Exemplo n.º 1
0
        //called when shootobject hit something
        void OnTriggerEnter(Collider col)
        {
            if (state == _State.Hit)
            {
                return;                                 //if the shootobject has hit something before this, return
            }
            //if the shootobject hits another shootobject from friendly unit
            if (!GameControl.SOHitFriendly() && col != null)
            {
                if (srcLayer == col.gameObject.layer)
                {
                    return;
                }
            }

            //register the state of the shootobject as hit
            state = _State.Hit;

            TDS.CameraShake(impactCamShake);


            //when hit a shootObject
            if (col != null && col.gameObject.layer == TDS.GetLayerShootObject())
            {
                //if this is a beam shootobject, inform the other shootobject that it has been hit (beam doesnt use a collider)
                if (type == _SOType.Beam)
                {
                    col.gameObject.GetComponent <ShootObject>().Hit();
                }
            }


            //when hit a collectible, destroy the collectible
            if (col != null && col.gameObject.layer == TDS.GetLayerCollectible())
            {
                ObjectPoolManager.Unspawn(col.gameObject);
                return;
            }


            //if there's a attack instance (means the shootobject has a valid attacking stats and all)
            if (attInstance != null)
            {
                float aoeRadius = attInstance.aStats.aoeRadius;

                //for area of effect hit
                if (aoeRadius > 0)
                {
                    Unit unitInstance = null;

                    //get all the potental target in range
                    Collider[] cols = Physics.OverlapSphere(thisT.position, aoeRadius);
                    for (int i = 0; i < cols.Length; i++)
                    {
                        //if the collider in question is the collider the shootobject hit in the first place, apply the full attack instance
                        if (cols[i] == col)
                        {
                            unitInstance = col.gameObject.GetComponent <Unit>();
                            if (unitInstance != null)
                            {
                                unitInstance.ApplyAttack(attInstance.Clone());
                            }
                            continue;
                        }

                        //no friendly fire, then skip if the target is a friendly unit
                        if (!GameControl.SOHitFriendly())
                        {
                            if (cols[i].gameObject.layer == srcLayer)
                            {
                                continue;
                            }
                        }

                        unitInstance = cols[i].gameObject.GetComponent <Unit>();

                        //create a new attack instance and mark it as aoe attack, so diminishing aoe can be applied if enabled
                        AttackInstance aInstance = attInstance.Clone();
                        aInstance.isAOE       = true;
                        aInstance.aoeDistance = Vector3.Distance(thisT.position, cols[i].transform.position);

                        //apply the attack
                        if (unitInstance != null)
                        {
                            unitInstance.ApplyAttack(aInstance);
                        }
                    }
                }
                else
                {
                    if (col != null)
                    {
                        //get the unit and apply the attack
                        Unit unitInstance = col.gameObject.GetComponent <Unit>();
                        if (unitInstance != null)
                        {
                            unitInstance.ApplyAttack(attInstance);
                        }
                    }
                }

                if (col != null)
                {
                    //apply impact force to the hit object
                    Vector3 impactDir = Quaternion.Euler(0, thisT.eulerAngles.y, 0) * Vector3.forward;
                    TDSPhysics.ApplyAttackForce(thisT.position, impactDir, col.gameObject, attInstance.aStats);
                }
            }

            //add collider to the condition so the shootobject wont split if the shootObject didnt hit anything (it could have just reach the range limit)
            if (splitUponHit && col != null)
            {
                Split(col);
            }

            Hit();
        }
Exemplo n.º 2
0
        //function call to fire the object
        public void Shoot(int srcL, float srcR, Transform shootPoint, AttackInstance aInstance = null, AimInfo aimInfo = null)
        {
            Init();

            thisObj.SetActive(true);

            //cached all the passed information lcoally
            attInstance = aInstance;
            srcLayer    = srcL;         //the layer of the shooting unit (so we know it's from player or AI)
            srcRange    = srcR;         //the range of the shooting unit (so we know when to stop)

            state             = _State.Shot;
            shootTime         = Time.time;      //to track how long the shoot object is has been
            travelledDistance = 0;              //to track how far the shoot object is has been fired

            //if there's any hideObject, set it to true (it's probably set to false when the shoot-object last hit something)
            if (hideObject != null)
            {
                hideObject.SetActive(true);
            }

            //instantiate the shoot effect
            ShootEffect(thisT.position, thisT.rotation, shootPoint);

            if (type == _SOType.Simple || type == _SOType.Homing)
            {
                //if(aInstance!=null && thisCollider.enabled){
                //~ Physics.IgnoreCollision(aInstance.srcUnit.GetCollider(), thisObj.GetComponent<Collider>(), true);
                //Debug.Log("collision avoidance with shooter unresolved");
                //Physics.IgnoreCollision(srcCollider, thisCollider, true);
                //}

                // for homing shootobject, the shootobject needs to be aiming at some position, or a specific unit
                if (type == _SOType.Homing)
                {
                    if (aimInfo.targetT != null)
                    {
                        targetUnit = aimInfo.unit;
                    }

                    targetPos   = aimInfo.hitPoint + new Vector3(Random.value - 0.5f, 0, Random.value - 0.5f) * 2 * spread;
                    initialPos  = shootPoint.position;
                    initialDist = Vector3.Distance(targetPos, initialPos);

                    curveMod = Random.Range(0, 2f);
                    dummyPos = thisT.TransformPoint(Vector3.forward * speed * 5);
                    dummyPos = (targetPos + dummyPos) / 2;
                }
            }
            else if (type == _SOType.Beam)
            {
                //if(attachedToShootPoint) transform.parent=shootPoint;
                thisT.parent = shootPoint;
                ObjectPoolManager.Unspawn(thisObj, beamDuration - .01f);
            }
            else if (type == _SOType.Point)
            {
                StartCoroutine(PointRoutine(aimInfo));
            }

            //update the layermask used to do the hit detection in accordance to rules set in GameControl
            UpdateSphereCastMask(!GameControl.SOHitFriendly(), !GameControl.SOHitShootObject(), !GameControl.SOHitCollectible());
        }