Exemplo n.º 1
0
    public override void initAnim(Navi navi, ChipLogic c)
    {
        c.chip_sprite     = effectAnim;
        c.chip_anim_frame = 0;
        c.frametimer      = c.chipFR;
        current_row       = navi.row;
        target_column     = (navi.myNavi()) ? navi.column + 3 : navi.column - 3;        // moves right if my navi, moves left if opponents
        target_column     = (target_column < 0) ? 0 : target_column;
        target_column     = (target_column > 5) ? 5 : target_column;
        target_top        = navi.field.grid[0][target_column].gameObject.transform;
        target_bottom     = navi.field.grid[2][target_column].gameObject.transform;

        //create the render object and set its position forward 3 rows
        c.chip_renderObj = new GameObject();
        c.chip_renderObj.transform.position = navi.field.grid[current_row][target_column].gameObject.transform.position;
        c.chip_renderObj.AddComponent <SpriteRenderer>();
        c.chip_renderObj.GetComponent <SpriteRenderer>().sortingOrder = 3;        //!!!!!! NEED TO FIND SOME WAY OF ORGANIZING THESE SORTING LAYERS!!!!!!
        c.chip_renderObj.GetComponent <SpriteRenderer>().sprite       = c.chip_sprite[c.chip_anim_frame];

        // initialize values
        move_up    = false;
        loop_up    = true;
        move_speed = 1.5f;                      // MOVE SPEED HARD CODED
        duration   = c.power / 2.0f;            // Duration hard coded based on chip power
        hit_row    = false;
    }
Exemplo n.º 2
0
    public override void initAnim(Navi navi, ChipLogic c)
    {
        List <Sprite> subarray = new List <Sprite>();
        int           start; // index of first frame in sheet

        switch (c.sword_size)
        {
        case 1:                 // sword (1x1)
            start = 4;
            break;

        case 2:                 // longsword (1x2)
            start = 0;
            break;

        case -1:                 // widesword (3x1)
            start = 8;
            break;

        default:                // unlisted sword size: NOT A SWORD
            start = 0;
            break;
        }
        int i = 0;

        while (i < 4)           // animation is 4 frames long
        {
            subarray.Add(effectAnim[start + i]);
            i++;
        }
        slash_eff = subarray.ToArray();         // load only corresponding cannon frames
        // prepare renderer for slash effect then deactivate until time to render
        slash_renderer = new GameObject();
        slash_renderer.AddComponent <SpriteRenderer>();
        slash_frame = 0;
        slash_renderer.GetComponent <SpriteRenderer>().sprite       = slash_eff[slash_frame];
        slash_renderer.GetComponent <SpriteRenderer>().sortingOrder = 6; //top layer, hit effect shows above auras
        if (!navi.myNavi())                                              // flip slash effect horizontally when created by opponent
        {
            slash_renderer.GetComponent <SpriteRenderer>().flipX = true;
        }
        slash_renderer.SetActive(false);

        hit = true;             // reset hit check boolean to true until active frame of attack

        // take control of navi sword animation to sync animations
        c.chip_anim_frame    = 0;
        c.frametimer         = 2 * c.chipFR;    // first frame is longer
        navi.rate_controlled = true;
        navi.swordAnim       = true;
        navi.controlledSpriteSet(0);

        //sound
        navi.GetComponent <AudioSource>().PlayOneShot(Resources.Load <AudioClip>("Audio/s_sword"));

        c.interrupt = true;             //sword attacks can be interrupted at any time
    }
Exemplo n.º 3
0
    public override void deactivate(Navi navi)
    {
        // !!! PLACEHOLDER FOR HANDLING PANEL CRACKING BEFORE ARCING CODE IN WRITTEN !!!
        int col_offset = (navi.myNavi()) ? 3 : -3;

