Пример #1
0
        private void Attack2Shoot()
        {
            var t = time % 8000;

            if (t < 2000)
            {
                shootState = ShootState.RELOAD;
                shootCount = 0;
            }
            else if (t < 4000)
            {
                if (shootState == ShootState.RELOAD)
                {
                    parent.effectSystems.Add(new EffectSystem.SpellCharge(position, EffectSystem.Particle.State.CONVERGENCE));
                    shootState = ShootState.CHARGE;
                }
            }
            else if (4000 < t)
            {
                if (shootCount < attack2enableShootCount && (t - 4000) / attack2ShootInterval >= shootCount)
                {
                    for (int i = 0; i < 17; i++)
                    {
                        parent.enemyBullets.Add(
                            new SpinToCurve(position, Vector2.Zero, index, 0.15f, (VirtualEnemyBullet.SetColor)(shootCount % 7), (i / 17.0) * MathHelper.TwoPi + ((time + 10000) / 350.0), shootDirection));
                    }
                    shootCount++;
                    shootDirection *= -1.0;
                }
            }
        }
Пример #2
0
    void BubbleMoving()
    {
        CurrentBubble.transform.position = Vector3.MoveTowards(CurrentBubble.transform.position, TargetLine[currentIndex], BubbleSpeed * Time.deltaTime * 5);

        if (CurrentBubble.transform.position.Equals(TargetLine[currentIndex]))
        {
            if (currentIndex == TargetLine.Count - 1)
            {
                BubbleToMergeInto = Instantiate(BubblePrefab, TargetLine[TargetLine.Count - 1], Quaternion.identity, BubbleHolder.transform).GetComponent <BubbleScript>();
                BubbleToMergeInto.SetValue(CurrentBubbleValue);
                CurrentBubble.transform.position = TargetLine[0];
                if (CurrentBubble.GetComponent <TrailRenderer>() != null)
                {
                    CurrentBubble.GetComponent <TrailRenderer>().enabled = false;
                }
                SetNeighborBubbles();
                currentState = ShootState.MergingBubbles;
                currentIndex = 0;
            }
            else
            {
                currentIndex++;
            }
        }
    }
Пример #3
0
    protected override void BuildFSM()
    {
        //Other States Here

        PatrolState patrol = new PatrolState(this);

        patrol.AddTransitionState(FSMStateID.Investigate, FSMTransitions.HeardPlayer);
        patrol.AddTransitionState(FSMStateID.Shoot, FSMTransitions.SawPlayer);
        AddFSMState(patrol);

        InvestigateState investigate = new InvestigateState(this);

        investigate.AddTransitionState(FSMStateID.Patrol, FSMTransitions.FoundNothing);
        investigate.AddTransitionState(FSMStateID.Shoot, FSMTransitions.SawPlayer);
        AddFSMState(investigate);

        ShootState shoot = new ShootState();

        shoot.AddTransitionState(FSMStateID.Investigate, FSMTransitions.PlayerOutOfRange);
        AddFSMState(shoot);

        DeadState dead = new DeadState();

        AddFSMState(dead);
    }
Пример #4
0
    void Shoot()
    {
        if (target == null)
        {
            return;
        }

        eShootState = ShootState.E_NONE;
        GameObject bullet = Instantiate(bulletPrefab, firePoint.position, firePoint.rotation);

