Exemplo n.º 1
0
        //========================================
        //      Self-Define
        //------------------------------
        //----------------------
        // Public Functions

        //----------------------
        // Protected Functions

        //----------------------
        // Private Functions

        /// <summary>
        /// Do the damage to live object.
        /// </summary>
        /// <param name="liveObject"></param>
        private void DamageLiveObject(JCS_2DLiveObject liveObject)
        {
            // if cannot damage this live object than do nothing.
            if (!liveObject.CanDamage)
            {
                return;
            }

            if (!JCS_GameSettings.instance.TRIBE_DAMAGE_EACH_OTHER)
            {
                // if both player does not need to add in to list.
                // or if both enemy does not need to add in to list.
                if (liveObject.IsPlayer == mLiveObject.IsPlayer)
                {
                    return;
                }
            }

            if (mAbilityFormat == null)
            {
                JCS_Debug.LogReminders(
                    "You sure to not using any \"JCS_AbilityFormat\"?");
                return;
            }

            liveObject.ApplyDamageText(
                mAbilityFormat.GetMinDamage(),
                mAbilityFormat.GetMaxDamage(),
                this.transform.position,
                1,          // hit
                0,
                mHitSound); // critical chance


            // see if the collider is player.
            JCS_Player p = liveObject.GetComponent <JCS_Player>();

            if (p == null)
            {
                return;
            }

            // if the living object we are attacking is
            // player do the hit effect.
            p.Hit();
        }
Exemplo n.º 2
0
        //========================================
        //      Self-Define
        //------------------------------
        //----------------------
        // Public Functions

        /// <summary>
        /// Shoot bullets multiple times in times. (not in per frame)
        /// </summary>
        public void Shoots(int hit, Vector3 pos)
        {
            if (mShootAction.Bullet == null)
            {
                JCS_Debug.LogReminders(
                    "There is no bullet assign to \"JCS_ShootAction\", so we cannot shoot a sequence...");

                return;
            }

            if (hit <= 0)
            {
                JCS_Debug.LogReminders(
                    "Cannot shoot sequence of bullet with lower than 0 hit...");

                return;
            }

            // after finding once is still null,
            // try it agian!
            if (mDetectedObject == null)
            {
                // find the target
                switch (mShootAction.GetTrackType())
                {
                case JCS_ShootAction.TrackType.CLOSEST:
                    mDetectedObject = mShootAction.GetDetectAreaAction().FindTheClosest();
                    break;

                case JCS_ShootAction.TrackType.FURTHEST:
                    mDetectedObject = mShootAction.GetDetectAreaAction().FindTheFurthest();
                    break;
                }
            }

            // does not found the target to damage
            if (mDetectedObject == null)
            {
                mTargetsPerSequence.push(null);
            }
            else
            {
                // found target to damage, add in to data segment
                mTargetsPerSequence.push(mDetectedObject.transform);

                JCS_2DLiveObject liveObj = mDetectedObject.GetComponent <JCS_2DLiveObject>();
                if (liveObj != null)
                {
                    int defenseVal = 0;

                    // get the targeting defense value
                    if (liveObj.AbilityFormat != null)
                    {
                        defenseVal = liveObj.AbilityFormat.GetDefenseValue();
                    }

                    // calculate the damage we are going to apply to
                    // the target object.
                    mDamageApplying = PreCalculateSequenceDamage(
                        mAbilityFormat.GetMinDamage(),
                        mAbilityFormat.GetMaxDamage(),
                        hit,
                        defenseVal);

                    // pre calculate the damage before the
                    // actual bullet hit the object,
                    // so it could decide what object are dead already.
                    // and other object or this object wont target the
                    // object is going die.
                    liveObj.ReceivePreCalDamage(mDamageApplying);

                    // start targeting object to hit
                    liveObj.BeenTarget = true;
                }
            }


            // thread itself
            mThread.push(mThread.length);

