Пример #1
0
    // Update is called once per frame
    void Update()
    {
        if (BuildFroze)
        {
            if (FixTarget != null)
            {
                BuildModule.Fixing = true;
            }
            else
            {
                BuildModule.Fixing = false;
            }
        }
        if (FixTarget != null)
        {
            if (FixTarget.GetComponent <Stats>().StopOrder)
            {
                if (R1)
                {
                    R1        = false;
                    Repair    = false;
                    FixTarget = null;
                }
                if (R2)
                {
                    R2 = false;
                    R3 = true;

                    EnteringProcess = 0;
                    MSPAccepted     = false;
                }
            }
            else
            {
                Repair = true;
                if (!R1 && !R2 && !R3)
                {
                    R1 = true;
                }
            }
        }
        else
        {
            R1     = false;
            R2     = false;
            R3     = false;
            Repair = false;

            EnteringProcess = 0;
            MSPAccepted     = false;
        }
        if (ShipsToFix.Count > 0)
        {
            CreateWaitingPoints();

            foreach (GameObject obj in ShipsToFix)
            {
                if (obj.GetComponent <Stats>().StopOrder)
                {
                    ShipsToFix.Remove(obj);
                    obj.GetComponent <ActiveState>().ForcedFix   = false;
                    obj.GetComponent <ActiveState>().curShipYard = null;
                }
            }
        }

        if (!_sb.AI && !_sb.FreandAI && !_sb.Neutral && !_sb.NeutralAgrass)
        {
            if (_sb.Hovering)
            {
                if (Input.GetMouseButtonDown(1))
                {
                    FindAndAddShips();
                }
            }
        }

        if (Repair)
        {
            if (FixTarget != null)
            {
                MoveComponent _tmc = FixTarget.GetComponent <MoveComponent>();
                HealthModule  _SHM = FixTarget.GetComponent <HealthModule>();
                if (R1)
                {
                    if (Vector3.Distance(FixTarget.transform.position, RPoint1.transform.position) > (_SHM.ShipRadius / 1.5f) + (_tmc.ForwardSpeed * _tmc.ForwardSpeed / 2) / _tmc.MaxAcceleration)
                    {
                        _tmc.Movement(RPoint1.transform.position);
                        if (Vector3.Distance(_tmc.transform.position, RPoint1.transform.position) <= _SHM.ShipRadius)
                        {
                            Vector3 rpos = RPoint2.transform.position - _tmc.transform.position;

                            Quaternion rotation = Quaternion.LookRotation(rpos);

                            float Amount = 0;
                            if (Amount < 1)
                            {
                                Amount += Time.deltaTime / _tmc.RotationAcceleration;
                            }

                            _tmc.RotateShipAndMoveToTarget(rotation.eulerAngles, RPoint1.transform.position, Amount, true, true);
                        }
                    }
                    else
                    {
                        R2 = true;
                        R1 = false;
                    }
                    FixTarget.GetComponent <Stats>().IsFix = true;
                    if (R3)
                    {
                        R3 = false;
                    }
                }
                if (R2)
                {
                    gameObject.GetComponent <ShipBuild>().CurOpenTimer = 1;
                    if (Vector3.Distance(FixTarget.transform.position, RPoint2.transform.position) > 1)
                    {
                        FixTarget.GetComponent <Rigidbody>().isKinematic = true;

                        Vector3 LookVector = (RPoint2.transform.position - FixTarget.transform.position);
                        FixTarget.transform.rotation = Quaternion.Slerp(FixTarget.transform.rotation, Quaternion.LookRotation(LookVector), 0.03f);

                        Vector3 dirFromAtoB = (RPoint2.transform.position - FixTarget.transform.position).normalized;
                        float   dotProd     = Vector3.Dot(dirFromAtoB, FixTarget.transform.forward);

                        if (dotProd > 0.95)
                        {
                            if (!MSPAccepted)
                            {
                                MovementStart = FixTarget.transform.position;
                                MSPAccepted   = true;
                            }

                            if (EnteringProcess < 1)
                            {
                                EnteringProcess += Time.deltaTime * (1 / FixTarget.GetComponent <MoveComponent>().MovementSpeed *AnimationSpeed);
                            }
                            else
                            {
                                EnteringProcess = 1;
                            }

                            FixTarget.transform.position = Vector3.Lerp(MovementStart, RPoint2.transform.position, EnteringProcess);
                        }

                        gameObject.GetComponent <ShipBuild>().CurOpenTimer = 1;
                    }
                    if (Vector3.Distance(FixTarget.transform.position, RPoint2.transform.position) <= 1)
                    {
                        EnteringProcess = 0;
                        MSPAccepted     = false;

                        Vector3 LookVector = (FixTarget.transform.position - RPoint2.transform.position);
                        FixTarget.transform.rotation = Quaternion.Slerp(FixTarget.transform.rotation, Quaternion.LookRotation(LookVector), 0.03f);

