            RaycastHit rhInfo = allRH[i];

            // crosshair.rectTransform.position = Camera.main.WorldToScreenPoint(rhInfo.point);
            lastAimedRange  = Vector3.Distance(transform.position, rhInfo.point);
            crosshair.color = Color.red;

            ExplodeChainReact ecrScript = rhInfo.collider.gameObject.GetComponent <ExplodeChainReact>();
            if (Input.GetMouseButtonDown(0))
            {
                emitter.Emit(1000);
                Debug.Log("DIRECT HIT:" + rhInfo.collider.gameObject.name);
                if (ecrScript)
                {
                    ecrScript.Explode(1);
                }
            }
            else
            {
                if (ecrScript)
                {
                    hitsInRange += ecrScript.HitsInRange();
                }
                else
                {
                    cannonReadout.text = "X";
                }
            }
        }

        if (lastAimedRange > maxAimRange)
        {
            lastAimedRange = maxAimRange;
        }
        crosshair.rectTransform.position = Camera.main.WorldToScreenPoint(transform.position + transform.forward * lastAimedRange);

        if (allRH.Length == 0) // essentially, else / nothing under gun
        {
            crosshair.color = Color.cyan;

            cannonReadout.text = "0";
        }
        else if (hitsInRange != 0)
        {
            cannonReadout.text = "" + hitsInRange;
        }
        else
        {
            cannonReadout.text = "X";
        }
    }
Exemplo n.º 4
0
    void Update()
    {
        bool fireTriggerSqueezingNow  = Input.GetAxis("TriggerAxis") > 0.2f;
        bool fireTriggerSqueezedFrame = (fireTriggerSqueezingNow && fireHoldLock == false);

        fireHoldLock = fireTriggerSqueezingNow;

        if (Input.GetKeyDown(KeyCode.Escape))
        {
            SceneManager.LoadScene(0); // back to menu
        }
        if (lastAimedRange < 25.0f)
        {
            lastAimedRange = 25.0f;
        }
        crosshair.rectTransform.position = Camera.main.WorldToScreenPoint(transform.position + transform.forward * lastAimedRange);

        if (shotsLeft <= 0)
        {
            crosshair.color    = Color.black;
            cannonReadout.text = "-";

            outOfAmmo?.Invoke();
            return;
        }

        float thicknessRange = 0.4f;

        RaycastHit[] laserMiddle = Physics.RaycastAll(transform.position, transform.forward);
        RaycastHit[] laserLeft   = Physics.RaycastAll(transform.position - transform.right * thicknessRange, transform.forward);
        RaycastHit[] laserRight  = Physics.RaycastAll(transform.position + transform.right * thicknessRange, transform.forward);
        RaycastHit[] laserUp     = Physics.RaycastAll(transform.position + transform.up * thicknessRange, transform.forward);
        RaycastHit[] laserDown   = Physics.RaycastAll(transform.position - transform.up * thicknessRange, transform.forward);
        float        roundedPerc = 0.707f;

        RaycastHit[] laserUL = Physics.RaycastAll(transform.position + transform.up * thicknessRange * roundedPerc
                                                  - transform.right * thicknessRange * roundedPerc, transform.forward);
        RaycastHit[] laserUR = Physics.RaycastAll(transform.position + transform.up * thicknessRange * roundedPerc
                                                  + transform.right * thicknessRange * roundedPerc, transform.forward);
        RaycastHit[] laserDL = Physics.RaycastAll(transform.position - transform.up * thicknessRange * roundedPerc
                                                  - transform.right * thicknessRange * roundedPerc, transform.forward);
        RaycastHit[] laserDR = Physics.RaycastAll(transform.position - transform.up * thicknessRange * roundedPerc
                                                  + transform.right * thicknessRange * roundedPerc, transform.forward);

        List <RaycastHit> rhListTemp = new List <RaycastHit>();

        AddArrayIntoListIfUnique(rhListTemp, laserLeft);
        AddArrayIntoListIfUnique(rhListTemp, laserRight);
        AddArrayIntoListIfUnique(rhListTemp, laserUp);
        AddArrayIntoListIfUnique(rhListTemp, laserDown);
        AddArrayIntoListIfUnique(rhListTemp, laserUL);
        AddArrayIntoListIfUnique(rhListTemp, laserUR);
        AddArrayIntoListIfUnique(rhListTemp, laserDL);
        AddArrayIntoListIfUnique(rhListTemp, laserDR);
        AddArrayIntoListIfUnique(rhListTemp, laserMiddle);

        RaycastHit[] allRH = rhListTemp.ToArray(); // Physics.RaycastAll(transform.position, transform.forward);

        int  hitsInRange = 0;
        bool didFire     = false;

        crosshair.color = Color.red;
        for (int i = 0; i < allRH.Length; i++)
        {
            RaycastHit rhInfo = allRH[i];

            crosshair.rectTransform.position = Camera.main.WorldToScreenPoint(rhInfo.point);
            lastAimedRange = Vector3.Distance(transform.position, rhInfo.point);

