Пример #1
0
    protected void Melee(E_MeleeType meleeType, uLink.NetworkViewID viewID, uLink.NetworkMessageInfo info)
    {
        if (Owner.BlackBoard.DontUpdate)
        {
            return;
        }

        uLink.NetworkView view = uLink.NetworkView.Find(viewID);

        if (null == view)
        {
            // target was just destroyed
            return;
        }

        Agent targetAgent = view.GetComponent <Agent>();

        if (targetAgent == null)
        {
            return;             // wtf ?
        }
#if !DEADZONE_CLIENT
        if (Owner.IsServer)
        {
            if (!ServerAnticheat.ReportAndValidateMelee(Owner.NetworkView.owner, Owner, targetAgent, info))
            {
                // Ignore the action when it is not valid. This may happen even in a regular/fair game when
                // an attacking playerexperiences a lag.
                return;
            }
        }
#endif

        AgentActionMelee a = AgentActionFactory.Create(AgentActionFactory.E_Type.Melee) as AgentActionMelee;
        a.Target    = targetAgent;
        a.MeleeType = meleeType;
        Owner.BlackBoard.ActionAdd(a);

        if (a.IsFailed())
        {
            return;             // wtf ?
        }
        if (Owner.IsServer)
        {
            //send to proxies
            Owner.NetworkView.RPC("Melee", uLink.RPCMode.OthersExceptOwner, meleeType, viewID);

            //knockdown target immediatly, its player, we dont have time wait ....
            Vector3 direction = (a.Target.Position - Owner.Position).normalized;
            a.Target.KnockDown(Owner, meleeType, direction);
        }

        //Debug.Log(Time.timeSinceLevelLoad + " " + "Melee " + a.MeleeType + " " + a.Target.name);
    }
Пример #2
0
    public override void Reset()
    {
        Owner.BlackBoard.MotionType = E_MotionType.None;

        Owner.BlackBoard.BusyAction  = false;
        Owner.BlackBoard.ReactOnHits = true;
        Action.SetSuccess();
        Action = null;

        base.Reset();
    }
Пример #3
0
    public override void OnDeactivate()
    {
        //      Time.timeScale = 1;
        Owner.BlackBoard.BusyAction  = false;
        Owner.BlackBoard.ReactOnHits = true;

        Owner.BlackBoard.MotionType = E_MotionType.None;
        Owner.Stop(false);
        Action.SetSuccess();
        Action = null;
        base.OnDeactivate();
    }
Пример #4
0
    public override void Activate()
    {
        base.Activate();

        Action        = AgentActionFactory.Create(AgentActionFactory.E_Type.Melee) as AgentActionMelee;
        Action.Target = Owner.BlackBoard.Desires.MeleeTarget;

        SentryGun sentryGun = Action.Target as SentryGun;

        if (null != sentryGun)
        {
            // leg attack
            Action.MeleeType = E_MeleeType.First;
        }
        else
        {
            Action.MeleeType = RandomEnum <E_MeleeType>();
        }

        Owner.BlackBoard.ActionAdd(Action);
    }
Пример #5
0
    protected override void Initialize(AgentAction action)
    {
        base.Initialize(action);

        Action = action as AgentActionMelee;

        Owner.SoundPlay(Owner.MeleeSound);

        string AnimName = Owner.AnimSet.GetMeleeAnim(Action.MeleeType);

        CrossFade(AnimName, 0.1f, PlayMode.StopSameLayer);

        StartPosition = Transform.position;
        FinalPosition = Action.Target.Transform.position;

        CurrentMoveTime = -0.15f;
        MoveTime        = Animation[AnimName].length * 0.3f;
        EndOfStateTime  = Animation[AnimName].length * 0.9f + Time.timeSinceLevelLoad;

        PositionOK = false;
    }
Пример #6
0
    void HandleAction(AgentAction action)
    {
        if (action is AgentActionAttack)
        {
            if (Owner.IsOwner)
            {
                Owner.NetworkView.RPC("AttackS", uLink.RPCMode.Server, (action as AgentActionAttack).FromPos, (action as AgentActionAttack).AttackDir);
            }
        }
        else if (action is AgentActionInjury)
        {
            var injury = action as AgentActionInjury;
            if (Owner.IsServer)
            {
                uLink.NetworkViewID viewId = (injury.Attacker != null && injury.Attacker.NetworkView != null)
                                                                                                                         ? injury.Attacker.NetworkView.viewID
                                                                                                                         : uLink.NetworkViewID.unassigned;

