Пример #1
0
    public override void ForceReload()
    {
        if (Ammo != MaxAmmo && ReloadTimeRemaining <= 0)
        {
            Ammo = 0;

            ReloadTimeRemaining = BaseReloadTime;

            AlphabetManager.SpawnFloatingText("Reloading", new Vector3(transform.position.x, transform.position.y, -35));
        }
    }
Пример #2
0
    // Update is called once per frame
    void Update()
    {
        if (UniversalReference.MouseScreenPosDelta != new Vector2(0, 0))
        {
            if (ActivelyAiming)
            {
                gunRotatorHand.AimGun(UniversalReference.MouseWorldPos);
            }
            else
            {
                gunRotatorHand.HoldGun(UniversalReference.MouseWorldPos);
            }
        }

        Vector2 MouseWorldPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);

        entity.LookingToward = MouseWorldPos;

        //true if looking right, false if looking left
        bool LookingRight = entity.LookingToward.x > transform.position.x;


        //decreasing active cooldowns
        if (CurrShootingWindDownDuration > 0)
        {
            //when decreasing cooldowns, always use Time.deltaTime (the time it took to render last frame, in seconds) - framerate independent
            CurrShootingWindDownDuration -= Time.deltaTime;
        }
        if (CurrShootingCooldown > 0)
        {
            CurrShootingCooldown -= Time.deltaTime;
        }


        //inaccuracy
        Inaccuracy += UniversalReference.PlayerRb.velocity.magnitude / 30;

        //inaccuracy starts decreasing only when it has not increased
        if (Inaccuracy <= InaccuracyInLastFrame && InaccuracyRecoveryBlock <= 0)
        {
            if (Inaccuracy > InaccuracyMin)
            {
                Inaccuracy -= Time.deltaTime * InaccuracyRecoveryFactor; //decreased by 1 every second (can be different for balance purposes)
            }
        }

        if (InaccuracyRecoveryBlock > 0)
        {
            InaccuracyRecoveryBlock -= Time.deltaTime;
        }

        if (Inaccuracy > InaccuracyMax)
        {
            Inaccuracy = InaccuracyMax;
        }
        if (Inaccuracy < InaccuracyMin)
        {
            Inaccuracy = InaccuracyMin;
        }

        InaccuracyInLastFrame = Inaccuracy;

        /*
         *
         * //when not firing/aiming, hold the gun in resting position
         * if(Input.GetKey(KeyCode.Mouse0) || Input.GetKey(KeyCode.Mouse1) || CurrShootingWindDownDuration > 0)
         * {
         *  smg.ActivelyAiming = true;
         * }
         * else
         * {
         *  smg.ActivelyAiming = false;
         * }
         *
         */

        #region  Movement

        //movement vector will hold information about direction, speed is added after, in Entity script
        //you cannot walk when mouse is dragging a window, that causes problems (though MovementVector has to be set to 0 stop previous movement)
        Vector2 MovementVector = new Vector2(0, 0);
        if (MouseInterceptor.IsMouseAvailable())
        {
            if (Input.GetKey(KeybindManager.MoveUp))
            {
                MovementVector += new Vector2(0, 1);
                LegsManager.RequestRunUp(LookingRight);
            }
            if (Input.GetKey(KeybindManager.MoveDown))
            {
                MovementVector += new Vector2(0, -1);
                LegsManager.RequestRunDown(LookingRight);
            }
            if (Input.GetKey(KeybindManager.MoveLeft))
            {
                MovementVector += new Vector2(-1, 0);
                LegsManager.RequestRunLeft(LookingRight);
            }
            if (Input.GetKey(KeybindManager.MoveRight))
            {
                MovementVector += new Vector2(1, 0);
                LegsManager.RequestRunRight(LookingRight);
            }
            entity.MoveInDirection(MovementVector);
        }

        if (MovementVector.x < 0.01f && MovementVector.x > -0.01f && MovementVector.y < 0.01f && MovementVector.y > -0.01f)
        {
            LegsManager.RequestIdle(entity.LookingToward);
        }