                        if (_SHM.curHealth < _SHM.maxHealth)
                        {
                            if (_GDB.Titanium > 0)
                            {
                                _GDB.Titanium -= Time.deltaTime * 2;
                                if (_SHM.curHealth < _SHM.maxHealth)
                                {
                                    _SHM.curHealth += Time.deltaTime * 2;
                                }
                                else
                                {
                                    _SHM.curHealth = _SHM.maxHealth;
                                }

                                if (_SHM.curImpulseSystemHealth < _SHM.maxImpulseSystemHealth)
                                {
                                    _SHM.curImpulseSystemHealth += Time.deltaTime * 2;
                                }
                                else
                                {
                                    _SHM.curImpulseSystemHealth = _SHM.maxImpulseSystemHealth;
                                }

                                if (_SHM.curLifeSupportSystemHealth < _SHM.maxLifeSupportSystemHealth)
                                {
                                    _SHM.curLifeSupportSystemHealth += Time.deltaTime * 2;
                                }
                                else
                                {
                                    _SHM.curLifeSupportSystemHealth = _SHM.maxLifeSupportSystemHealth;
                                }

                                if (_SHM.curPrimaryWeaponSystemHealth < _SHM.maxPrimaryWeaponSystemHealth)
                                {
                                    _SHM.curPrimaryWeaponSystemHealth += Time.deltaTime * 2;
                                }
                                else
                                {
                                    _SHM.curPrimaryWeaponSystemHealth = _SHM.maxPrimaryWeaponSystemHealth;
                                }

                                if (_SHM.curSensorsSystemHealth < _SHM.maxSensorsSystemHealth)
                                {
                                    _SHM.curSensorsSystemHealth += Time.deltaTime * 2;
                                }
                                else
                                {
                                    _SHM.curSensorsSystemHealth = _SHM.maxSensorsSystemHealth;
                                }

                                if (_SHM.curTractorBeamSystemHealth < _SHM.maxTractorBeamSystemHealth)
                                {
                                    _SHM.curTractorBeamSystemHealth += Time.deltaTime * 2;
                                }
                                else
                                {
                                    _SHM.curTractorBeamSystemHealth = _SHM.maxTractorBeamSystemHealth;
                                }

                                if (_SHM.curWarpEngingSystemHealth < _SHM.maxWarpEngingSystemHealth)
                                {
                                    _SHM.curWarpEngingSystemHealth += Time.deltaTime * 2;
                                }
                                else
                                {
                                    _SHM.curWarpEngingSystemHealth = _SHM.maxWarpEngingSystemHealth;
                                }

                                if (_SHM.curWarpCoreHealth < _SHM.maxWarpCoreHealth)
                                {
                                    _SHM.curWarpCoreHealth += Time.deltaTime * 2;
                                }
                                else
                                {
                                    _SHM.curWarpCoreHealth = _SHM.maxWarpCoreHealth;
                                }

                                if (_SHM.curSecondaryWeaponSystemHealth < _SHM.maxSecondaryWeaponSystemHealth)
                                {
                                    _SHM.curSecondaryWeaponSystemHealth += Time.deltaTime * 2;
                                }
                                else
                                {
                                    _SHM.curSecondaryWeaponSystemHealth = _SHM.maxSecondaryWeaponSystemHealth;
                                }

                                if (_SHM.CurShilds < _SHM.Shilds)
                                {
                                    _SHM.CurShilds += Time.deltaTime * 20;
                                }
                                else
                                {
                                    _SHM.CurShilds = _SHM.Shilds;
                                }

                                if (_GDB.Humans > 0)
                                {
                                    if (_SHM.curCrew < _SHM.maxCrew)
                                    {
                                        _GDB.Humans  -= Time.deltaTime * 4;
                                        _SHM.curCrew += Time.deltaTime * 4;
                                    }
                                    else
                                    {
                                        _SHM.curCrew = _SHM.maxCrew;
                                    }
                                }

                                if (_SHM.curHealth >= _SHM.maxHealth && _SHM.curImpulseSystemHealth >= _SHM.maxImpulseSystemHealth && _SHM.curLifeSupportSystemHealth >= _SHM.maxLifeSupportSystemHealth && _SHM.curPrimaryWeaponSystemHealth >= _SHM.maxPrimaryWeaponSystemHealth && _SHM.curTractorBeamSystemHealth >= _SHM.maxTractorBeamSystemHealth && _SHM.curWarpEngingSystemHealth >= _SHM.maxWarpEngingSystemHealth && _SHM.curWarpCoreHealth >= _SHM.maxWarpCoreHealth && _SHM.curSecondaryWeaponSystemHealth >= _SHM.maxSecondaryWeaponSystemHealth && _SHM.curCrew >= _SHM.maxCrew && _SHM.CurShilds >= _SHM.Shilds)
                                {
                                    R3 = true;
                                    R2 = false;
                                }
                            }
                            else
                            {
                                R3 = true;
                                R2 = false;
                            }
                        }
                    }
                    FixTarget.GetComponent <Stats>().IsFix = true;
                }
                if (R3)
                {
                    if (Vector3.Distance(FixTarget.transform.position, RPoint3.transform.position) > 1)
                    {
                        Vector3 LookVector = (RPoint3.transform.position - FixTarget.transform.position);
                        FixTarget.transform.rotation = Quaternion.Slerp(FixTarget.transform.rotation, Quaternion.LookRotation(LookVector), 0.03f);

