Exemplo n.º 1
0
        //a method that launches the attack movement of a list of units
        public void LaunchAttack(List <Unit> units, FactionEntity targetEntity, Vector3 targetPosition, AttackModes attackMode, bool playerCommand)
        {
            if (units.Count == 1) //one unit only?
            {
                //use the one-unit attack movement
                LaunchAttack(units[0], targetEntity, targetPosition, attackMode, playerCommand);
                return;
            }

            if (GameManager.MultiplayerGame == false) //single player game, directly prepare the unit's attack movement
            {
                PrepareMove(units, targetPosition, targetEntity ? targetEntity.GetRadius() : 0.0f, targetEntity,
                            InputMode.attack, playerCommand, true, attackMode, targetEntity);
            }
            else if (RTSHelper.IsLocalPlayer(units[0]) == true) //multiplayer game and this is the local player
            {
                //send input action to the input manager
                NetworkInput newInput = new NetworkInput()
                {
                    sourceMode     = (byte)InputMode.unitGroup,
                    targetMode     = (byte)InputMode.attack,
                    targetPosition = targetPosition,
                    value          = (int)attackMode,
                    groupSourceID  = InputManager.UnitListToString(units)
                };

                //sent input
                InputManager.SendInput(newInput, null, targetEntity);
            }
        }
Exemplo n.º 2
0
        //execute a unit group movement command
        public void OnUnitGroupMovementCommand(NetworkInput command)
        {
            List <Unit> unitList = StringToUnitList(command.groupSourceID);                         //get the units list

            if (unitList.Count > 0)                                                                 //if there's actual units in the list
            {
                if (command.targetMode == (byte)InputMode.attack)                                   //if the target mode is attack -> make the unit group launch an attack on the target.
                {
                    FactionEntity targetEntity = spawnedObjects[command.targetID] as FactionEntity; //get the faction entity component of the target object
                    gameMgr.MvtMgr.PrepareMove(unitList, command.targetPosition, targetEntity.GetRadius(), targetEntity, InputMode.attack, false, true, (MovementManager.AttackModes)command.value, targetEntity);
                }
                else //target movement type can be none, portal, APC, etc...
                {
                    gameMgr.MvtMgr.PrepareMove(unitList, command.targetPosition, command.value, null, (InputMode)command.targetMode, true);
                }
            }
        }
Exemplo n.º 3
0
        /// <summary>
        /// Get the appropriate stopping distance for an attack depending on the target type.
        /// </summary>
        /// <param name="targetType">Type of the attack target.</param>
        /// <param name="targetRadius">Size of the target's radius.</param>
        /// <returns>Stopping distance for the unit's movement to launch an attack.</returns>
        public float GetStoppingDistance(FactionEntity target)
        {
            float stoppingDistance = 0.0f;

            EntityTypes targetType = target ? target.Type : EntityTypes.none;

            switch (targetType)
            {
            case EntityTypes.unit:
                stoppingDistance = unitStoppingDistance.min;
                break;

            case EntityTypes.building:
                stoppingDistance = buildingStoppingDistance.min;
                break;

            default:
                stoppingDistance = noTargetStoppingDistance.min;
                break;
            }

            return(stoppingDistance + (target && includeTargetRadius ? target.GetRadius() : 0.0f));
        }
Exemplo n.º 4
0
        //a method that launches an attack movement for a single unit
        public void LaunchAttack(Unit unit, FactionEntity targetEntity, Vector3 targetPosition, AttackModes attackMode, bool playerCommand)
        {
            if (GameManager.MultiplayerGame == false) //single player game, directly prepare the unit's attack movement
            {
                PrepareMove(unit, targetPosition, targetEntity ? targetEntity.GetRadius() : 0.0f, targetEntity,
                            InputMode.attack, playerCommand, true, attackMode, targetEntity);
            }
            else if (RTSHelper.IsLocalPlayer(unit) == true) //multiplayer game and this is the local player
            {
                //send input action to the input manager
                NetworkInput newInput = new NetworkInput()
                {
                    sourceMode      = (byte)InputMode.unit,
                    targetMode      = (byte)InputMode.attack,
                    initialPosition = unit.transform.position,
                    targetPosition  = targetPosition,
                    value           = (int)attackMode,
                };

