Пример #1
0
        public List <Skill> SkillsAssociatedWith(WorldItem targetObject)
        {
            HashSet <Skill> skills               = new HashSet <Skill> ();
            Skill           examineSkill         = null;
            Skill           reverseEngineerSkill = null;

            if (mSkillsLookup.TryGetValue("Examine", out examineSkill))
            {
                skills.Add(examineSkill);
            }
            if (mSkillsLookup.TryGetValue("ReverseEngineer", out reverseEngineerSkill))
            {
                skills.Add(reverseEngineerSkill);
            }

            List <Skill> associatedNameSkills;

            if (mSkillsLookupByWorldItem.TryGetValue(targetObject.StackName, out associatedNameSkills))
            {
                var enumerator = associatedNameSkills.GetEnumerator();
                while (enumerator.MoveNext())
                {
                    skills.Add(enumerator.Current);
                }
            }
            WorldItem worlditem = targetObject.GetComponent <WorldItem> ();

            if (worlditem != null)
            {
                                #if DEBUG_SKILLS
                Debug.Log("Skills associated with " + targetObject.name);
                                #endif
                var enumerator = worlditem.ScriptNames.GetEnumerator();
                while (enumerator.MoveNext())
                {
                    List <Skill> associatedScriptSkills = null;
                                        #if DEBUG_SKILLS
                    Debug.Log(" - Checking " + enumerator.Current);
                                        #endif
                    if (mSkillsLookupByWIScript.TryGetValue(enumerator.Current, out associatedScriptSkills))
                    {
                        var associatedEnumerator = associatedScriptSkills.GetEnumerator();
                        while (associatedEnumerator.MoveNext())
                        {
                                                        #if DEBUG_SKILLS
                            Debug.Log(" - Adding " + associatedEnumerator.Current.name);
                                                        #endif
                            skills.Add(associatedEnumerator.Current);
                        }
                    }
                }
            }

            List <Skill> finalSkillList = new List <Skill> (skills);
            finalSkillList.Sort();
            return(finalSkillList);
        }
Пример #2
0
        public void OnDie()
        {
            switch (worlditem.State)
            {
            case "Mined":
                Debug.Log("DIED in luminite node with state mined");
                worlditem.Get <Damageable> ().ResetDamage();
                State.TimeMined = WorldClock.AdjustedRealTime;
                break;

            default:
                Debug.Log("DIED in luminite node with state " + worlditem.State);
                worlditem.Get <Damageable> ().ResetDamage();
                //set luminite type to mined raw, then get a stack item for the player
                //add that to player inventory
                WorldItem        rawLuminite     = null;
                GenericWorldItem rawLuminiteItem = RawLuminiteLight;
                if (worlditem.State == "Dark")
                {
                    rawLuminiteItem = RawLuminiteDark;
                }
                if (WorldItems.CloneWorldItem(
                        rawLuminiteItem,
                        new STransform(worlditem.tr),
                        false,
                        worlditem.Group,
                        out rawLuminite))
                {
                    //this will drop to the players' feet
                    rawLuminite.Props.Local.FreezeOnStartup = false;
                    rawLuminite.Initialize();
                    rawLuminite.SetMode(WIMode.World);
                    rawLuminite.GetComponent <Rigidbody>().AddForce(worlditem.tr.up * 0.25f);
                }
                State.TimeMined       = WorldClock.AdjustedRealTime;
                State.AbsorbedDarkRot = 0f;
                worlditem.State       = "Mined";
                break;
            }

            Debug.Log("State is now " + worlditem.State);
        }
Пример #3
0
    public void DropLoot()
    {
        List <WorldItem> theDrop = lootTable.CreateDrop();

        if (theDrop != null && theDrop.Count > 0)
        {
            foreach (var item in theDrop)
            {
                GameObject itemBeingCreated = Instantiate(Resources.Load("BlankItem")) as GameObject;
                WorldItem  wI = itemBeingCreated.GetComponent <WorldItem>();

