Exemplo n.º 1
0
        //for apply damage directly, not in used
        public void ApplyDamage(float damage)
        {
            if (immunityCounter > 0)
            {
                return;
            }

            //show the overlay (for UI)
            Vector3 offsetPos = new Vector3(0, Random.value + 0.5f, 0);

            new TextOverlay(thisT.position + offsetPos, damage.ToString("f0"));

            //if the unit is player, fire event to inform UI
            if (thisObj.layer == TDS.GetLayerPlayer())
            {
                TDS.PlayerDamaged(damage);
            }

            //register the stagger
            hpRegenStaggerCounter = hpRegenStagger;

            hitPoint -= damage;                 //damage the hitpoint
            if (hitPoint <= 0)
            {
                Destroyed();
            }

            if (hitPoint > 0 && uAnimation != null)
            {
                uAnimation.Hit();
            }
        }
Exemplo n.º 2
0
        //when any collider trigger the collider of this collectible
        void OnTriggerEnter(Collider col)
        {
            //only carry on if the trigger object is player
            if (col.gameObject.layer != TDS.GetLayerPlayer())
            {
                return;
            }

            //check the effect type and apply them accordingly
            if (type == _CollectType.Self)              //apply effect to player unit
            {
                ApplyEffectSelf(col.gameObject.GetComponent <UnitPlayer>());
            }
            else if (type == _CollectType.AOEHostile)           //apply effect to all surrounding hostile
            {
                ApplyEffectAOE(col);
            }
            else if (type == _CollectType.AllHostile)                   //apply effect to all hostile
            {
                ApplyEffectAll();
            }
            else if (type == _CollectType.Ability)
            {
                AbilityManager.TriggerAbility(abilityID);
            }

            GameControl.ColletibleCollected(this);

            //play the sound and show spawn the trigger effect object at current position
            AudioManager.PlaySound(triggerSFX);
            TriggeredEffect(transform.position + new Vector3(0, 0.1f, 0));

            //Destroy(gameObject);
            ObjectPoolManager.Unspawn(gameObject);
        }
Exemplo n.º 3
0
        //function call when the unit instance gain/lost hitpoint from external source
        public virtual float GainHitPoint(float value)
        {
            float limit = GetFullHitPoint() - hitPoint;

            hitPoint += Mathf.Min(value, limit);

            //if the unit lost hitpoint instead of gaining it
            if (value < 0)
            {
                hpRegenStaggerCounter = hpRegenStagger;

                //if this is the player, call the damage event (inform UI)
                if (thisObj.layer == TDS.GetLayerPlayer())
                {
                    TDS.PlayerDamaged(value);
                }
            }

            //if hitpoint reach 0, destroy the unit
            if (hitPoint <= 0)
            {
                Destroyed();
            }

            return(limit);
        }
Exemplo n.º 4
0
        // Use this for initialization
        public override void Awake()
        {
            base.Awake();

            thisObj.layer = TDS.GetLayerPlayer();

            isPlayer = true;

            SetDestroyCallback(this.PlayerDestroyCallback);

            if (enableAllWeapons)
            {
                weaponList = new List <Weapon>(Weapon_DB.Load());
            }

            if (weaponMountPoint == null)
            {
                weaponMountPoint = thisT;
            }

            if (enableTurretRotate)
            {
                if (turretObj != null)
                {
                    turretObjParent = turretObj.parent;
                }
                else
                {
                    turretObj = thisT;
                    //faceTravelDirection=false;
                }
            }

            hitPointBase = hitPointFull;
            energyBase   = energyFull;

            InitSpawnImmunity();

            progress = thisObj.GetComponent <PlayerProgression>();
            if (progress != null)
            {
                progress.SetPlayer(this);
            }

            perk = thisObj.GetComponent <PlayerPerk>();
            if (perk != null)
            {
                perk.SetPlayer(this);
            }

            Load();
        }
Exemplo n.º 5
0
        //when the unit enter some trigger
        void OnTriggerEnter(Collider col)
        {
            if (col.gameObject.layer != TDS.GetLayerPlayer())
            {
                return;
            }