                //sent input
                InputManager.SendInput(newInput, unit, targetEntity);
            }
        }
Exemplo n.º 5
0
 //a method that launches an attack movement for a a list of units locally
 public void LaunchAttackLocal(List <Unit> units, FactionEntity targetEntity, Vector3 targetPosition, AttackModes attackMode, bool playerCommand)
 {
     PrepareMove(units, targetPosition, targetEntity ? targetEntity.GetRadius() : 0.0f, targetEntity,
                 InputMode.attack, playerCommand, true, attackMode, targetEntity);
 }
Exemplo n.º 6
0
        //execute a unit related command
        public void OnUnitCommand(NetworkInput command)
        {
            Unit sourceUnit = spawnedObjects[command.sourceID] as Unit;                                  //get the source unit

            if (snapDistanceEnabled && sourceUnit.MovementComp.IsMoving() == false &&                    //if the unit is not moving
                Vector3.Distance(sourceUnit.transform.position, command.initialPosition) > snapDistance) //snap distance if the unit's current position has moved too far from the specified initial position
            {
                sourceUnit.transform.position = command.initialPosition;                                 //snap the unit's position
            }
            if (command.targetMode == (byte)InputMode.movement)                                          //no target mode -> movement
            {
                gameMgr.MvtMgr.PrepareMove(sourceUnit, command.targetPosition, command.value, null, InputMode.movement, false);
            }
            else if (spawnedObjects.TryGetValue(command.targetID, out Entity target))
            {
                switch ((InputMode)command.targetMode)
                {
                case InputMode.APC:     //targetting a APC

                    //move to target APC
                    gameMgr.MvtMgr.PrepareMove(sourceUnit, command.targetPosition, command.value, target, InputMode.APC, false);
                    break;

                case InputMode.heal:                                      //healing the target

                    sourceUnit.HealerComp.SetTargetLocal(target as Unit); //heal target unit
                    break;

                case InputMode.convertOrder:     //ordering the unit to convert

                    sourceUnit.ConverterComp.SetTargetLocal(target as Unit);
                    break;

                case InputMode.convert:     //unit is getting converted

                    sourceUnit.ConvertLocal(target as Unit, command.value);
                    break;

                case InputMode.builder:     //targetting a building

                    sourceUnit.BuilderComp.SetTargetLocal(target as Building);
                    break;

                case InputMode.collect:     //collecting a resource

                    sourceUnit.CollectorComp.SetTargetLocal(target as Resource);
                    break;

                case InputMode.dropoff:     //dropping off a resource

                    sourceUnit.CollectorComp.SendToDropOffLocal();
                    break;

                case InputMode.portal:     //moving to a portal

                    gameMgr.MvtMgr.PrepareMove(sourceUnit, command.targetPosition, command.value, target, InputMode.portal, false);
                    break;

                case InputMode.attack:                                    //attacking the target object

                    FactionEntity targetEntity = target as FactionEntity; //get the faction entity component of the target object
                    gameMgr.MvtMgr.PrepareMove(sourceUnit, command.targetPosition, targetEntity.GetRadius(), targetEntity, InputMode.attack, false, true, (MovementManager.AttackModes)command.value, targetEntity);
                    break;

                case InputMode.multipleAttack:      //switching attack types.

                    sourceUnit.MultipleAttackMgr.EnableAttackLocal(command.value);
                    break;

                case InputMode.unitEscape:
                    sourceUnit.EscapeComp.TriggerLocal(command.targetPosition);
                    break;
                }
            }
        }