        Destroy(bullet, bulletSurviveDuration);
        Rigidbody2D rb       = bullet.GetComponent <Rigidbody2D>();
        Vector3     dirction = target.position - firePoint.position;

        dirction.Normalize();
        rb.AddForce(dirction * bulletForce, ForceMode2D.Impulse);
        fireCount++;

        if (fireCount > stopMaxFireCount && enemyMovement.GetMoveState() != EnemyMovement.MOVE_STATE.E_END)
        {
            fireCount = 0;

            if (enemyMovement.bFinishedMove)
            {
                enemyMovement.SetMoveState(EnemyMovement.MOVE_STATE.E_CHASE);
            }
            else
            {
                enemyMovement.SetMoveState(EnemyMovement.MOVE_STATE.E_MOVE);
            }
        }
    }
Пример #5
0
    // Update is called once per frame
    void LateUpdate()
    {
        CheckHit();

        if (state == ShootState.aiming && aimCount > aimTime)
        {
            State    = ShootState.shooting;
            aimCount = 0f;
        }
        else if (state == ShootState.aiming)
        {
            aimCount += Time.deltaTime;
        }
        else if (aimCount > 0f)
        {
            aimCount -= Time.deltaTime * 0.5f;
            Mathf.Clamp(aimCount, 0f, aimTime);
        }

        if (state == ShootState.shooting && shootCount < shootDelay)
        {
            shootCount += Time.deltaTime;
        }
        else if (state == ShootState.shooting)
        {
            shootCount = 0f;
            aimCount   = 0f;
            Shoot();
            State = ShootState.seeking;
        }
    }
Пример #6
0
    public void Fire()
    {
        if (SafetyEngaged == false)
        {
            if (Time.time > NextFire)
            {
                if (CurrentReload == ReloadState.None && NeedsToReload == false)
                {
                    if ((CurrentGunState == GunState.Auto) || (CurrentGunState == GunState.Burst && CurrentBurst <= BurstAmount) || (CurrentGunState == GunState.Single && CurrentBurst <= 1))
                    {
                        CurrentBurst++;

                        MuzzleFlareVisible = true;

                        if (CurrentShoot == ShootState.None)
                        {
                            CurrentShoot = ShootState.LoopStart;
                            WeaponObject.animation.Play("shootStart");
                        }
                        else if (CurrentShoot == ShootState.Loop)
                        {
                            WeaponObject.animation.Play("shootLoop");
                        }
                        FireRound();

                        NextFire = Time.time + FireDelay;
                    }
                }
            }
        }
    }
Пример #7
0
        private void Logger(object sender, ShootState state)
        {
            string result = "";
            var    sqr    = (Square)sender;

            if (sqr.Board == Player.Board)
            {
                result += $"[{DateTime.Now:mm:ss}] Enemy: {state}!";
            }
            else
            {
                result += $"[{DateTime.Now:mm:ss}] Player: {state}!";
            }

            if (Log.Count == 10)
            {
                for (int i = 0; i < Log.Count - 1; i++)
                {
                    Log[i] = Log[i + 1];
                }
                Log[9] = result;
            }

            else
            {
                Log.Add(result);
            }
        }
Пример #8
0
        public static ShipShootState GetShootState(ShootState state)
        {
            ShipManager pShipMan = ShipManager.PrivInstance();

            Debug.Assert(pShipMan != null);

            ShipShootState pShipShootState = null;

            switch (state)
            {
            case ShipManager.ShootState.MissileReady:
                pShipShootState = pShipMan.pMissileReadyState;
                break;

            case ShipManager.ShootState.MissileFlying:
                pShipShootState = pShipMan.pMissileFlyingState;
                break;

            case ShipManager.ShootState.Locked:
                pShipShootState = pShipMan.pMissileLockedState;
                break;
            }

            return(pShipShootState);
        }
Пример #9
0
 void Reload()
 {
     SetNeighborBubbles();
     CurrentBubbleValue = CurrentBubble.GetComponent <BubbleScript>().SetValue(NextBubbleValue);
     NextBubbleValue    = NextBubble.GetComponent <BubbleScript>().SetRandomValue(BubbleScript.BubbleValue.Two, BubbleScript.BubbleValue.SixtyFour);
     currentState       = ShootState.Aiming;
 }
Пример #10
0
    void DestroyFloating()
    {
        SetNeighborBubbles();
        SetHeights();

        var Bubbles = BubbleHolder.GetComponentsInChildren <BubbleScript>();