        #endregion


        float HealthRatio = entity.Health / entity.MaxHealth;
        if (HealthRatio < 0.5f)
        {
            LowHealthOverlay.color = new Color(LowHealthOverlay.color.r, LowHealthOverlay.color.g, LowHealthOverlay.color.b,
                                               (0.5f - HealthRatio) * 0.85f
                                               );
        }
        else
        {
            LowHealthOverlay.color = new Color(LowHealthOverlay.color.r, LowHealthOverlay.color.g, LowHealthOverlay.color.b, 0);
        }

        #region StuffForTestingPurposes

        if (Input.GetKeyDown(KeyCode.F10))
        {
            //export navmap as text

            //hard path means Drive:/path - the complete path, not relative to application directory
            NavTestStatic.ExportNavMap();

            Debug.Log("hi");
        }

        if (Input.GetKeyUp(KeyCode.T))
        {
            AlphabetManager.SpawnFloatingText("Hi!", new Vector3(transform.position.x, transform.position.y, -35));
        }

        if (Input.GetKey(KeyCode.P))
        {
            SpamParticlesToFuckWithFramerate();
        }
        if (Input.GetKey(KeyCode.O))
        {
            SpamOptimisedParticlesToFuckWithFramerate();
        }
        if (Input.GetKey(KeyCode.I))
        {
            SpamListParticlesToFuckWithFramerate();
        }


        #endregion

        #region CheatCodes

        if (CheatManager.LastCheat == "GODMODE" || CheatManager.LastCheat == "GM")
        {
            entity.MaxHealth     = float.MaxValue;
            entity.Health        = float.MaxValue;
            entity.BaseMoveSpeed = 25;
        }

        if (CheatManager.LastCheat == "NUKE")
        {
            //ExplosionFrag.SpawnOriginal(Util.Vector3To2Int(transform.position), 100, 10);
            ExplosionFrag.SpawnOriginal(Util.Vector3To2Int(transform.position), 100);
        }

        if (CheatManager.LastCheat == "KILLALL" || CheatManager.LastCheat == "KA")
        {
            foreach (Entity e in GameObject.FindObjectsOfType <Entity>())
            {
                if (e.Team == Entity.team.Enemy)
                {
                    Destroy(e.gameObject);
                }
            }
        }

        if (CheatManager.LastCheat == "NAVDRAW") // Nav Draw
        {
            for (int x = 0; x < NavTestStatic.MapWidth; x++)
            {
                for (int y = 0; y < NavTestStatic.MapHeight; y++)
                {
                    if (!NavTestStatic.IsTileWalkable(x, y))
                    {
                        GameObject go = new GameObject();
                        go.transform.position = new Vector3(x, y, -10);
                        go.AddComponent <SpriteRenderer>().sprite = UniversalReference.Pixel;
                        go.GetComponent <SpriteRenderer>().color  = new Color(1, 0, 0, 0.6f);
                    }
                }
            }
        }

        if (CheatManager.LastCheat == "NAVDRAWLIGHT") // Nav Draw Light
        {
            for (int x = 0; x < NavTestStatic.MapWidth; x++)
            {
                for (int y = 0; y < NavTestStatic.MapHeight; y++)
                {
                    if (!NavTestStatic.CanLightPassThroughTile(x, y))
                    {
                        GameObject go = new GameObject();
                        go.transform.position = new Vector3(x, y, -10);
                        go.AddComponent <SpriteRenderer>().sprite = UniversalReference.Pixel;
                        go.GetComponent <SpriteRenderer>().color  = new Color(1, 1, 0, 0.6f);
                    }
                }
            }
        }

