Exemplo n.º 1
0
 private void CheckAndHandleDeath()
 {
     if (_health <= 0f)
     {
         TDC_EventManager.FBroadcast(TDC_GE.GE_PCDeath);
     }
 }
Exemplo n.º 2
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 void OnTriggerEnter(Collider other)
 {
     if (other.GetComponent <PC_Controller>())
     {
         TDC_EventManager.FBroadcast(TDC_GE.GE_InPocket);
     }
 }
Exemplo n.º 3
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    // Let's say that when you're not throwing, you can limit the strength of a throw, by pressing shift.
    private void RUN_NotThrowing()
    {
        if (Input.GetMouseButton(0))
        {
            // mThrowMax.Val = IO_Settings.mSet.lPlayerData.mThrowSpd;
            TDC_EventManager.FBroadcast(TDC_GE.GE_QB_StartWindup);
            cAud.mThrowStart.Play();
            mThrowStartAngle = cCam.transform.forward;

            mThrowState = PC_THROW_STATE.S_CHARGING;

            // Start the throw at not zero.
            mThrowChrg.Val = 8f / IO_Settings.mSet.lPlayerData.mThrowSpd;
        }

        // Limit the power of a throw, or set it back. Actually, you can do this when charging as well.
        if (Input.GetKey(KeyCode.LeftShift))
        {
            mThrowMax.Val -= Time.deltaTime * 10f;
        }

        if (Input.GetKeyDown(KeyCode.LeftControl))
        {
            mThrowMax.Val = IO_Settings.mSet.lPlayerData.mThrowSpd;
        }
    }
Exemplo n.º 4
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    private void ENTER_INSTRUCTIONS()
    {
        Cursor.lockState = CursorLockMode.Locked;

        MN_PauseScreen.SetActive(false);
        refUI.gameObject.SetActive(false);
        refInstrUI.SetActive(true);
        refScoreboardUI.SetActive(false);

        mGameState = PP_GAME_STATE.CHILLING;
        mState     = PP_State.DISPLAY_INSTRUCTIONS;

        // Note, this needs to be polished, the rotations can get wonky.
        refPC.transform.rotation = Quaternion.Euler(0f, 0f, 0f);
        refPC.GetComponentInChildren <PC_Camera>().transform.rotation = Quaternion.Euler(0f, 0f, 0f);
        refPC.mState = PC_Controller.PC_STATE.SINACTIVE;
        refPC.GetComponent <Rigidbody>().velocity = Vector3.zero;

        // this is kind of to solve a bug with respect to throwing.
        TDC_EventManager.FBroadcast(TDC_GE.GE_QB_StopThrow);

        DestroyExistingProjectilesArrowsAndDeactivateTurrets();
        // Also destroy all footballs
        PROJ_Football[] refFootballs = FindObjectsOfType <PROJ_Football>();
        for (int i = 0; i < refFootballs.Length; i++)
        {
            Destroy(refFootballs[i].gameObject);
        }
    }
Exemplo n.º 5
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    protected virtual void KillYourself()
    {
        Instantiate(PF_Explode, transform.position, transform.rotation);
        Instantiate(PF_Gibs, transform.position, transform.rotation);

        // Randomly decide to spawn in ammo or health.
        {
            float random = Random.Range(0, 100f);
            if (random < _dropAmmoChance)
            {
                Instantiate(PF_AmmoBox, transform.position, transform.rotation);
            }
            else
            {
                random = Random.Range(0, 100f);
                if (random < _dropHealthChance)
                {
                    Instantiate(PF_HealthBox, transform.position, transform.rotation);
                }
            }
        }

        TDC_EventManager.FBroadcast(TDC_GE.GE_EDeath);

        Destroy(gameObject);
    }
Exemplo n.º 6
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    private void ThrowBall()
    {
        cAud.FBallThrown(mThrowChrg.Val);

        PROJ_Football clone = Instantiate(PF_Football, mThrowPoint.transform.position, transform.rotation);

        // now we add in the innacuracy.
        // x inaccuracy feels better than y inaccuracy, which can look really stupid.
        float fXAcc = Random.Range(-GB_TotalInaccuracy.Val, GB_TotalInaccuracy.Val) / 100f;
        float fYAcc = Random.Range(-GB_TotalInaccuracy.Val, GB_TotalInaccuracy.Val) / 100f;

        fYAcc /= IO_Settings.mSet.lInaccuracyBias;
        Vector3 vThrowDir = cCam.transform.forward;

        vThrowDir.x += fXAcc; vThrowDir.y += fYAcc;
        vThrowDir    = Vector3.Normalize(vThrowDir);