            ExplodeChainReact ecrScript = rhInfo.collider.gameObject.GetComponentInParent <ExplodeChainReact>();
            bool isItShootingPoint      = (ShootingPoints ? rhInfo.collider.gameObject.transform.IsChildOf(ShootingPoints.transform) : false);
            if (Input.GetMouseButtonDown(0) || fireTriggerSqueezedFrame)
            {
                if (isItShootingPoint)
                {
                    transform.root.position = rhInfo.collider.transform.position;
                    transform.root.rotation = rhInfo.collider.transform.rotation;
                    break; // shooting point, bail out
                }
                else
                {
                    didFire = true; // setting only once, to not repeat per sub raycast

                    /*GameObject testBlastVFX = Resources.Load("Explosion5m") as GameObject;
                     * GameObject pointGO = GameObject.Instantiate(testBlastVFX, transform.position + transform.forward * 7.0f,
                     *  transform.rotation);*/

                    Invoke(nameof(DisableMuzzleFlash), muzzleFlashDuration);

                    // Debug.Log("DIRECT HIT:" + rhInfo.collider.gameObject.name);
                    if (ecrScript)
                    {
                        ecrScript.Explode(1);
                    }
                }
            }
            else
            {
                if (ecrScript)
                {
                    hitsInRange += ecrScript.HitsInRange();
                }
                else if (isItShootingPoint)
                {
                    crosshair.color = Color.green;
                }
                else
                {
                    cannonReadout.text = "X";
                }
            }
        }

        if (didFire)
        {
            shotsLeft--;
            UpdateAmmoDisplay();
            emitter.Emit(1000);
            animator.SetTrigger("Fire");
            cannonShotSound.clip = cannonSoundClips[Random.Range(0, cannonSoundClips.Count)];
            cannonShotSound.Play();
            muzzleFlash.SetActive(true);
            if (SceneManager.GetActiveScene().name == "ChaosDimension")
            {
                Debug.Log("shot fired in Chaos Dimension");
                TimeKeeper.instance.RandomJoltTimeOffset();
            }
            TimeKeeper.instance.fakeTimePace = 1.0f;
        }

        if (lastAimedRange > maxAimRange)
        {
            lastAimedRange = maxAimRange;
        }

        if (allRH.Length == 0) // essentially, else / nothing under gun
        {
            crosshair.color = Color.red;

            cannonReadout.text = "0";
        }
        else if (hitsInRange != 0)
        {
            crosshair.color    = Color.cyan;
            cannonReadout.text = "" + hitsInRange;
        }
        else
        {
            crosshair.color    = Color.black;
            cannonReadout.text = "X";
        }
    }
Exemplo n.º 5
0
    IEnumerator ChainReact(int chainDepth)
    {
        Collider[] allNear = Physics.OverlapSphere(transform.position, blastRadius);

        for (int i = 0; i < allNear.Length; i++)
        {
            ExplodeChainReact ecrScript = allNear[i].gameObject.GetComponentInParent <ExplodeChainReact>();
            if (ecrScript && gameObject != allNear[i].gameObject) // can explode, and isn't self
            {
                Debug.Log("CHAIN (" + chainDepth + ") from " + gameObject.name + " to " + allNear[i].gameObject.name);
                ecrScript.Explode(chainDepth + 1);
            }
        }

        yield return(new WaitForSeconds(chainDepth * Random.Range(0.1f, 0.4f))); // lag the explosion

        Destroy(gameObject);

        GameObject        pointGO    = GameObject.Instantiate(pointPopper, transform.position, transform.rotation);
        PointScaleFadeDie psfdScript = pointGO.GetComponent <PointScaleFadeDie>();
        int score = chainDepth * 100;

        psfdScript.SetText(score, chainDepth);
        ScoreKeeper.instance.AddScore(score);

        // UI Elements Handling
        if (TotalNumberOfTargetHits && ScoreList)
        {
            TotalNumberOfTargetHits.value += 1;
            if (chainDepth == 1)
            {
                ScoreList.value.Add(score);
                NumberOfTargetsList.value.Add(chainDepth);
            }
            else if (chainDepth > 1)
            {
                int index;
                index = ScoreList.value.Count - 1;
                if (index >= 0 && index < ScoreList.value.Count)
                {
                    ScoreList.value[ScoreList.value.Count - 1] += score;
                }
                else
                {
                    Debug.LogWarning("INVALID INDEX attempt blocked");
                }
                index = NumberOfTargetsList.value.Count - 1;
                if (index >= 0 && index < NumberOfTargetsList.value.Count)
                {
                    NumberOfTargetsList.value[NumberOfTargetsList.value.Count - 1] += 1;
                }
                else
                {
                    Debug.LogWarning("INVALID INDEX attempt blocked");
                }
            }
        }
        else
        {
            Debug.LogWarning("NOTE: TotalNumberOfTargetHits AND/OR ScoreList isn't set in this scene");
        }
    }