Пример #1
0
    protected ShellPart SetUpPart(EntityBlueprint.PartInfo part)
    {
        var           drone         = this as Drone;
        var           isLightDrone  = drone && drone.type == DroneType.Light; // used for light drone weight reduction
        PartBlueprint partBlueprint = ResourceManager.GetAsset <PartBlueprint>(part.partID);

        GameObject partObject = ShellPart.BuildPart(partBlueprint);
        ShellPart  shellPart  = partObject.GetComponent <ShellPart>();

        shellPart.info = part;
        partObject.transform.SetParent(transform, false);
        partObject.transform.SetAsFirstSibling();

        //Add an ability to the part:

        WeaponAbility ab = AbilityUtilities.AddAbilityToGameObjectByID(partObject, part.abilityID, part.secondaryData, part.tier) as WeaponAbility;

        if (ab)
        {
            // add weapon diversity
            ab.type = DroneUtilities.GetDiversityTypeByEntity(this);
        }

        partObject.transform.localEulerAngles = new Vector3(0, 0, part.rotation);
        partObject.transform.localPosition    = new Vector3(part.location.x, part.location.y, 0);
        SpriteRenderer sr  = partObject.GetComponent <SpriteRenderer>();
        var            tmp = partObject.transform.localScale;

        tmp.x = part.mirrored ? -1 : 1;
        partObject.transform.localScale = tmp;
        sr.sortingOrder = ++sortingOrder;
        var partWeight = isLightDrone ? partBlueprint.mass * 0.6F * weightMultiplier : partBlueprint.mass * weightMultiplier;

        weight       += partWeight;
        maxHealth[0] += partBlueprint.health / 2;
        maxHealth[1] += partBlueprint.health / 4;

        string shooterID = AbilityUtilities.GetShooterByID(part.abilityID, part.secondaryData);

        // Add shooter
        if (shooterID != null)
        {
            var shooter = new GameObject("Shooter");
            shooter.transform.SetParent(partObject.transform);
            shooter.transform.localPosition = Vector3.zero;
            shooter.transform.localRotation = Quaternion.identity;
            var shooterSprite = shooter.AddComponent <SpriteRenderer>();
            shooterSprite.sprite = ResourceManager.GetAsset <Sprite>(shooterID);
            shellPart.shooter    = shooter;
            if (AbilityUtilities.GetAbilityTypeByID(part.abilityID) == AbilityHandler.AbilityTypes.Weapons)
            {
                shellPart.weapon = true;
            }
        }

        var weaponAbility = partObject.GetComponent <WeaponAbility>();

        if (weaponAbility)
        {
            // if the terrain and category wasn't preset set to the enitity's properties

            if (weaponAbility.terrain == TerrainType.Unset)
            {
                weaponAbility.terrain = Terrain;
            }

            if (weaponAbility.category == EntityCategory.Unset)
            {
                weaponAbility.category = category;
            }
        }

        var shellRenderer = transform.Find("Shell Sprite").GetComponent <SpriteRenderer>();

        if (shellRenderer)
        {
            shellRenderer.sortingOrder = ++sortingOrder;
        }

        var coreRenderer = GetComponent <SpriteRenderer>();

        if (coreRenderer)
        {
            coreRenderer.sortingOrder = ++sortingOrder;
        }

        parts.Add(partObject.GetComponent <ShellPart>());
        if (partObject.GetComponent <Ability>())
        {
            abilities.Insert(0, partObject.GetComponent <Ability>());
        }

        // Disable collider if no sprite
        if (!(partObject.GetComponent <SpriteRenderer>() && partObject.GetComponent <SpriteRenderer>().sprite) &&
            partObject.GetComponent <Collider2D>() && !partObject.GetComponent <Harvester>())
        {
            partObject.GetComponent <Collider2D>().enabled = false;
        }

        return(partObject.GetComponent <ShellPart>());
    }
Пример #2
0
    /// <summary>
    /// Generate shell parts in the blueprint, change ship stats accordingly
    /// </summary>
    protected virtual void BuildEntity()
    {
        // all created entities should have blueprints!
        if (!blueprint)
        {
            Debug.LogError(this + " does not have a blueprint! EVERY constructed entity should have one!");
        }