        List <BubbleScript> d = new List <BubbleScript>();

        for (int i = 0; i < Bubbles.Length; i++)
        {
            if (Bubbles[i].StepHeight == 0)
            {
                d.Add(Bubbles[i]);
            }
        }

        for (int i = 0; i < d.Count; i++)
        {
            d[i].GetAllNeighbors(ref d);
        }


        for (int i = 0; i < Bubbles.Length; i++)
        {
            if (!d.Contains(Bubbles[i]))
            {
                Bubbles[i].Pop();
            }
        }

        currentState = ShootState.AddingMoreBubbles;
    }
Пример #11
0
    protected override void BuildFSM()
    {
        PatrolState patrol = new PatrolState(PatrolPoints, navAgent, agroDistance);

        patrol.AddTransitionState(FSMStateID.Shoot, FSMTransitions.SawPlayer);
        patrol.AddTransitionState(FSMStateID.Dead, FSMTransitions.OutOfHealth);

        ShootState shoot = new ShootState(chargeDistance, spawnerScript);

        shoot.AddTransitionState(FSMStateID.Patrol, FSMTransitions.PlayerOutOfRange);
        shoot.AddTransitionState(FSMStateID.Chase, FSMTransitions.PlayerTooClose);
        shoot.AddTransitionState(FSMStateID.Dead, FSMTransitions.OutOfHealth);

        ChaseState chase = new ChaseState(navAgent, chargeDistance);

        chase.AddTransitionState(FSMStateID.Shoot, FSMTransitions.PlayerOutOfRange);
        chase.AddTransitionState(FSMStateID.Dead, FSMTransitions.OutOfHealth);

        DeadState dead = new DeadState();

        AddFSMState(patrol);
        AddFSMState(shoot);
        AddFSMState(chase);
        AddFSMState(dead);
    }
Пример #12
0
        public void ReceivePortal(Portal portal, Portal other, int clipIndex, ShootState state, Vector3 impact, Vector3 pos, Vector3 normal)
        {
            MuzzlePlarticle(portal);
            switch (state)
            {
            case ShootState.Place:
                ImpactParticle(impact, normal, portal, portal.layer);
                portal.Place(this, pos, Quaternion.LookRotation(normal, GetPseudoPortalUp(portal.transform, normal)), Vector3.one * size.Value);

                SetEmission(portal.color);
                VidyaMod.PlayAudio(audioSource, clips[clipIndex], 1f, 0.9f, 1.05f);
                break;

            case ShootState.Impact:
                ImpactParticle(impact, normal, portal, other.layer);
                other.StartAnimation(PortalAnim.Disturb);
                VidyaMod.PlayAudio(audioSource, clips[2], 0.9f);
                break;

            case ShootState.Miss:
                VidyaMod.PlayAudio(audioSource, clips[2], 0.9f);
                break;

            case ShootState.Unable:
                VidyaMod.PlayAudio(audioSource, clips[2], 0.3f);
                portal.StartAnimation(PortalAnim.Disturb);
                other.StartAnimation(PortalAnim.Disturb);
                break;
            }
        }
Пример #13
0
        public static ShipShootState GetShootState(ShootState state)
        {
            ShipMan pShipMan = ShipMan.PrivInstance();

            Debug.Assert(pShipMan != null);

            ShipShootState pShipState = null;

            switch (state)
            {
            case ShipMan.ShootState.Ready:
                pShipState = pShipMan.pStateReady;
                break;

            case ShipMan.ShootState.MissileFlying:
                pShipState = pShipMan.pStateMissileFlying;
                break;

            case ShipMan.ShootState.End:
                pShipState = pShipMan.pStateEnd;
                break;

            default:
                Debug.Assert(false);
                break;
            }

            return(pShipState);
        }
        void Update()
        {
            if (shootState != ShootState.not_shooting)
            {
                shootState = ShootState.not_shooting;
            }