        if (col + col_offset >= 0 && col + col_offset <= 5)
        {
            navi.shot_handler.check_position(power, navi.ownerIndex, stun, row, col + col_offset, elem);
            navi.field.grid[row][col + col_offset].state = (navi.field.grid[row][col + col_offset].occupied) ? 1 : -1;
        }
        effect.deactivate(navi, this);
    }
Exemplo n.º 4
0
 public override void OnSyncedUpdate(Navi navi, ChipLogic c)
 {
     c.frametimer -= Time.deltaTime;
     if (!hit)               // try hit
     {
         hit = navi.shot_handler.check_sword(c.power, navi.playerNumber, c.stun
                                             , System.Math.Abs(c.sword_size), (c.sword_size < 0), c.elem);
     }
     if (c.frametimer <= 0)
     {
         c.frametimer = c.chipFR;
         if (c.chip_anim_frame < navi.swordSprite.Length - 1)               // advance to next frame if not at end
         {
             c.chip_anim_frame++;
             if (c.chip_renderObj != null)                  // chip has a sword overlay to display
             {
                 c.chip_renderObj.GetComponent <SpriteRenderer>().sprite = c.chip_sprite[c.chip_anim_frame];
             }
             navi.controlledSpriteSet(c.chip_anim_frame);            // sword effects and sword anim have same number of frames
             if (slash_renderer.activeInHierarchy)                   // animate slash effect when active
             {
                 if (slash_frame < slash_eff.Length - 1)
                 {
                     slash_frame++;
                     slash_renderer.GetComponent <SpriteRenderer>().sprite = slash_eff[slash_frame];
                 }
                 else
                 {
                     slash_renderer.SetActive(false);                                // deactivate when animation finishes
                 }
             }
             if (c.chip_anim_frame == 2)             // attack takes place on 3rd frame
             {
                 hit = false;                        // flag hit as false to start checking for hits
                 // place slash effect 1 space in front of navi
                 int target_space = (navi.myNavi()) ? navi.field_space + 1 : navi.field_space - 1;
                 slash_renderer.transform.position = navi.field.spaces[target_space].transform.position;
                 slash_renderer.SetActive(true);
             }
         }
         else                // animation finished
         {
             c.deactivate(navi);
         }
     }
 }
Exemplo n.º 5
0
    public override void OnSyncedUpdate(Navi navi, ChipLogic c)
    {
        c.frametimer -= TrueSyncManager.DeltaTime.AsFloat();
        if (c.frametimer <= 0)          // advance frame		//TODO: may need 2 frame variables for animated throw objs
        {
            c.chip_anim_frame++;
            c.frametimer = c.chipFR;
            if (c.chip_anim_frame < navi.throw_offset.Length)               // throw obj still following throw anim
            {
                c.chip_renderObj.transform.position = navi.transform.position + (navi.throw_offset[c.chip_anim_frame] * navi.transform.localScale.x);
            }
            if (c.chip_anim_frame < navi.throwSprite.Length)
            {
                navi.controlledSpriteSet(c.chip_anim_frame);
            }
            else                // throw animation finished
            {
                navi.throwAnim       = false;
                navi.rate_controlled = false;
            }
        }
        if (c.chip_anim_frame >= navi.throw_offset.Length) // trajectory calculation
        {
            c.interrupt = false;                           // object has left the hand, can no longer be interrupted
            c.chip_renderObj.transform.SetParent(navi.field.grid[row][col].transform);

            //!!! WARNING BAD MATH AHEAD !!!
            float x = c.chip_renderObj.transform.position.x;
            x += (5.7f * TrueSyncManager.DeltaTime.AsFloat()) * ((navi.myNavi())?2:-2);
            //float x = (-0.18f + (5.5f * TrueSyncManager.DeltaTime.AsFloat()));
            float y = c.chip_renderObj.transform.position.y;
            y += (4.6f * TrueSyncManager.DeltaTime.AsFloat()) - 0.027f * Math.Abs(navi.field.grid[0][col].transform.position.x - c.chip_renderObj.transform.position.x);
            //c.chip_renderObj.transform.position = new Vector3(x, ((-0.112f * (x * x)) + (0.399f * x) + (navi.field.grid[navi.row][0].transform.position.y)));

            c.chip_renderObj.transform.position = new Vector3(x, y);