                Owner.NetworkView.RPC("Injury", RPCMode.Others, viewId, injury.Pos, injury.Impulse, (short)injury.Damage, (short)injury.BodyPart);
            }
        }
        else if (action is AgentActionReload)
        {
            if (Owner.IsOwner)
            {
                Owner.NetworkView.RPC("Reload", uLink.RPCMode.Server);
            }
        }
        else if (action is AgentActionTeamCommand)
        {
            AgentActionTeamCommand a = action as AgentActionTeamCommand;
            if (Owner.IsOwner)
            {
                Owner.NetworkView.RPC("TeamCmd", RPCMode.Server, a.Command);
            }
        }

        else if (action is AgentActionRoll)
        {
            if (Owner.IsOwner)
            {
                Owner.NetworkView.RPC("Roll", uLink.RPCMode.Server, (action as AgentActionRoll).Direction);
            }
        }
        else if (action is AgentActionDeath)
        {
            var death = action as AgentActionDeath;
            if (Owner.IsServer)
            {
                uLink.NetworkViewID viewId = (death.Attacker != null && death.Attacker.NetworkView != null)
                                                                                                                         ? death.Attacker.NetworkView.viewID
                                                                                                                         : uLink.NetworkViewID.unassigned;

                Owner.NetworkView.RPC("Death", RPCMode.Others, viewId, death.Pos, death.Impulse, (short)death.Damage, (short)death.BodyPart);

                if (null != death.Attacker)
                {
                    PPIManager.Instance.ServerAddScoreForKill(Owner.NetworkView.owner,
                                                              death.Attacker.NetworkView.owner,
                                                              Owner.BlackBoard.AttackersDamageData,
                                                              death.BodyPart,
                                                              Owner.GadgetsComponent.GetBoostGoldReward());
                }

                /*if (Server.Instance.GameInfo.GameType == E_MPGameType.ZoneControl)
                 * {
                 *      // currently not using rebalancing after death
                 *      //PPIManager.Instance.ServerRebalanceTeams();
                 * }*/
            }
        }
        else if (action is AgentActionCoverEnter)
        {
            if (Owner.IsOwner)
            {
                Owner.NetworkView.RPC("CoverEnter",
                                      uLink.RPCMode.Server,
                                      Mission.Instance.GameZone.GetCoverIndex(Owner.BlackBoard.Cover),
                                      Owner.BlackBoard.Desires.CoverPosition);
            }
        }
        else if (action is AgentActionCoverLeave)
        {
            if (Owner.IsOwner)
            {
                Owner.NetworkView.RPC("CoverLeave", uLink.RPCMode.Server, ((AgentActionCoverLeave)action).TypeOfLeave);
            }
        }
        else if (action is AgentActionCoverFire)
        {
            if (Owner.IsOwner)
            {
                AgentActionCoverFire a = action as AgentActionCoverFire;
                Owner.NetworkView.RPC("CoverFireStart", uLink.RPCMode.Server, a.CoverPose, a.CoverDirection);
            }
        }
        else if (action is AgentActionCoverFireCancel)
        {
            if (Owner.IsOwner)
            {
                Owner.NetworkView.RPC("CoverFireStop", uLink.RPCMode.Server);
            }
        }
        else if (action is AgentActionWeaponChange)
        {
            if (Owner.IsOwner)
            {
                Owner.NetworkView.RPC("ChangeWeapon", uLink.RPCMode.Server, (action as AgentActionWeaponChange).NewWeapon);
            }
        }
        else if (action is AgentActionUseItem)
        {
//			Debug.Log ("ComponentNetworkAction.HandleAction(), time=" + Time.timeSinceLevelLoad + ", BlackBoard.KeepMotion=" + Owner.BlackBoard.KeepMotion + ", Owner.IsOwner=" + Owner.IsOwner);