            OnPlayerContact();
            if (destroyUponPlayerContact)
            {
                ClearUnit();                                            //if destroyUponPlayerContact is enabled, clear the unit
            }
        }
Exemplo n.º 6
0
        //when the unit collide with something, for collision with player
        void OnCollisionEnter(Collision collision)
        {
            if (collision.gameObject.layer != TDS.GetLayerPlayer())
            {
                return;
            }

            OnPlayerContact();
            if (destroyUponPlayerContact)
            {
                ClearUnit();                                            //if destroyUponPlayerContact is enabled, clear the unit
            }
        }
Exemplo n.º 7
0
        //function call to scan for all active unit in game
        //not in used atm
        public static void ScanForUnit()
        {
            allUnitList = new List <Unit>();
            Unit[] list = GameObject.FindObjectsOfType(typeof(UnitAI)) as Unit[];

            for (int i = 0; i < list.Length; i++)
            {
                if (list[i].thisObj.layer == TDS.GetLayerPlayer())
                {
                    continue;
                }
                allUnitList.Add(list[i]);
            }
        }
Exemplo n.º 8
0
        //for explosion
        public static void ApplyExplosionForce(Vector3 impactPoint, AttackStats aStats, bool ignorePlayer = false)
        {
            float explosionForce  = aStats.explosionForce * 10;
            float explosionRadius = explosionForce > 0 ? aStats.explosionRadius : 0;

            if (explosionRadius > 0)
            {
                LayerMask  mask = ignorePlayer ? ~(1 << TDS.GetLayerPlayer()) : ~0;
                Collider[] cols = Physics.OverlapSphere(impactPoint, explosionRadius, mask);
                for (int i = 0; i < cols.Length; i++)
                {
                    Rigidbody rd = cols[i].gameObject.GetComponent <Rigidbody>();
                    if (rd != null)
                    {
                        rd.AddExplosionForce(explosionForce, impactPoint, explosionRadius, 0, ForceMode.Impulse);
                    }
                }
            }
        }
Exemplo n.º 9
0
        //applies the effect of an attack
        public void ApplyAttack(AttackInstance attInstance)
        {
            if (immunityCounter > 0)
            {
                return;
            }

            //if unit is invincible, do nothing
            if (IsInvincible())
            {
                Debug.Log("Immuned");
                Vector3 osPos = new Vector3(0, Random.value + 0.5f, 0);
                new TextOverlay(thisT.position + osPos, "Immuned");
                return;
            }

            AttackStats aStats = attInstance.aStats;

            //check if the attack is an aoe and modify the damage value is dimishingAOE is enabled
            float damage = Random.Range(aStats.damageMin, aStats.damageMax);

            if (attInstance.isAOE && aStats.diminishingAOE)
            {
                damage *= Mathf.Clamp(1 - attInstance.aoeDistance / aStats.aoeRadius, 0, 1);
            }


            //check for cirtical and modify the damage based on critical multiplier
            bool critical = Random.value < aStats.critChance;

            if (critical)
            {
                damage *= aStats.critMultiplier;
            }

            //modify the damage based on damage and armor type
            damage *= DamageTable.GetModifier(armorType, aStats.damageType);

            //if damage is valid, modify the hit point
            if (damage > 0)
            {
                //show the overlay (for UI)
                Vector3 offsetPos = new Vector3(0, Random.value + 0.5f, 0);
                if (!critical)
                {
                    new TextOverlay(thisT.position + offsetPos, damage.ToString("f0"));
                }
                else
                {
                    new TextOverlay(thisT.position + offsetPos, damage.ToString("f0"), new Color(1f, 0.9f, 0.9f, 1f), 1.5f);
                }

                //if the unit is player, fire event to inform UI
                if (thisObj.layer == TDS.GetLayerPlayer())
                {
                    TDS.PlayerDamaged(damage);
                }

                //register the stagger
                hpRegenStaggerCounter = hpRegenStagger;

                hitPoint -= damage;                     //damage the hitpoint
                if (hitPoint <= 0)
                {
                    Destroyed(attInstance.GetSrcPlayer());
                }

                if (hitPoint > 0 && uAnimation != null)
                {
                    uAnimation.Hit();
                }
            }

            //apply effect if there's any
            //if(aStats.effect!=null) ApplyEffect(aStats.effect);
            if (hitPoint > 0 && aStats.effectIdx >= 0)
            {
                ApplyEffect(Effect_DB.CloneItem(aStats.effectIdx));
            }
        }