Пример #1
0
    void Update()
    {
        //if (data.IsDead)
        //return;
        if (pathfinding.HasValidPath)
        {
            if ((nextPosition - transform.position).magnitude < 0.02f)
            {
                Debug.Log(nextPosition + " " + transform.position);
                nextPosition = pathfinding.GetNext();
            }
        }
        else
        {
            pathfindingCooldown -= Time.deltaTime;
            if (pathfindingCooldown < 0)
            {
                pathfinding.FindPath(Position, Target);
                pathfindingCooldown = 0.25f;
            }
            return;
        }
        Vector3 dir = nextPosition - transform.position;

        move.SetDirection(dir);
    }
Пример #2
0
    public void HasPathToCenter()
    {
        Vector3 endPos;

        //make sure we're not on a disallowed piece, we want to be able to find a valid path
        do
        {
            float randAngle = Random.Range(0f, 2 * Mathf.PI);
            endPos = this.transform.position + 10f * new Vector3(Mathf.Cos(randAngle), Mathf.Sin(randAngle));
        } while (IsWithinDisallowedObject(endPos));

        Pathfinding2D finder = this.GetComponent <Pathfinding2D>();

        finder.FindPath(this.transform.position, endPos, true);

        //asynchronous, need to wait for message...
    }
Пример #3
0
    void FixedUpdate()
    {
        if (!isPathCalculated)
        {
            Debug.Log("Path Calculated");
            pf2.FindPath(transform.position, goal);
            isPathCalculated = true;
        }

        if (!GameManager.instance.isPlayerTurn && !dead && !turnDone)
        {
            if (!isTurnCalculated)
            {
                playerIsNear = isPlayerNear();
                GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy");
                for (int i = 0; i < enemies.Length; i++)
                {
                    if (enemies[i].GetComponent <Enemy> () == null)
                    {
                        Debug.Log("Broken Enemy Component");
                        continue;
                    }
                    if (enemies[i].GetComponent <Enemy> ().dead)
                    {
                        continue;
                    }
                    if (enemies[i].Equals(gameObject))
                    {
                        continue;
                    }
                    if (enemies[i].GetComponent <Pathfinding2D> ().Path[1].Equals(pf2.Path[1]) && enemies[i].GetComponent <Enemy> ().movementPriority > movementPriority)
                    {
                        turnDone = true;
                    }
                    if (Vector2.Distance(enemies[i].transform.position, pf2.Path[1]) < 0.1)
                    {
                        turnDone = true;
                    }
                }
                isTurnCalculated = true;
            }
            if (pf2.Path.Count > 0 && tilesTraveled < blocksToTravel && !playerIsNear && !turnDone)
            {
                move();
            }
            else
            {
                if (tilesTraveled == blocksToTravel || pf2.Path.Count == 0)
                {
                    turnDone = true;
                }
                GetComponent <Rigidbody2D> ().velocity = Vector2.zero;
            }
            if (Vector2.Distance((Vector2)transform.position, goal) < accuracy)
            {
                GameManager.instance.gameOver();
            }
            if (playerIsNear && !turnDone)
            {
                GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerMovement> ().loseHealth(1);
                turnDone = true;
            }
        }
        else
        {
            if (dead)
            {
                turnDone = true;
            }
            if (tilesTraveled != blocksToTravel && !playerIsNear && turnDone)
            {
                transform.position = new Vector3(pf2.Path[0].x, pf2.Path[0].y, -4);
            }
        }
    }
Пример #4
0
    // Update is called once per frame
    public void Update()
    {
        if (!Time_Count.game_pause)
        {
            // Slow debuff logic
            if (slow_duration >= 0f)
            {
                slow_duration -= Time.deltaTime;
            }
            else if (slowed)
            {
                speed *= 3;
                slowed = false;
            }

            //Debug.Log((ulong)pointValue);

            recollideTimer -= Time.deltaTime;
            flash          -= Time.deltaTime;

            if (dieState == 1)
            {
                //update score adding one kill to the player giving killing attack, and add pointValue to score
                if (lastPlayerToAttack != null)
                {
                    lastPlayerToAttack.GetComponent <Player>().score.enemies_killed++;
                    lastPlayerToAttack.GetComponent <Player>().score.totalScore += (ulong)pointValue;
                }

                Destroy(gameObject);
                return;
            }

            if (health < 0)
            {
                dieState = 1;

                Instantiate(poof, gameObject.transform.position, Quaternion.Euler(0, 0, 0));

