Пример #1
0
        public Teleport(BaseEvent ef, Character caster, Environment environment)
        {
            this.ef          = ef;
            this.caster      = caster;
            this.environment = environment;

            TeleportAction ta = (TeleportAction)ef.action;

            TeleportAction.ModeName mode = ta.mode.ShowModeName();
            switch (mode)
            {
            case TeleportAction.ModeName.PredefinedPositionOnMap:
                TeleportAction.PredefinedPositionOnMapMode ppomm = (TeleportAction.PredefinedPositionOnMapMode)ta.mode;
                Vector2 pos          = environment.GetPositionOnMap(ppomm.positionName);
                Vector2 displacement = pos - (Vector2)caster.Position();
                caster.DisplaceBy(displacement);
                break;

            case TeleportAction.ModeName.KeepDistance:
                TeleportAction.KeepDistanceMode kdm = (TeleportAction.KeepDistanceMode)ta.mode;
                List <Character> enemies            = environment.FindNearbyCharacters(
                    caster, Vector3.zero, 999,
                    new[] {
                    FindingFilter.ExcludeAllies, FindingFilter.ExcludeDead, FindingFilter.ExcludeMe
                }
                    );
                if (enemies.Count > 0)
                {
                    Character   enemy         = enemies[0];
                    CharacterId enemyCharId   = enemy.CharacterId();
                    CharacterId charToControl = environment.CharacterToControl();
                    CharacterId casterCharId  = caster.CharacterId();

                    if (casterCharId != charToControl)
                    {
                        float from            = kdm.distanceRange[0];
                        float to              = kdm.distanceRange[1];
                        float distanceBetween = Math.Abs(enemy.Position().x - caster.Position().x);
                        float distance        = distanceBetween;
                        if (distanceBetween <= from)
                        {
                            distance = from;
                        }
                        else if (distanceBetween >= to)
                        {
                            distance = to;
                        }

                        Vector2 targetPos = (Vector2)enemy.Position() +
                                            enemy.FacingDirection().ToNormalizedVector2() * distance;
                        caster.DisplaceBy(targetPos - (Vector2)caster.Position());
                    }
                }
                break;
            }
        }
Пример #2
0
        public Loopable Produce(Character caster, Skill skill, SkillId skillId, BaseEvent baseEvent,
                                SkillCastingSource skillCastingSource, TemplateArgs args)
        {
            BaseAction ba         = baseEvent.ShowAction();
            ActionType actionType = ba.ShowActionType();
            Loopable   loopable   = null;

            switch (actionType)
            {
            case ActionType.Camera:
                CameraAction        ca     = (CameraAction)ba;
                CameraAction.BaseFx bf     = ca.fx;
                CameraAction.FxType fxType = bf.ShowFxType();
                switch (fxType)
                {
                case CameraAction.FxType.Shake:
                    CameraAction.ShakeFx sf = (CameraAction.ShakeFx)bf;
                    loopable = new CameraShake(environment, sf);
                    break;

                case CameraAction.FxType.Fade:
                    loopable = new CameraFade(environment, baseEvent);
                    break;

                case CameraAction.FxType.CinematicZoomToSelf:
                    loopable = new CameraCinematicZoomToSelf(environment, baseEvent, caster);
                    break;

                case CameraAction.FxType.SlowMotion:
                    loopable = new CameraSlowMotion(environment, baseEvent);
                    break;

                case CameraAction.FxType.AddTarget:
                    loopable = new CameraAddTarget(environment, baseEvent, caster);
                    break;

                default:
                    throw new Exception("Missing logic to handle camera fx of type " + fxType);
                }
                break;

            case ActionType.Dash:
                Dash dash = new Dash(baseEvent, caster, skill.IgnoreMinSpeedOnAirForDashes(), skill, environment);
                loopable = dash;
                break;

            case ActionType.Jump:
                bool jumpOverDistance = true;
                if (args != null)
                {
                    bool found;
                    jumpOverDistance = args.TryGetEntry <bool>(TemplateArgsName.JumpSkill_JumpOverDistance, out found);
                    if (!found)
                    {
                        jumpOverDistance = true;
                    }
                }
                Jump jump = new Jump(baseEvent, caster, skill, environment, jumpOverDistance);
                loopable = jump;
                break;

            case ActionType.Vfx:
                Vfxs.Vfx vfx = new Vfxs.Vfx(
                    baseEvent, environment, caster, skillCastingSource, skill, args
                    );
                loopable = vfx;
                break;