                        Vector3 dirFromAtoB = (RPoint3.transform.position - FixTarget.transform.position).normalized;
                        float   dotProd     = Vector3.Dot(dirFromAtoB, FixTarget.transform.forward);

                        if (dotProd > 0.95)
                        {
                            if (!MSPAccepted)
                            {
                                MovementStart = FixTarget.transform.position;
                                MSPAccepted   = true;
                            }

                            if (EnteringProcess < 1)
                            {
                                EnteringProcess += Time.deltaTime * (1 / FixTarget.GetComponent <MoveComponent>().MovementSpeed *AnimationSpeed);
                            }
                            else
                            {
                                EnteringProcess = 1;
                            }

                            FixTarget.transform.position = Vector3.Lerp(MovementStart, RPoint3.transform.position, EnteringProcess);
                        }

                        gameObject.GetComponent <ShipBuild>().CurOpenTimer = 1;
                    }
                    if (Vector3.Distance(FixTarget.transform.position, RPoint3.transform.position) <= 1)
                    {
                        EnteringProcess = 0;
                        MSPAccepted     = false;

                        FixTarget.GetComponent <Rigidbody>().isKinematic = false;

                        FixTarget.GetComponent <Stats>().SelectLock = false;
                        if (STDLCMethods.FindInList(FixTarget, ShipsToFix))
                        {
                            ShipsToFix.Remove(FixTarget);
                        }
                        FixTarget = null;
                        Repair    = false;
                        R3        = false;
                    }
                    FixTarget.GetComponent <Stats>().IsFix             = false;
                    FixTarget.GetComponent <ActiveState>().ForcedFix   = false;
                    FixTarget.GetComponent <ActiveState>().curShipYard = null;
                }
            }
            else
            {
                Repair = false;
            }
        }
    }
Пример #2
0
    void CreateWaitingPoints()
    {
        if (FixTarget == null)
        {
            FixTarget = ShipsToFix[0];
        }

        Vector3 waitingPointsOrigin = WaitingPoint.transform.position;                   // начальная точка, откуда начинается очередь
        Vector3 rotationVector      = WaitingPoint.transform.rotation * Vector3.forward; // нормаль, вдоль которой будут строиться корабли (длина 1 метр/единица)
        Vector3 waitingPointOffset  = waitingPointsOrigin;                               // временная точка которая как раз и поможет выстраивать корабли, при этом не нужно лишний раз лезть к предыдущему кораблю

        for (int i = 1; i < ShipsToFix.Count; i++)                                       //цикл по кораблям - можно переписать на foreach
        {
            float shipRadius = ShipsToFix[i].GetComponent <HealthModule>().ShipRadius;   // нам нужен только радиус корабля

            if (i == 1)                                                                  // если это первый в ожидании корабль
            {                                                                            // то говорим тчо он должен стоять на начальной точке
                waitingPointOffset = waitingPointsOrigin;
            }
            else                                                    // иначе
            {                                                       // от предыдущей границы мы отобдвинемся на радиус корабля
                waitingPointOffset = waitingPointOffset + rotationVector * (shipRadius + 5);
            }

            MoveComponent _mc = ShipsToFix[i].GetComponent <MoveComponent>();


            _mc.Movement(new Vector3(waitingPointOffset.x, gameObject.transform.position.y, waitingPointOffset.z));             // говорим лететь

            if (Vector3.Distance(_mc.transform.position, new Vector3(waitingPointOffset.x, gameObject.transform.position.y, waitingPointOffset.z)) <= ShipsToFix[i].GetComponent <HealthModule>().ShipRadius)
            {
                if (i == 1)
                {
                    Vector3 rpos = RPoint1.transform.position - _mc.transform.position;

                    Quaternion rotation = Quaternion.LookRotation(rpos);

                    float Amount = 0;
                    if (Amount < 1)
                    {
                        Amount += Time.deltaTime / _mc.RotationAcceleration;
                    }

                    _mc.RotateShipAndMoveToTarget(rotation.eulerAngles, new Vector3(waitingPointOffset.x, gameObject.transform.position.y, waitingPointOffset.z), Amount, true, true);
                }
                else
                {
                    Vector3 rpos = WaitingPoint.transform.position - _mc.transform.position;

                    Quaternion rotation = Quaternion.LookRotation(rpos);

                    float Amount = 0;
                    if (Amount < 1)
                    {
                        Amount += Time.deltaTime / _mc.RotationAcceleration;
                    }

                    _mc.RotateShipAndMoveToTarget(rotation.eulerAngles, new Vector3(waitingPointOffset.x, gameObject.transform.position.y, waitingPointOffset.z), Amount, true, true);
                }
            }

            waitingPointOffset = waitingPointOffset + rotationVector * (shipRadius + 5);                // отодвигаем границу ещё на один радиус ткущего корабля
        }
    }