        Debug.Log("Throw Dir: " + vThrowDir);
        Debug.Log("Throw Charge: " + mThrowChrg.Val);
        Debug.Log("Throw Speed Maximum: " + IO_Settings.mSet.lPlayerData.mThrowSpd);
        clone.GetComponent <Rigidbody>().velocity = vThrowDir * mThrowChrg.Val * IO_Settings.mSet.lPlayerData.mThrowSpd;
        mThrowChrg.Val = 0f;

        mThrowState = PC_THROW_STATE.S_RECOVERING;
        TDC_EventManager.FBroadcast(TDC_GE.GE_QB_ReleaseBall);

        SetInaccuraciesToZero();
        Invoke("CanThrowAgain", 1.0f);
    }
Exemplo n.º 7
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 void OnTriggerEnter(Collider other)
 {
     if (other.GetComponent <PC_Controller>())
     {
         TDC_EventManager.FBroadcast(TDC_GE.GE_PP_SackBallHit);
         Destroy(gameObject);
     }
 }
Exemplo n.º 8
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 private void OnTriggerExit(Collider other)
 {
     if (other.GetComponent <PC_Controller>())
     {
         TDC_EventManager.FBroadcast(TDC_GE.GE_OutPocket);
         Debug.Log("Exited");
     }
 }
Exemplo n.º 9
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    // We just straight up run to the quarterback.
    public void FRunRush()
    {
        // -------------------- We always need references to all the blockers, as well as the PC.
        PC_Controller rPC = FindObjectOfType <PC_Controller>();

        if (rPC == null)
        {
            cRigid.velocity = Vector3.zero;
            return;
        }

        // ------------------ Tackle the QB. Shouldn't work if the ball has not been thrown yet.
        Vector3 vDis = rPC.transform.position - transform.position;

        // Debug.DrawLine(rPC.transform.position, transform.position, Color.green);
        if (vDis.magnitude < 1f)
        {
            TDC_EventManager.FBroadcast(TDC_GE.GE_Sack);
            return;
        }

        PRAC_Off_Ply[]      athlets  = FindObjectsOfType <PRAC_Off_Ply>();
        List <OFF_BlockLog> blockers = new List <OFF_BlockLog>();

        foreach (PRAC_Off_Ply a in athlets)
        {
            if (a.mRole == "BLOCK")
            {
                blockers.Add(a.GetComponent <OFF_BlockLog>());
            }
        }
        if (blockers.Count == 0)
        {
            RUN_FreeRun(rPC);
            return;
        }


        // ---------------- Okay, now we see if there is a guy blocking us.
        // For now just pick the closest one to us.
        OFF_BlockLog closestBlocker = FuncClosestBlocker(blockers, transform.position);
        float        fDisToBlocker  = Vector3.Distance(transform.position, closestBlocker.transform.position);
        bool         blockerInFront = FuncBlockerInFront(transform.position, closestBlocker.transform.position, transform.forward);

        if (fDisToBlocker < mEngageDis && closestBlocker.mState != OFF_BlockLog.STATE.S_Stunned && blockerInFront)
        {
            RUN_Engage(closestBlocker, rPC);
        }
        else if (blockerInFront)
        {
            RUN_RushLane(rPC);
        }
        else
        {
            RUN_FreeRun(rPC);
        }
    }
Exemplo n.º 10
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    private void ENTER_INTRO()
    {
        mState = STATE.S_INTRO_TEXT;

        mUI.rIntroCanvas.gameObject.SetActive(true);
        rPC.mState = PC_Controller.PC_STATE.SINACTIVE;

        // this is kind of to solve a bug with respect to throwing.
        TDC_EventManager.FBroadcast(TDC_GE.GE_QB_StopThrow);

        // Destroy all receivers and rings who are still in the scene.
        RP_Receiver[] recs  = FindObjectsOfType <RP_Receiver>();
        RP_Hoop[]     hoops = FindObjectsOfType <RP_Hoop>();
        foreach (RP_Receiver rec in recs)
        {
            Destroy(rec.gameObject);
        }
        foreach (RP_Hoop h in hoops)
        {
            Destroy(h.gameObject);
        }

        // ------------------- Spawn in our receivers and hoops.
        rRecs  = new List <RP_Receiver>();
        rHoops = new List <RP_Hoop>();
        foreach (DT_RP_Rec r in mSet.mRecs)
        {
            // TODO: Change the starting position relative to the snap.
            Vector3 vPos = rSnap.transform.position;
            vPos += r.mStart; vPos.y = 1f;
            RP_Receiver clone = Instantiate(PF_Receiver, vPos, transform.rotation);
            clone.mTag = r.mTag;
            foreach (DATA_ORoute rt in mSet.mRoutes)
            {
                if (rt.mOwner == clone.mTag)
                {
                    clone.FSetUpRoute(rt);
                }
            }

            rRecs.Add(clone);
        }
        foreach (DT_RP_Hoop h in mSet.mHoops)
        {
            Vector3 vPos = rSnap.transform.position;
            vPos += h.mStart; vPos.y = 1f;
            RP_Hoop clone = Instantiate(PF_Ring, vPos, transform.rotation);
            clone.mWRTag = h.mTag;
            // TODO: Stuff about height and size.
            rHoops.Add(clone);
        }