            case ActionType.Modifier:
                ModifierAction     ma       = (ModifierAction)ba;
                BaseModifierConfig bmc      = ma.modifierConfig;
                ModifierInfo       mi       = modifierInfoFactory.CreateFrom(skill, bmc, environment);
                EntityReference    er       = caster.GameObject().GetComponent <EntityReference>();
                Modifier           modifier = DamageSystem.Instance.CreateModifier(
                    mi, er.Entity, er.Entity, caster.Position(),
                    caster.Position(), skill, skillId, 0
                    );
                if (modifier != null)
                {
                    caster.AddModifier(modifier);
                }
                loopable = new ModifierLoopable(modifier);
                break;

            case ActionType.Animation:
                loopable = new AnimationPlayback(baseEvent, caster);
                break;

            case ActionType.Teleport:
                TeleportAction          ta   = (TeleportAction)baseEvent.action;
                TeleportAction.ModeName mode = ta.mode.ShowModeName();
                switch (mode)
                {
                case TeleportAction.ModeName.PredefinedPositionOnMap:
                    new Teleport(baseEvent, caster, environment);
                    loopable = new ImmediatelyFinishedLoopable();
                    break;

                case TeleportAction.ModeName.KeepDistance:
                    TeleportAction.KeepDistanceMode kdm = (TeleportAction.KeepDistanceMode)ta.mode;
                    loopable = new TeleportKeepDistanceLogic(kdm, skill, environment, caster);
                    break;

                case TeleportAction.ModeName.AroundTarget:
                    TeleportAction.AroundTargetMode atm = (TeleportAction.AroundTargetMode)ta.mode;
                    loopable = new TeleportAroundTargetLogic(atm, caster, environment, skill);
                    break;

                case TeleportAction.ModeName.AroundTeamMate:
                    TeleportAction.AroundTeamMateMode atmm = (TeleportAction.AroundTeamMateMode)ta.mode;
                    loopable = new TeleportAroundTeamMate(atmm, caster, environment, skill);
                    break;

                default:
                    throw new Exception("Cannot create teleport of type " + mode);
                }
                break;

            case ActionType.FacingDirection:
                loopable = new FacingDirection(baseEvent, caster, environment);
                break;

            case ActionType.DashTowardTarget:
                DashTowardTarget dtt = new DashTowardTarget(baseEvent, caster, environment);
                loopable = dtt;
                break;

            case ActionType.JumpTowardTarget:
                loopable = new JumpTowardTarget(baseEvent, caster, environment);
                break;

            case ActionType.SpawnCharacter:
                SpawnCharacterAction sca = (SpawnCharacterAction)ba;
                loopable = new SpawnCharacter(sca, entitySpawner, caster, args, environment, skillId, hamc);
                break;

            case ActionType.Rotation:
                loopable = new Rotation(baseEvent, caster, environment);
                break;

            case ActionType.Timer:
                loopable = new Timer(baseEvent, skill);
                break;

            case ActionType.Sound:
                loopable = new AudioClipPlayback(baseEvent, environment);
                break;

            case ActionType.PassiveSkillOnOff:
                loopable = new PassiveSkillOnOff(baseEvent, caster);
                break;

            case ActionType.DistanceTracker:
                loopable = new DistanceTracker(baseEvent, skill, caster);
                break;

            case ActionType.SelfDamageDealing:
                loopable = new SelfDamageDealing(baseEvent, caster, skill, skillId);
                break;

            case ActionType.SwitchPhase:
                loopable = new SwitchPhase(skill);
                break;

            case ActionType.Movable:
                Entity        casterEntity  = caster.GameObject().GetComponent <EntityReference>().Entity;
                UserInput     userInput     = casterEntity.GetComponent <HeroStateMachineComponent>().UserInput;
                MovableAction movableAction = (MovableAction)ba;
                loopable = new Movable(movableAction, skill, caster.FacingDirection(), userInput, caster);
                break;

            case ActionType.Input:
                casterEntity = caster.GameObject().GetComponent <EntityReference>().Entity;
                userInput    = casterEntity.GetComponent <HeroStateMachineComponent>().UserInput;
                InputAction ia = (InputAction)ba;
                loopable = new InputSimulation(ia, (DefaultUserInput)userInput);
                break;

#if UNITY_EDITOR
            case ActionType.Macro:
                loopable = new Macro(baseEvent, caster);
                break;
#endif
            default:
                DLog.Log("Missing logic to handle action of type " + actionType);
                break;
            }

            return(loopable);
        }