            // needed data
            mTimers.push(0);                // timer to calculate between each shoot.
            mShootCount.push(hit);          // hit per sequence.
            mShootCounter.push(0);          // counter to count how many shoot left?
            mShootPos.push(pos);            // position to spawn the bullet implements the position stay effect!


            bool isLeft = true;

            if (this.transform.localScale.x < 0)
            {
                isLeft = false;
            }

            // shoot direction
            mShootDirection.push(isLeft);   // decide which direction should the bullet goes? (right/left)
        }
Exemplo n.º 3
0
        private void OnTriggerEnter(Collider other)
        {
            if (mIsDestroyed)
            {
                return;
            }

            // do not target itself.
            if (other.transform == mAttackerInfo.Attacker)
            {
                return;
            }


            if (mInSequence)
            {
                if (mDestroyByThisAction)
                {
                    if (mTargetTransform == other.transform)
                    {
                        Destroy(this.gameObject);
                    }
                }

                return;
            }

            JCS_2DLiveObject liveObject = other.GetComponent <JCS_2DLiveObject>();

            // doing the lock on effect
            if (mOnlyWithTarget)
            {
                // if the target isn't what we want ignore than.
                if (mTargetTransform != other.transform)
                {
                    return;
                }
                else
                {
                    if (liveObject != null)
                    {
                        JCS_2DTrackAction tact = this.GetComponent <JCS_2DTrackAction>();

                        // only the last bullet in sequence will check dead.
                        if (tact != null)
                        {
                            if (tact.OrderIndex == Hit)
                            {
                                liveObject.BeenTarget = false;
                                liveObject.CheckDie();
                            }
                        }
                    }

                    DestroyWithAction();
                }
            }
            // if not in sequence
            else
            {
                if (liveObject == null)
                {
                    return;
                }

                if (!liveObject.CanDamage)
                {
                    return;
                }

                // liveObject is already dead.
                if (liveObject.IsDead())
                {
                    //DestroyWithAction();
                    return;
                }
            }

            Transform attacker = mAttackerInfo.Attacker;

            if (attacker != null)
            {
                JCS_2DLiveObject owenerLiveObject = mAttackerInfo.Attacker.GetComponent <JCS_2DLiveObject>();
                if (owenerLiveObject != null)
                {
                    if (!JCS_GameSettings.instance.TRIBE_DAMAGE_EACH_OTHER)
                    {
                        // if both player does not need to add in to list.
                        // or if both enemy does not need to add in to list.
                        if (liveObject.IsPlayer == owenerLiveObject.IsPlayer)
                        {
                            return;
                        }
                    }
                }
            }

            if (mAbilityFormat != null)
            {
                mMinDamage      = mAbilityFormat.GetMinDamage();
                mMaxDamage      = mAbilityFormat.GetMaxDamage();
                mCriticalChance = mAbilityFormat.GetCriticalChance();
            }
            else
            {
                JCS_Debug.LogReminder(
                    "You sure to not using any \"JCS_AbilityFormat\"?");
            }

            Vector3 currentPos = liveObject.transform.position + mDamageTextPositionOffset;

            if (mRandPos)
            {
                AddRandomPosition(ref currentPos);
            }

            if (mPreCalculateEffect)
            {
                liveObject.ApplyDamageText(
                    this.mAttackerInfo.Attacker,
                    mDamageApplying,
                    currentPos,
                    mCriticalChance,
                    mHitSound);

                mHit = this.mDamageApplying.Length;
            }
            else
            {
                liveObject.ApplyDamageText(
                    this.mAttackerInfo.Attacker,
                    mMinDamage,
                    mMaxDamage,
                    currentPos,
                    mHit,
                    mCriticalChance,
                    mHitSound);
            }

            // only if there is only one hit need to do this.
            if (mHit == 1)
            {
                liveObject.BeenTarget = false;
            }

            liveObject.CheckDie();

            DestroyWithAction();
        }