        Debug.Log("Receivers Instantiated: " + rRecs.Count);
        Debug.Log("Hoops Instantiated: " + rHoops.Count);
    }
Exemplo n.º 11
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    private void OnTriggerEnter(Collider other)
    {
        if (other.GetComponent <PROJ_Football>())
        {
            mLastTimeHit = Time.time;

            Instantiate(PF_Particles, transform.position, transform.rotation);

            TDC_EventManager.FBroadcast(TDC_GE.GE_PP_TargetHit);
        }
    }
Exemplo n.º 12
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 private void CheckDead()
 {
     if (_invinsible)
     {
         _health = 100f;
         return;
     }
     if (_health <= 0f)
     {
         TDC_EventManager.FBroadcast(TDC_GE.GE_PCDeath);
     }
 }
Exemplo n.º 13
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    public void FENTER_Controlling()
    {
        mBallHitHandsTime = Time.time;
        mState            = STATE.S_CONTROLLING;

        cAth.mHasBall = true;
        TDC_EventManager.FBroadcast(TDC_GE.GE_BallHitFingers);

        // testing, make them drop it every time.
        // cAth.mHasBall = false;
        // TDC_EventManager.FBroadcast(TDC_GE.GE_BallDropped);
    }
Exemplo n.º 14
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    private void RUN_ChargingThrow()
    {
        // RMB stops throw
        if (Input.GetMouseButton(1))
        {
            TDC_EventManager.FBroadcast(TDC_GE.GE_QB_StopThrow);
            cAud.mThrowCancel.Play();
            return;
        }

        // Alright, this is what needs to be changed. Throw power should not charge linearly, it should charge logarithmically.
        float fChrgPct   = IO_Settings.mSet.lPlayerData.mThrowSpd * mThrowChrg.Val / mThrowMax.Val;
        float fChargeAmt = Time.deltaTime / IO_Settings.mSet.lPlayerData.mReleaseTime;

        fChargeAmt *= (mThrowMax.Val) / IO_Settings.mSet.lPlayerData.mThrowSpd; // the slower they want to throw, the slower it charges.
        // float fChargeAmt = Time.deltaTime / 5f;
        fChargeAmt -= fChargeAmt * (fChrgPct * fChrgPct);                       // gives us right side of bell curve.
        // but now we also have to factor in that we charge faster when closer to 0.
        // fChargeAmt *= (1-mThrowChrg.Val) * 2f;              // so when at 0, x as fast. When at 1, 0 charge speed.
        mThrowChrg.Val += fChargeAmt;
        if ((mThrowChrg.Val * IO_Settings.mSet.lPlayerData.mThrowSpd) > (mThrowMax.Val * 0.98f))
        {
            mThrowState       = PC_THROW_STATE.S_FULLYCHARGED;
            mTimeThrowCharged = Time.time;
        }

        // Now handle the look inaccuracy
        mThrowAngle.Val = cCam.transform.forward;

        HandleThrowModifiers();

        if (Input.GetMouseButtonUp(0))
        {
            ThrowBall();
        }

        // Limit the power of a throw, or set it back. Actually, you can do this when charging as well.
        if (Input.GetKey(KeyCode.LeftShift))
        {
            mThrowMax.Val -= Time.deltaTime * 10f;
        }

        if (Input.GetKeyDown(KeyCode.LeftControl))
        {
            mThrowMax.Val = IO_Settings.mSet.lPlayerData.mThrowSpd;
        }
    }
Exemplo n.º 15
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    void OnCollisionEnter(Collision collision)
    {
        if (mGrounded)
        {
            return;
        }

        EN_FieldGround field = UT_FindComponent.FindComponent <EN_FieldGround>(collision.gameObject);

        if (field != null)
        {
            TDC_EventManager.FBroadcast(TDC_GE.GE_BallHitGround);
            mGrounded = true;
            FX_Football s = Instantiate(PF_PartAndSFX, transform.position, transform.rotation);
            s.mClunk.Play();
        }
    }
Exemplo n.º 16
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    void RUN_SnapReady()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            FExit();
            TDC_EventManager.FBroadcast(TDC_GE.GE_BallSnapped);
            cLive.FEnter();
        }

