Пример #1
0
    private bool CanShootTarget(AIController controller)
    {
        // otherwise, check that there are no other mechs in the way
        Vector3 fireOrigin = GetWeaponOrigin(controller);

        // Some enemies do not shoot when they are not visible on screen
        if(controller.doesntShootOffScreen &&
           !WorldManager.instance.ObjectOnScreen(controller.gameObject)) {
            return false;
        }

        Vector3 toTarget = controller.target.transform.position - fireOrigin;
        float arcToTarget = Vector3.Dot(controller.headTransform.up, toTarget.normalized);

        // constrain the shooting to within an arc
        if(arcToTarget < maxFireArc || toTarget.magnitude > controller.GetAttackRange()) {
            return false;
        }

        if(!controller.CheckLOSFrom(fireOrigin, controller.target.transform.position, 100.0f)) {
            controller.OnLostSightOfTarget();
            return false;
        }
        else if(!controller.isTrackingTarget) {
            controller.OnAquireTarget();
        }

        // allow the weapon to decide if it can shoot yet, or if it is doing something
        if(controller.MechComponent != null && controller.MechComponent.leftWeapon != null &&
           !controller.MechComponent.leftWeapon.AI_AllowFire(controller)) {
               return false;
        }

        return true;
    }