                // Get powerups

                // Iterate through yields list
                for (int j = 0; j < numYielded.GetLength(0); j++)
                {
                    // Number of items to give
                    for (int i = 0; i < numYielded[j]; i++)
                    {
                        // Percentage chance to give this item
                        if (Random.value <= chanceYield[j])
                        {
                            // Create item
                            var s = (GameObject)Instantiate(yields[j], transform.position, Quaternion.Euler(0, 0, 0));
                            // Fly out randomly
                            s.GetComponent <Rigidbody2D>().AddForce(new Vector2(Random.Range(-250f, 250f), Random.Range(-250f, 250f)));
                        }
                    }
                }



                return;
            }

            if (flash >= 0)
            {
                toggle          = 1 - toggle;
                Srenderer.color = colors[toggle];
            }
            else
            {
                Srenderer.color = colors[0];
            }

            SearchDelay -= Time.deltaTime;

            if (SearchDelay <= 0)
            {
                // Find nearest player
                nearest = Tools.findNearest(transform.position, "Player");

                // Pathfind to player
                pf.FindPath(transform.position, nearest.transform.position);

                // Long re-track timer
                SearchDelay = 5.0f;

                // Much more accurate re-tracking at point-blank
                if (Vector3.Distance(transform.position, nearest.transform.position) < 10f)
                {
                    SearchDelay -= 4.0f;
                }
            }

            if (nearest != null)
            {
                // Attack check - within range and you attack
                if (Vector3.Distance(transform.position, nearest.position) <= range &&
                    rate != -1f)
                {
                    if (timer <= 0)
                    {
                        attack();
                        timer += rate + Random.Range(-rateVariance, rateVariance);
                    }
                    timer -= Time.deltaTime;
                }

                // Move towards target

                // Check if something obstructs your movement to the target
                if (Vector2.Distance(transform.position, nearest.position) > 8.0f)
                {
                    pf.Move();
                }
                // Otherwise, move straight to the target
                else
                {
                    // Calculate angle to target
                    Vector2 dir          = (nearest.position - transform.position).normalized;
                    float   currentAngle = Tools.QuaternionToAngle(transform.rotation);
                    float   targetAngle  = Tools.Vector2ToAngle(dir) + 90.0f;

                    // Rotate to face target
                    transform.rotation = Tools.AngleToQuaternion(Mathf.MoveTowardsAngle(currentAngle, targetAngle, 7.0f * speed));

                    if (gameObject.GetComponent <FlyerDrone>() != null)
                    {
                        // Logic invovling the movement of the Flyer drone
                        float dist = Vector3.Distance(transform.position, nearest.position);

                        if (dist < (range - 5.5f))
                        {
                            // Move away from target
                            isKiting = false;
                            body.AddForce(-dir * (3f + speed / 5));
                        }
                        else if (dist >= (range - 5.5f) && dist <= (range - 0.5f))
                        {
                            // Kite the target

                            // Stop movement if the drone is not already kiting the player
                            if (!isKiting)
                            {
                                body.velocity = Vector2.zero;
                                isKiting      = true;
                                // Kite clockwise or counter-clockwise
                                kiteCW = UnityEngine.Random.value > 0.5f;
                            }

                            Vector2 force = Tools.AngleToVec2((body.rotation * transform.forward).z + ((kiteCW) ? -180f : 0f), 2f + speed / 10);
                            body.AddForce(force);
                        }
                        else
                        {
                            // Move at target
                            isKiting = false;
                            body.AddForce(dir * GetComponent <Baseenemy>().speed);
                        }
                    }
                    else
                    {
                        // Move at target
                        body.AddForce(dir * GetComponent <Baseenemy>().speed);
                    }
                }
                if (infected)
                {
                    Collider2D[] hitColliders = Physics2D.OverlapCircleAll(this.transform.position, 10);
                    int          count        = 0;
                    foreach (Collider2D coll in hitColliders)
                    {
                        if (coll.gameObject.tag == "Player")
                        {
                            int damage = (int)(coll.gameObject.GetComponent <Player>().stats.get_shield() * 1.1) + 1;
                            coll.gameObject.GetComponent <Player>().GetHurt(damage);
                            Debug.DrawLine(gameObject.transform.position, coll.gameObject.transform.position, Color.yellow, 2f);
                            break;
                        }
                        if (count == 2)
                        {
                            break;
                        }
                        if (coll.gameObject.tag == "Enemy" && !coll.gameObject.GetComponent <Baseenemy>().isBoss)
                        {
                            coll.gameObject.GetComponent <Baseenemy>().infected = true;
                            Debug.DrawLine(gameObject.transform.position, coll.gameObject.transform.position, Color.yellow, 2f);
                            count++;
                        }
                    }
                    timeTillDestroy -= Time.deltaTime;
                }
                // Check if you have completed your path - search sooner if so
                if (SearchDelay > 0.5f && pf.Path.Count == 0)
                {
                    SearchDelay = 0.5f;
                }
            }
            Change();
        }
    }