        if (CheatManager.LastCheat == "NAVDRAWEXPLOSION") // Nav Draw Explosion
        {
            for (int x = 0; x < NavTestStatic.MapWidth; x++)
            {
                for (int y = 0; y < NavTestStatic.MapHeight; y++)
                {
                    if (!NavTestStatic.CanExplosionPassThroughTile(new Vector2Int(x, y)))
                    {
                        GameObject go = new GameObject();
                        go.transform.position = new Vector3(x, y, -10);
                        go.AddComponent <SpriteRenderer>().sprite = UniversalReference.Pixel;
                        go.GetComponent <SpriteRenderer>().color  = new Color(1, 0.5f, 0, 0.6f);
                    }
                }
            }
        }


        //deals 10 000 damage to every enemy entity
        if (CheatManager.LastCheat == "KARTHUS") // Karthus
        {
            foreach (Entity e in GameObject.FindObjectsOfType <Entity>())
            {
                if (e.Team == Entity.team.Enemy)
                {
                    e.TakeDamage(10000, DamagerInflicter.WeaponTypes.Undefined);
                }
            }
        }


        //sets every enemy entity's base movespeed to 0
        if (CheatManager.LastCheat == "FREEZE") // Freeze
        {
            foreach (Entity e in GameObject.FindObjectsOfType <Entity>())
            {
                if (e.Team == Entity.team.Enemy)
                {
                    e.BaseMoveSpeed = 0;
                }
            }
        }


        //sets every enemy entity's team to player
        if (CheatManager.LastCheat == "CHARM") // Charm
        {
            foreach (Entity e in GameObject.FindObjectsOfType <Entity>())
            {
                if (e.Team == Entity.team.Enemy)
                {
                    e.Team = Entity.team.Player;
                }
            }
        }

        //teleport player to cursor location
        if (CheatManager.LastCheat == "TP") // Tp (teleport)
        {
            Vector2 Target = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            transform.position = new Vector3(Target.x, Target.y, 0);
        }


        //deals 10 000 damage to every environment object
        if (CheatManager.LastCheat == "EARTHQUAKE") // Earthquake
        {
            //not doing this with simple foreach as something messes with the collection, i think its the wallsegments or something
            //EDIT: the problem still exists, only +- 90% of walls are destroyed, some remain, and can be destroyed by weapons, but not with this

            EnvironmentObject[] e = GameObject.FindObjectsOfType <EnvironmentObject>();
            int limit             = e.Length;

            for (int i = 0; i < limit; i++)
            {
                if (e[i] != null)
                {
                    e[i].TakeDamage(10000);
                }
            }
        }



        #endregion

        #region Input

        if (Input.GetKeyDown(KeybindManager.UseItem))
        {
            if (CurrentlyEquippedItem != null)
            {
                CurrentlyEquippedItem.DoYourThing();
            }
        }

        if (Input.GetKeyUp(KeyCode.F5))
        {
            SaverLoader.QuickSave(spriteManagerHand);
        }

        //quickload
        if (Input.GetKeyUp(KeyCode.F6))
        {
            SaverLoader.QuickLoad(spriteManagerHand);

            //Debug.Log("Quickload Complete.");
        }

        if (Input.GetKey(KeybindManager.MousePrimary) && MouseInterceptor.IsMouseAvailable())
        {
            CurrentlyEquippedWeapon.TryShooting(MouseWorldPos);
        }
        if (Input.GetKey(KeybindManager.AltFire))
        {
            CurrentlyEquippedWeapon.TryAltFire();
            CurrentlyEquippedWeapon.TryAltFire(MouseWorldPos);
        }
        if (Input.GetKey(KeybindManager.Reload))
        {
            CurrentlyEquippedWeapon.ForceReload();
        }

        #endregion
    }
Пример #3
0
    // Update is called once per frame
    private void FixedUpdate()
    {
        if (!HuntingMode)
        {
            if (CurrPatience <= 0)
            {
                AlphabetManager.SpawnFloatingText("I'm coming for you!", new Vector3(transform.position.x, transform.position.y, -35));
                HuntingMode = true;
            }
        }