                wI.inventoryItem      = item.inventoryItem.Clone();
                wI.transform.position = new Vector3(UnityEngine.Random.Range(-.25f, .25f) + transform.position.x, .25f + transform.position.y, UnityEngine.Random.Range(-.25f, .25f) + transform.position.z);
                wI.transform.LookAt(transform);
                wI.transform.Rotate(0, 180, 0);
                wI.GetComponent <Rigidbody>().velocity = itemBeingCreated.transform.forward * UnityEngine.Random.Range(4f, 7f);
                wI.transform.rotation = UnityEngine.Random.rotation;
                wI.transform.SetParent(GameObject.Find("Items").transform);
                wI.gameObject.SetActive(true);
            }
        }
    }
Пример #4
0
    public bool TossItem(InventoryItem itemToRemove, int index)
    {
        if (RemoveItem(index))
        {
            RootUnit unitToDrop = GameWorldReferenceClass.GetUnitByID(owner);
            Vector3  pos        = unitToDrop.transform.position;

            if (ResourceManager.AllWorldItems.Count > 0)
            {
                WorldItem itemBeingCreated = ResourceManager.RestoreItem();
                itemBeingCreated.inventoryItem      = itemToRemove;
                itemBeingCreated.transform.position = new Vector3(UnityEngine.Random.Range(-.25f, .25f) + pos.x, .25f + pos.y, UnityEngine.Random.Range(-.25f, .25f) + pos.z);
                itemBeingCreated.transform.LookAt(unitToDrop.transform);
                itemBeingCreated.transform.Rotate(0, 180, 0);
                itemBeingCreated.GetComponent <Rigidbody>().velocity = itemBeingCreated.transform.forward * UnityEngine.Random.Range(4f, 7f);
                itemBeingCreated.transform.rotation = UnityEngine.Random.rotation;
                itemBeingCreated.transform.SetParent(GameObject.Find("Items").transform);
                itemBeingCreated.gameObject.SetActive(true);
                return(true);
            }
            else
            {
                GameObject freshWorldItem   = GameObject.Instantiate(Resources.Load("BlankItem")) as GameObject;
                WorldItem  itemBeingCreated = freshWorldItem.GetComponent <WorldItem>();
                itemBeingCreated.inventoryItem      = itemToRemove;
                itemBeingCreated.transform.position = new Vector3(UnityEngine.Random.Range(-.25f, .25f) + unitToDrop.transform.position.x, .25f + unitToDrop.transform.position.y, UnityEngine.Random.Range(-.25f, .25f) + unitToDrop.transform.position.z);
                itemBeingCreated.transform.LookAt(unitToDrop.transform);
                itemBeingCreated.transform.Rotate(0, 180, 0);
                itemBeingCreated.GetComponent <Rigidbody>().velocity = itemBeingCreated.transform.forward * UnityEngine.Random.Range(4f, 7f);
                itemBeingCreated.transform.rotation = UnityEngine.Random.rotation;
                freshWorldItem.transform.SetParent(GameObject.Find("Items").transform);
                return(true);
            }
        }
        return(false);
    }
Пример #5
0
        public void DrawGenericWorldItemSelector(GenericWorldItem item, ref bool open, bool useStrictness)
        {
            if (WorldItems.Get == null)
            {
                Manager.WakeUp <WorldItems>("Frontiers_WorldItems");
                WorldItems.Get.Initialize();
            }

            bool drawEditor = true;

            UnityEditor.EditorStyles.miniButton.stretchWidth = true;
            UnityEditor.EditorStyles.textField.stretchWidth  = true;
            UnityEditor.EditorStyles.popup.stretchWidth      = true;

            GUILayout.BeginVertical();

            if (string.IsNullOrEmpty(item.PackName))
            {
                drawEditor            = false;
                UnityEngine.GUI.color = Color.green;
                if (GUILayout.Button("(Add)", UnityEditor.EditorStyles.miniButton))
                {
                    item.PackName   = "AncientArtifacts";
                    item.PrefabName = string.Empty;
                    drawEditor      = true;
                }
                UnityEngine.GUI.color = Color.yellow;
                if (GUILayout.Button("(Done)", UnityEditor.EditorStyles.miniButton))
                {
                    drawEditor        = false;
                    selectedItemIndex = -1;
                    selectedRowIndex  = -1;
                }
            }
            else
            {
                UnityEngine.GUI.color = Color.red;
                if (GUILayout.Button("(Clear)", UnityEditor.EditorStyles.miniButton))
                {
                    item.Clear();
                    drawEditor = false;
                }
            }