            // TODO: Ideally should work with dictionary<int,matType> - GetButton(Material{int})->currentMat=dict[int]
            if (Input.GetKeyDown("1"))
            {
                currentMaterial = FloopableMaterialTypes.Reflective;
            }
            if (Input.GetKeyDown("2"))
            {
                currentMaterial = FloopableMaterialTypes.Opaque;
            }
            if (Input.GetKeyDown("3"))
            {
                currentMaterial = FloopableMaterialTypes.GoThrough;
            }
            if (Input.GetMouseButtonDown(0))
            {
                Shoot();
            }
        }
Пример #15
0
    protected override void BuildFSM()
    {
        PatrolState patrol = new PatrolState(PatrolPoints, navAgent, agroDistance);

        patrol.AddTransitionState(FSMStateID.Shoot, FSMTransitions.SawPlayer);
        patrol.AddTransitionState(FSMStateID.Dead, FSMTransitions.OutOfHealth);

        ShootState shoot = new ShootState(retreatDistance, spawnerScript);

        shoot.AddTransitionState(FSMStateID.Patrol, FSMTransitions.PlayerOutOfRange);
        shoot.AddTransitionState(FSMStateID.Retreat, FSMTransitions.PlayerTooClose);
        shoot.AddTransitionState(FSMStateID.Dead, FSMTransitions.OutOfHealth);

        RetreatState retreat = new RetreatState(navAgent, retreatDistance);

        retreat.AddTransitionState(FSMStateID.Shoot, FSMTransitions.CloserDistanceReached);
        retreat.AddTransitionState(FSMStateID.Dead, FSMTransitions.OutOfHealth);

        DeadState dead = new DeadState();

        AddFSMState(patrol);
        AddFSMState(shoot);
        AddFSMState(retreat);
        AddFSMState(dead);
    }
Пример #16
0
 // Start is called before the first frame update
 void Start()
 {
     eShootState = ShootState.E_NONE;
     target      = FindObjectOfType <Player>().GetComponent <Transform>();
     rb          = weapon.GetComponent <Rigidbody2D>();
     fireCount   = 0;
     StartCoroutine(ShootRoutine());
 }
Пример #17
0
 void Start()
 {
     _shootStates = new ShootState[_pinchDetectors.Length];
     for (int i = 0; i < _pinchDetectors.Length; i++)
     {
         _shootStates[i] = new ShootState();
     }
 }
Пример #18
0
 private void DeadShoot()
 {
     if (shootState == ShootState.RELOAD)
     {
         parent.effectSystems.Add(new EffectSystem.SpellCharge(position, EffectSystem.Particle.State.DIVERGENCE));
         shootState = ShootState.CHARGE;
     }
 }
Пример #19
0
    private ShootState()
    {
        if (_instance != null)
        {
            return;
        }

        _instance = this;
    }
Пример #20
0
 public override void Shoot()
 {
     base.Shoot();
     if (details.CheckBattery(details.fireballCost))
     {
         currentState = new ShootState(details);
         currentState.Shoot();
     }
 }
Пример #21
0
 protected void SendPortalPlacement(Portal portal, ShootState state, Vector3 impact, Vector3 pos, Vector3 normal)
 {
     MuzzlePlarticle(portal);
     VidyaMod.PlayAudio(audioSource, state == ShootState.Place ? clips[portal.index] : clips[2], 0.9f);
     if (!StatMaster.isLocalSim)
     {
         Message targetMessage = portalShotMessageType.CreateMessage(Block.From(this), portal.index, (int)state, impact, pos, normal);
         ModNetworking.SendToAll(targetMessage);
     }
 }
Пример #22
0
 private void NextShootState()
 {
     if ((int)shootState == 4)
     {
         shootState = 0;
     }
     else
     {
         shootState++;
     }
 }
Пример #23
0
        private void InitStates()
        {
            PatrolState       patrol       = new PatrolState(this, _path, direction, _arriveDistance);
            FollowTargetState followTarget = new FollowTargetState(this);
            ShootState        shoot        = new ShootState(this);