        // We also need the camera to go to the higher perspective.
        if (Input.GetKeyDown(KeyCode.T))
        {
            cShowPreSnapGFX.FStopShowingPlayArt();
            cShowPreSnapGFX.FShowOffensivePlay(IO_OffensivePlays.FLoadPlay(cMan.mPlay), cMan.rSnapSpot);
            FindObjectOfType <CAM_PlayShowing>().FActivate();
            mPreSnapState = PRESNAP_STATE.SHIGHCAM;
        }
    }
Exemplo n.º 17
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    public void FENTER_Tackled()
    {
        mState             = PRAC_ATH_STATE.STACKLED;
        cRigid.constraints = RigidbodyConstraints.None;
        cRigid.velocity    = Vector3.up * 10f;

        // if we have the ball, then we drop the ball.
        if (mHasBall)
        {
            if (cCatcher.mState != AI_CatchHandling.STATE.S_CONTROLLED)
            {
                Debug.Log("They jarred the ball loose from me");
                mHasBall        = false;
                cCatcher.mState = AI_CatchHandling.STATE.S_NOCATCH;
                TDC_EventManager.FBroadcast(TDC_GE.GE_BallDropped);
            }
        }
    }
Exemplo n.º 18
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    public void E_BallHitsFingerTips()
    {
        PROJ_Football[] footballs = FindObjectsOfType <PROJ_Football>();
        foreach (PROJ_Football f in footballs)
        {
            Destroy(f.gameObject);
        }

        // make all the defenders try to tackle now
        PRAC_Def_Ply[] defenders = FindObjectsOfType <PRAC_Def_Ply>();
        foreach (PRAC_Def_Ply d in defenders)
        {
            // shit, even I don't know who the ball carrier is.
            d.GetComponent <DEF_TackLog>().FEnter();
            d.mTimeToTackle = true;
        }

        cMan.cAud.FPlayPunch();

        TDC_EventManager.FBroadcast(TDC_GE.GE_BallChangesHands);
    }
Exemplo n.º 19
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    void OnTriggerEnter(Collider other)
    {
        PRAC_Off_Ply p = UT_FindComponent.FindComponent <PRAC_Off_Ply>(other.gameObject);

        if (p != null)
        {
            if (p.mState != PRAC_Ath.PRAC_ATH_STATE.STACKLED)
            {
                Debug.Log(p.mState);
                if (p == cAth.rMan.FGetBallCarrier())
                {
                    Debug.Log("Tackle the offensive player");
                    p.FENTER_Tackled();
                    TDC_EventManager.FBroadcast(TDC_GE.GE_Tackled);
                }
                else
                {
                    Debug.Log("Wasn't the ball carrier");
                }
            }
        }
    }
Exemplo n.º 20
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    /******************************************************************************
    *  Alright, I'm sort of cheekily running two states in here. The first is after we get to the top, there's
    *  a brief moment where nothing decays, then things decay really fast.
    *
    *  If you've charged fully, then you just immediatley decay. However, if not, then you decay only after a while.
    ******************************************************************************/
    private void RUN_FullyChargedThrow()
    {
        float fDampenEffects = mThrowMax.Val / IO_Settings.mSet.lPlayerData.mThrowSpd;

        fDampenEffects *= fDampenEffects * fDampenEffects * fDampenEffects;
        float fInaccuracyRate = 50f * fDampenEffects;
        float fPowerLossRate  = 0.5f * fDampenEffects;

        // once the throw has decayed to half power, then it's just canceled.
        if (mThrowChrg.Val < 0.5f * mThrowMax.Val / IO_Settings.mSet.lPlayerData.mThrowSpd)
        {
            TDC_EventManager.FBroadcast(TDC_GE.GE_QB_StopThrow);
            return;
        }

        // RMB stops throw
        if (Input.GetMouseButton(1))
        {
            TDC_EventManager.FBroadcast(TDC_GE.GE_QB_StopThrow);
            return;
        }

        GB_LookInaccuracy.Val += Time.deltaTime * fInaccuracyRate;

        // now here's where the throw "decays"
        mThrowChrg.Val -= Time.deltaTime * fPowerLossRate;

        // ---------- And now the same
        mThrowAngle.Val = cCam.transform.forward;

        HandleThrowModifiers();

        if (Input.GetMouseButtonUp(0))
        {
            ThrowBall();
        }
    }
Exemplo n.º 21
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 protected override void PickupEvent()
 {
     TDC_EventManager.FBroadcast(TDC_GE.GE_PCK_AM);
 }
Exemplo n.º 22
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 // Run interception logic.
 public override void FCaughtBall()
 {
     TDC_EventManager.FBroadcast(TDC_GE.GE_BallCaught_Int);
 }
Exemplo n.º 23
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 public override void FCaughtBall()
 {
     mState = PRAC_ATH_STATE.SRUN_WITH_BALL;
     cAud.mCatch.Play();
     TDC_EventManager.FBroadcast(TDC_GE.GE_BallCaught_Rec);
 }