        //if you are frozen because of your reaction time, return to skip all the rest
        if (CurrReactionTimeFreeze > 0)
        {
            CurrReactionTimeFreeze -= Time.deltaTime;
            return;
        }
        if (DontChangeDirectionFor > 0)
        {
            DontChangeDirectionFor -= Time.deltaTime;
        }

        Vector2Int MyPos     = Util.Vector3To2Int(transform.position);
        Vector2Int TargetPos = Util.Vector3To2Int(target.position);

        //line of sight toward target (player) - null if obstructed
        List <Vector2Int> LineOfSight = NavTestStatic.GetLineOfSightOptimised(MyPos, TargetPos);

        //if you have a vision of player
        if (LineOfSight != null)
        {
            //if you have patience, freeze if hes coming from behind
            if (!HuntingMode)
            {
                CurrReactionTimeFreeze = Mathf.Abs(Vector2.SignedAngle(AimDirection, Util.GetVectorToward(transform, target))) / 180 * ReactionTime;
                //patience reduces more if player attacks from behind
                CurrPatience           -= CurrReactionTimeFreeze;
                CurrReactionTimeFreeze -= 0.1f;
                DontChangeDirectionFor  = DontChangeDirectionForBase;

                //patience reduces every time player is seen, and also for the duration enemy is reaction frozen
            }


            //aim toward player
            AimDirection = Util.GetVectorToward(transform, target);

            //rotate gun toward player
            if (gunRotatorHand != null)
            {
                gunRotatorHand.AimGun((Vector2)transform.position + AimDirection);
            }

            //if frozen, stop
            if (CurrReactionTimeFreeze > 0)
            {
                return;
            }

            float DistanceToTarget = (transform.position - target.position).magnitude;

            if (DistanceToTarget < MaxDistanceToShootFrom)
            {
                e.StopMoving();
                //50-50 chance to either shoot at player current position
                if (Util.Coinflip())
                {
                    weapon.TryShooting(target.position);
                }
                //or predict his movement
                else
                {
                    weapon.TryShooting(
                        (Vector2)target.position +
                        (targetRb.velocity * (DistanceToTarget / 20))
                        );
                }
            }
            else
            {
                e.MoveInDirection(Util.GetVectorToward(transform, target));
            }
        }

        //you dont see player
        else
        {
            //you are out of patience - pathfind toward him
            if (HuntingMode)
            {
                if (wn.WayPoints.Count <= 1)
                {
                    List <Vector2> path = NavTestStatic.FindAPath(MyPos, TargetPos);
                    if (path != null)
                    {
                        wn.WayPoints = path;
                    }
                }
                if (wn.WayPoints.Count != 0)
                {
                    AimDirection = Util.GetVectorToward(transform, wn.WayPoints[wn.WayPoints.Count - 1]);
                }

                if (gunRotatorHand != null)
                {
                    gunRotatorHand.AimGun(Util.RotateVector(Vector2.right, e.spriteManager.GetLastDirection()));
                }
            }

            //you still have patience - walk around normally
            else
            {
                if (WalkTimeRemaining >= 0)
                {
                    WalkTimeRemaining -= Time.deltaTime;
                    e.MoveInDirection(AimDirection);
                }
                else if (DontChangeDirectionFor <= 0)
                {
                    WalkTimeRemaining = Random.Range(0.5f, 5);
                    AimDirection      = Util.RotateVector(Vector2.right, Random.Range(0, 360));
                }
                if (gunRotatorHand != null)
                {
                    gunRotatorHand.AimGun((Vector2)transform.position + AimDirection);
                }
            }
        }
        e.LookingToward = AimDirection;
        e.spriteManager.LookTowardAngle(Vector2.SignedAngle(Vector2.right, AimDirection));
    }