            _states.Add(patrol);
            _states.Add(followTarget);
            _states.Add(shoot);
            CurrentState = patrol;
            CurrentState.StateActivated();
        }
Пример #24
0
    void Awake()
    {
        // state references.
        rsState = GetComponent <RoamState>();
        chState = GetComponent <CollectHealthState>();
        sState  = GetComponent <ShootState>();
        caState = GetComponent <CollectAmmoState>();

        // initialize states.
        rsState.enabled = true;
        activeState     = rsState;
    }
Пример #25
0
    IEnumerator ShootStateCoroutine()
    {
        // Delay
        yield return(new WaitForSeconds(ShootDuration));

        _shootState = ShootState.Cooldown;

        // Delay
        yield return(new WaitForSeconds(CooldownDuration));

        _shootState = ShootState.Ready;
    }
Пример #26
0
    void Awake()
    {
        // state references.
        rs  = GetComponent <RoamState>();
        cs  = GetComponent <CollectHealthState>();
        ss  = GetComponent <ShootState>();
        ams = GetComponent <CollectAmmoState>();

        // initialize states.
        rs.enabled  = true;
        cs.enabled  = false;
        activeState = rs;
    }
Пример #27
0
    private void Awake()
    {
        _idleState          = GetComponent <IdleState>();
        _idleState.enabled  = false;
        _moveState          = GetComponent <MoveState>();
        _moveState.enabled  = false;
        _shootState         = GetComponent <ShootState>();
        _shootState.enabled = false;

        _currentState = _idleState;

        _target = FindObjectOfType <PlayerController>().gameObject.transform;
    }
Пример #28
0
    private BossState currentState; // current state of boss

    // Start is called before the first frame update
    void Start()
    {
        currentState  = BossState.Idle;
        frameCounter  = 0;
        isShakeScale  = false;
        notShakeScale = new Vector3(1 / 2, 1 / 2, 1 / 2);
        shootCounter  = 0;
        shootCounter2 = 0;
        shootState    = ShootState.Basic;
        player        = GameObject.FindGameObjectWithTag("Player");
        animator      = GetComponent <Animator>();
        animator.Play("xidle");
    }
Пример #29
0
    void Awake()
    {
        searchState = new SearchState(this);
        shootState  = new ShootState(this);

        /*sentryState = new SentryState(this);
         * fleeState = new FleeState(this);*/

        gruntSlotList    = transform.GetChild(3).gameObject;
        navMeshAgent     = GetComponent <UnityEngine.AI.NavMeshAgent>();
        walkTargetParent = transform.GetChild(0).gameObject;
        walkTargetOrig   = walkTargetParent.transform.GetChild(0).gameObject;
    }
Пример #30
0
 private void AssignPlayer(ShootState state)
 {
     if (state == ShootState.Beside)
     {
         if (CurrentPlayer.IsEnemy)
         {
             CurrentPlayer = Player;
         }
         else
         {
             CurrentPlayer = EnemyPlayer;
         }
     }
 }
Пример #31
0
    void Reset()
    {
        // deattach shot
        transform.parent = turret.transform;

        // reset scales of anchor points
        origin.transform.localScale = originScaleInit;
        end.transform.localScale = endScaleInit;