        DestroyOldParts();

        parts.Clear();
        blueprint.shellHealth.CopyTo(maxHealth, 0);
        blueprint.baseRegen.CopyTo(regenRate, 0);

        if (blueprint)
        {
            this.dialogue = blueprint.dialogue;
        }

        AttemptAddComponents();
        var renderer = GetComponent <SpriteRenderer>();

        if (blueprint)
        { // check if it contains a blueprint (it should)
            if (blueprint.coreSpriteID == "" && blueprint.intendedType == EntityBlueprint.IntendedType.ShellCore)
            {
                Debug.Log(this + "'s blueprint does not contain a core sprite ID!");
                // check if the blueprint does not contain a core sprite ID (it should)
            }
            renderer.sprite = ResourceManager.GetAsset <Sprite>(blueprint.coreSpriteID);
        }
        else
        {
            renderer.sprite = ResourceManager.GetAsset <Sprite>("core1_light");
        }
        renderer.sortingOrder = 101;

        renderer = transform.Find("Minimap Image").GetComponent <SpriteRenderer>();
        if (category == EntityCategory.Station && !(this is Turret))
        {
            if (this as Outpost)
            {
                renderer.sprite = ResourceManager.GetAsset <Sprite>("outpost_minimap_sprite");
            }
            else if (this as Bunker)
            {
                renderer.sprite = ResourceManager.GetAsset <Sprite>("bunker_minimap_sprite");
            }
            else
            {
                renderer.sprite = ResourceManager.GetAsset <Sprite>("minimap_sprite");
            }
            renderer.transform.localScale = new Vector3(3.5F, 3.5F, 3.5F);
        }
        else
        {
            renderer.sprite = ResourceManager.GetAsset <Sprite>("minimap_sprite");
        }


        abilities = new List <Ability>();

        entityName = blueprint.entityName;
        name       = blueprint.entityName;
        GetComponent <Rigidbody2D>().mass = 1; // reset mass
        weight = this as Drone ? 25 : coreWeight;

        var isLightDrone = this as Drone && (this as Drone).type == DroneType.Light; // used for light drone weight reduction

        //For shellcores, create the tractor beam
        // Create shell parts
        if (blueprint != null)
        {
            for (int i = 0; i < blueprint.parts.Count; i++)
            {
                EntityBlueprint.PartInfo part          = blueprint.parts[i];
                PartBlueprint            partBlueprint = ResourceManager.GetAsset <PartBlueprint>(part.partID);

                GameObject partObject = ShellPart.BuildPart(partBlueprint);
                ShellPart  shellPart  = partObject.GetComponent <ShellPart>();
                shellPart.info = part;
                partObject.transform.SetParent(transform, false);
                partObject.transform.SetAsFirstSibling();

                //Add an ability to the part:

                WeaponAbility ab = AbilityUtilities.AddAbilityToGameObjectByID(partObject, part.abilityID, part.secondaryData, part.tier) as WeaponAbility;
                if (ab)  // add weapon diversity
                {
                    ab.type = DroneUtilities.GetDiversityTypeByEntity(this);
                }
                partObject.transform.localEulerAngles = new Vector3(0, 0, part.rotation);
                partObject.transform.localPosition    = new Vector3(part.location.x, part.location.y, 0);
                SpriteRenderer sr = partObject.GetComponent <SpriteRenderer>();
                // sr.flipX = part.mirrored; this doesn't work, it does not flip the collider hitbox
                var tmp = partObject.transform.localScale;
                tmp.x = part.mirrored ? -1 : 1;
                partObject.transform.localScale = tmp;
                sr.sortingOrder = i + 2;
                //entityBody.mass += (isLightDrone ? partBlueprint.mass * 0.6F : partBlueprint.mass);
                var partWeight = isLightDrone ? partBlueprint.mass * 0.6F * weightMultiplier : partBlueprint.mass * weightMultiplier;
                weight       += partWeight;
                maxHealth[0] += partBlueprint.health / 2;
                maxHealth[1] += partBlueprint.health / 4;