            if (Owner.IsOwner)
            {
                if (Owner.IsInCover)
                {
                    Owner.NetworkView.RPC("UseItemInCover",
                                          uLink.RPCMode.Server,
                                          Owner.BlackBoard.Desires.Gadget,
                                          Owner.BlackBoard.CoverPose,
                                          Owner.BlackBoard.CoverPosition);
                }
                else
                {
                    Owner.NetworkView.RPC("UseItem", uLink.RPCMode.Server, Owner.BlackBoard.Desires.Gadget, Owner.BlackBoard.KeepMotion);
                }
            }
        }
        else if (action is AgentActionMelee)
        {
            if (Owner.IsOwner)
            {
                AgentActionMelee a = action as AgentActionMelee;

                uLink.NetworkViewID viewId = (a.Target != null && a.Target.NetworkView != null)
                                                                                                                         ? a.Target.NetworkView.viewID
                                                                                                                         : uLink.NetworkViewID.unassigned;

                Owner.NetworkView.RPC("Melee", uLink.RPCMode.Server, a.MeleeType, viewId);
            }
        }
        else if (action is AgentActionKnockdown)
        {
            if (Owner.IsServer)
            {
                AgentActionKnockdown a = action as AgentActionKnockdown;

                uLink.NetworkViewID viewId = (a.Attacker != null && a.Attacker.NetworkView != null)
                                                                                                                         ? a.Attacker.NetworkView.viewID
                                                                                                                         : uLink.NetworkViewID.unassigned;

                Owner.NetworkView.RPC("Knockdown", uLink.RPCMode.Others, a.MeleeType, viewId, a.Direction);
            }
        }
    }
Пример #7
0
    public static AgentAction Create(E_Type type)
    {
        int index = (int)type;

        AgentAction a;

        if (m_UnusedActions[index].Count > 0)
        {
            a = m_UnusedActions[index].Dequeue();
        }
        else
        {
            switch (type)
            {
            case E_Type.Idle:
                a = new AgentActionIdle();
                break;

            case E_Type.Move:
                a = new AgentActionMove();
                break;

            case E_Type.Sprint:
                a = new AgentActionSprint();
                break;

            case E_Type.Goto:
                a = new AgentActionGoTo();
                break;

            case E_Type.Attack:
                a = new AgentActionAttack();
                break;

            case E_Type.Melee:
                a = new AgentActionMelee();
                break;

            case E_Type.Injury:
                a = new AgentActionInjury();
                break;

            case E_Type.Roll:
                a = new AgentActionRoll();
                break;

            case E_Type.WeaponChange:
                a = new AgentActionWeaponChange();
                break;

            case E_Type.Rotate:
                a = new AgentActionRotate();
                break;

            case E_Type.Use:
                a = new AgentActionUse();
                break;

            case E_Type.PlayAnim:
                a = new AgentActionPlayAnim();
                break;

            case E_Type.PlayIdleAnim:
                a = new AgentActionPlayIdleAnim();
                break;

            case E_Type.Death:
                a = new AgentActionDeath();
                break;

            case E_Type.Knockdown:
                a = new AgentActionKnockdown();
                break;

            case E_Type.Teleport:
                a = new AgentActionTeleport();
                break;

            case E_Type.CoverEnter:
                a = new AgentActionCoverEnter();
                break;

            case E_Type.CoverMove:
                a = new AgentActionCoverMove();
                break;

            case E_Type.CoverFire:
                a = new AgentActionCoverFire();
                break;

            case E_Type.CoverFireCancel:
                a = new AgentActionCoverFireCancel();
                break;

            case E_Type.CoverLeave:
                a = new AgentActionCoverLeave();
                break;

            case E_Type.Reload:
                a = new AgentActionReload();
                break;

            case E_Type.UseItem:
                a = new AgentActionUseItem();
                break;

            case E_Type.ConstructGadget:
                a = new AgentActionConstructGadget();
                break;

            case E_Type.TeamCommand:
                a = new AgentActionTeamCommand();
                break;

            default:
                Debug.LogError("no AgentAction to create");
                return(null);
            }
        }
        a.Reset();
        a.SetActive();

        // DEBUG !!!!!!
        //	m_ActionsInAction.Add(a);
        return(a);
    }