        // reset location of laser shot
        transform.localPosition = laserShotPosInit;
        transform.localScale = laserShotScaleInit;

        if (turret.AlarmOn) {
            shootState = ShootState.arming; // if still in range, fire immediately
        } else {
            shootState = ShootState.alert; // if out of range, disarm.
        }
    }
Пример #32
0
    // Update is called once per frame
    void Update()
    {
        float len = Vector3.Dot (transform.parent.localScale, delta); // take the right scale

        switch (shootState) {
        case ShootState.alert:
            transform.parent = origin.transform; // attach the shot to the origin point

            if (turret.AlarmOn) {
                shootState = ShootState.arming;
                fireTime = armTime + Time.realtimeSinceStartup;
            }

            break;
        case ShootState.arming:
            transform.parent = origin.transform; // attach the shot to the origin point

            if (!turret.AlarmOn) {
                shootState = ShootState.alert;
            }
            if (Time.realtimeSinceStartup >= fireTime) {
                shootState = ShootState.fire;
            }
            break;
        case ShootState.fire:

            if (len < maxScale - Time.deltaTime * fireSpeed) {
                transform.parent.localScale += Time.deltaTime * fireSpeed * delta;
            } else {
                transform.parent.localScale += (maxScale - len) * delta;
                shootState = ShootState.shrink;
            }
            break;
        case ShootState.shrink:
            transform.parent = end.transform; // switch anchor to end

            if (len > 0 + Time.deltaTime * fireSpeed) {
                transform.parent.localScale += -Time.deltaTime * fireSpeed * delta;
            } else {
                transform.parent.localScale += -len * delta;
                Reset();
            }
            break;
        }
    }
Пример #33
0
    // Use this for initialization
    void Start()
    {
        turret = transform.parent.GetComponent<Turret>();
        Physics.IgnoreCollision(turret.collider, collider); // ignore turret collider
        Physics.IgnoreCollision(turret.GetComponentInChildren<Detector>().collider, collider); // ignore detector collider
        transform.parent = turret.transform; // attach to the turret

        originScaleInit = origin.transform.localScale;

        laserShotPosInit = transform.localPosition;
        laserShotScaleInit = transform.localScale;

        fireTime = 0;
        armTime = turret.armTime;
        fireSpeed = turret.fireSpeed;
        maxScale = turret.detectorLength/turret.halfTurretLength*originScaleInit.x + originScaleInit.x;

        if (turret.direction == Turret.Direction.up || turret.direction == Turret.Direction.down) {
            delta = new Vector3(0, 0, 1);
        } else {
            delta = new Vector3(1, 0, 0);
        }

        // set end point scale to max!
        endScaleInit = end.transform.localScale;
        end.transform.localScale += (maxScale - Vector3.Dot (endScaleInit, delta)) * delta;
        endScaleInit = end.transform.localScale;

        shootState = ShootState.alert;
    }
Пример #34
0
    public void Fire()
    {
        if (SafetyEngaged == false)
        {
            if (Time.time > NextFire)
            {
                if (CurrentReload == ReloadState.None && NeedsToReload == false)
                {
                    if ( (CurrentGunState == GunState.Auto) || (CurrentGunState == GunState.Burst && CurrentBurst <= BurstAmount) || (CurrentGunState == GunState.Single && CurrentBurst <= 1))
                    {

                        CurrentBurst++;

                        MuzzleFlareVisible = true;

                        if (CurrentShoot == ShootState.None)
                        {
                            CurrentShoot = ShootState.LoopStart;
                            WeaponObject.animation.Play("shootStart");
                        }
                        else if (CurrentShoot == ShootState.Loop)
                        {
                            WeaponObject.animation.Play("shootLoop");
                        }
                        FireRound();

                        NextFire = Time.time + FireDelay;

                    }
                }
            }
        }
    }
Пример #35
0
 private void EnterFireLoop()
 {
     CurrentShoot = ShootState.Loop;
 }
Пример #36
0
    private void StopShooting(bool isOnce)
    {
        if (CurrentReload == ReloadState.None)
        {
            if (isOnce == false)
            {
                WeaponObject.animation.Play("shootEnd");

                CurrentShoot = ShootState.LoopEnd;

                CurrentBurst = 0;
            }
            else
            {
                StartIdling();

                CurrentShoot = ShootState.None;

                CurrentBurst = 0;
            }
        }
    }