            if ((Math.Abs(c.chip_renderObj.transform.position.x - c.chip_renderObj.transform.parent.position.x)) >= 12)
            {
                c.deactivate(navi);
            }
        }
    }
Exemplo n.º 6
0
    public bool nextTower(Navi navi, ChipLogic c, int row, int col)
    {
        if (navi.field.grid[row][col].state < 0)                // towers cannot appear on broken tiles
        {
            return(false);
        }
        GameObject tower = new GameObject();

        tower.transform.position = navi.field.grid[row][col].transform.position;          // position new tower on target tile
        //tower.transform.localScale = new Vector3(10.0f, 10.0f, 1.0f);
        tower.AddComponent <SpriteRenderer>();
        tower.GetComponent <SpriteRenderer>().sprite       = c.chip_sprite[0];
        tower.GetComponent <SpriteRenderer>().sortingOrder = 1;        // low sorting order !!!!! finalize later
        tower_renderers.Add(tower);
        tower_data.Add(new Tower(row, col, 0, false));
        // next tower will appear above/below/in line with this tower based on opponent's position
        if (row > navi.shot_handler.opponent_ref(navi).row)
        {
            next_row = row - 1;
        }
        else if (row < navi.shot_handler.opponent_ref(navi).row)
        {
            next_row = row + 1;
        }
        else
        {
            next_row = row;
        }
        next_col = (navi.myNavi()) ? col + 1 : col - 1;            // moves right if my navi, moves left if opponents

        // audio currently only available for thunder
        if (c.elem == ChipData.ELEC)
        {
            //navi.GetComponent<AudioSource>().PlayOneShot(Resources.Load<AudioClip>("Audio/Thunder HQ"));
        }

        return(true);           // tower could be made
    }
Exemplo n.º 7
0
    public override void OnSyncedUpdate(Navi navi, ChipLogic c)
    {
        if (tower_renderers.Count == 0)                                              // first update: add first tower
        {
            int target_column = (navi.myNavi()) ? navi.column + 1 : navi.column - 1; // moves right if my navi, moves left if opponents
            nextTower(navi, c, navi.row, target_column);                             // generate first tower in navi's row
        }
        List <int> trim      = new List <int>();                                     // flag towers in list for destroying
        bool       add_tower = false;                                                // set to true when a tower hits its trigger frame and needs to create a new tower

        c.frametimer -= Time.deltaTime;
        for (int i = 0; i < tower_renderers.Count; i++)                 // iterate through all towers on field
        {
            Tower tower = tower_data[i];
            if (!tower.hit)              // no hit from tower yet, so check for hit
            // tests for hit and set to true if there is one so it won't check again
            {
                tower.hit = (navi.shot_handler.check_position(c.power, navi.playerNumber, c.stun, tower.row, tower.col, c.elem));
            }
            if (c.frametimer <= 0)
            {
                if (tower.frame < c.chip_sprite.Length - 1)                   // advance to next frame if not at end
                {
                    tower.frame++;
                    tower_renderers[i].GetComponent <SpriteRenderer>().sprite = c.chip_sprite[tower.frame];
                    // next tower to be made
                    if (tower.frame == trigger_frame)
                    {
                        add_tower = true;
                    }
                }
                else                    // reached end of animation
                {
                    trim.Add(i);        // adjust later for reverse animations
                }
            }
        }                      // done iterating through towers
        if (c.frametimer <= 0) // frame timer needs to be reset after all towers have been iterated through to allow simultaneous animation
        {
            c.frametimer = c.chipFR;
        }
        // destroy finished towers and remove from lists
        foreach (int t in trim)
        {
            UnityEngine.Object.Destroy(tower_renderers[t]);
            tower_renderers.RemoveAt(t);
            tower_data.RemoveAt(t);
        }

        if (add_tower)                              // trigger frame hit while iterating, so a new tower must be made
        {
            if ((next_col >= 0) && (next_col <= 5)) // tower hasn't reached field's edge
            {
                nextTower(navi, c, next_row, next_col);
            }
        }

        if (tower_renderers.Count == 0)             // all towers are finished
        {
            c.deactivate(navi);
        }
    }