                // Drone shell and core health penalty
                if (this as Drone)
                {
                    maxHealth[0] /= 2;
                    maxHealth[1] /= 4;
                }

                string shooterID = AbilityUtilities.GetShooterByID(part.abilityID, part.secondaryData);
                // Add shooter
                if (shooterID != null)
                {
                    var shooter = new GameObject("Shooter");
                    shooter.transform.SetParent(partObject.transform);
                    shooter.transform.localPosition = Vector3.zero;
                    var shooterSprite = shooter.AddComponent <SpriteRenderer>();
                    shooterSprite.sprite = ResourceManager.GetAsset <Sprite>(shooterID);
                    // if(blueprint.parts.Count < 2) shooterSprite.sortingOrder = 500; TODO: Figure out what these lines do
                    // shooterSprite.sortingOrder = sr.sortingOrder + 1;
                    shooterSprite.sortingOrder = 500;
                    shellPart.shooter          = shooter;
                    if (AbilityUtilities.GetAbilityTypeByID(part.abilityID) == AbilityHandler.AbilityTypes.Weapons)
                    {
                        shellPart.weapon = true;
                    }
                }

                var weaponAbility = partObject.GetComponent <WeaponAbility>();
                if (weaponAbility)
                {
                    // if the terrain and category wasn't preset set to the enitity's properties

                    if (weaponAbility.terrain == TerrainType.Unset)
                    {
                        weaponAbility.terrain = Terrain;
                    }
                    if (weaponAbility.category == EntityCategory.Unset)
                    {
                        weaponAbility.category = category;
                    }
                }


                parts.Add(partObject.GetComponent <ShellPart>());
                if (partObject.GetComponent <Ability>())
                {
                    abilities.Insert(0, partObject.GetComponent <Ability>());
                }

                // Disable collider if no sprite
                if (!(partObject.GetComponent <SpriteRenderer>() && partObject.GetComponent <SpriteRenderer>().sprite) &&
                    partObject.GetComponent <Collider2D>() && !partObject.GetComponent <Harvester>())
                {
                    partObject.GetComponent <Collider2D>().enabled = false;
                }
            }
        }

        if (this as ShellCore)
        {
            if (!gameObject.GetComponentInChildren <MainBullet>())
            {
                MainBullet mainBullet = gameObject.AddComponent <MainBullet>();
                mainBullet.SetTier(Mathf.Min(3, 1 + CoreUpgraderScript.GetCoreTier(blueprint.coreShellSpriteID)));
                mainBullet.bulletPrefab = ResourceManager.GetAsset <GameObject>("bullet_prefab");
                mainBullet.terrain      = TerrainType.Air;
                mainBullet.SetActive(true);
                abilities.Insert(0, mainBullet);
            }
            else
            {
                MainBullet mainBullet = gameObject.GetComponentInChildren <MainBullet>();
                mainBullet.SetTier(Mathf.Min(3, 1 + CoreUpgraderScript.GetCoreTier(blueprint.coreShellSpriteID)));
                mainBullet.SetDestroyed(false);
                abilities.Insert(0, mainBullet);
            }
        }

        // unique abilities for mini and worker drones here
        if (this as Drone)
        {
            Drone drone = this as Drone;
            switch (drone.type)
            {
            case DroneType.Mini:
                var     shellObj = transform.Find("Shell Sprite").gameObject;
                Ability ab       = AbilityUtilities.AddAbilityToGameObjectByID(shellObj, 6, null, 1);
                var     shooter  = new GameObject("Shooter");
                shooter.transform.SetParent(shellObj.transform);
                shooter.transform.localPosition = Vector3.zero;
                var shooterSprite = shooter.AddComponent <SpriteRenderer>();
                shooterSprite.sprite       = ResourceManager.GetAsset <Sprite>(AbilityUtilities.GetShooterByID(6));
                shooterSprite.sortingOrder = 500;
                shellObj.GetComponent <ShellPart>().shooter = shooter;
                (ab as WeaponAbility).terrain = TerrainType.Air;
                abilities.Insert(0, ab);
                break;

            default:
                break;
            }
        }
        IsInvisible = false;

        // check to see if the entity is interactible
        if (dialogue && faction == 0)
        {
            interactible = true;
        }

        Transform shellSprite = shell.transform;

        if (shellSprite)
        {
            parts.Add(shellSprite.GetComponent <ShellPart>());
        }
        ConnectedTreeCreator();

        maxHealth.CopyTo(currentHealth, 0);
        ActivatePassives(); // activate passive abilities here to avoid race condition BS

        if (OnEntitySpawn != null)
        {
            OnEntitySpawn.Invoke(this);
        }
    }