            if (drawEditor)
            {
                UnityEngine.GUI.color = Color.yellow;
                int           packIndex = 0;
                List <string> packNames = new List <string>();
                WorldItemPack pack      = null;
                WorldItem     worlditem = null;
                for (int i = 0; i < WorldItems.Get.WorldItemPacks.Count; i++)
                {
                    string packName = WorldItems.Get.WorldItemPacks[i].Name;
                    packNames.Add(packName);
                    if (item.PackName == packName)
                    {
                        packIndex = i;
                        pack      = WorldItems.Get.WorldItemPacks[i];
                    }
                }
                if (pack == null)
                {
                    pack = WorldItems.Get.WorldItemPacks[0];
                }

                packIndex = UnityEditor.EditorGUILayout.Popup("Pack:", packIndex, packNames.ToArray(), UnityEditor.EditorStyles.popup);
                List <string> prefabNames = new List <string>();
                int           prefabIndex = 0;
                for (int i = 0; i < pack.Prefabs.Count; i++)
                {
                    prefabNames.Add(pack.Prefabs[i].name);
                    if (item.PrefabName == pack.Prefabs[i].name)
                    {
                        prefabIndex = i;
                        worlditem   = pack.Prefabs[i].GetComponent <WorldItem>();
                    }
                }
                prefabIndex = UnityEditor.EditorGUILayout.Popup("Prefab:", prefabIndex, prefabNames.ToArray(), UnityEditor.EditorStyles.popup);

                item.PackName   = packNames[packIndex];
                item.PrefabName = prefabNames[prefabIndex];

                if (worlditem != null)
                {
                    UnityEngine.GUI.color = Color.yellow;
                    item.DisplayName      = worlditem.DisplayName;
                    if (!useStrictness || Flags.Check((uint)Blueprint.Strictness, (uint)BlueprintStrictness.StackName, Flags.CheckType.MatchAny))
                    {
                        GUILayout.BeginHorizontal();
                        GUILayout.Label("StackName: ");
                        if (string.IsNullOrEmpty(item.StackName) || !worlditem.StackName.Contains(item.StackName))
                        {
                            item.StackName = worlditem.StackName;
                        }
                        item.StackName = GUILayout.TextField(item.StackName);
                        GUILayout.EndHorizontal();
                    }
                    if (!useStrictness || Flags.Check((uint)Blueprint.Strictness, (uint)BlueprintStrictness.StateName, Flags.CheckType.MatchAny))
                    {
                        GUILayout.BeginHorizontal();
                        int           stateIndex = 0;
                        List <string> stateNames = new List <string>();
                        stateNames.Add("Default");
                        WIStates states = worlditem.GetComponent <WIStates>();
                        if (states != null)
                        {
                            for (int i = 0; i < states.States.Count; i++)
                            {
                                stateNames.Add(states.States[i].Name);
                                if (item.State == states.States[i].Name)
                                {
                                    stateIndex = i + 1;                                                                                                            //since the first one is Default
                                }
                            }
                        }
                        stateIndex = UnityEditor.EditorGUILayout.Popup("State:", stateIndex, stateNames.ToArray(), UnityEditor.EditorStyles.popup);
                        GUILayout.EndHorizontal();
                        item.State = stateNames[stateIndex];
                    }
                }
                UnityEngine.GUI.color = Color.white;
                if (!useStrictness || Flags.Check((uint)Blueprint.Strictness, (uint)BlueprintStrictness.Subcategory, Flags.CheckType.MatchAny))
                {
                    GUILayout.BeginHorizontal();
                    GUILayout.Label("Subcategory: ");
                    item.Subcategory = GUILayout.TextField(item.Subcategory);
                    GUILayout.EndHorizontal();
                }
                UnityEngine.GUI.color = Color.yellow;
                if (GUILayout.Button("(Done)", UnityEditor.EditorStyles.miniButton))
                {
                    open = false;
                }
            }

            GUILayout.EndVertical();

            UnityEditor.EditorStyles.miniButton.stretchWidth = true;
            UnityEditor.EditorStyles.textField.stretchWidth  = true;
            UnityEditor.EditorStyles.popup.stretchWidth      = true;
        }
Пример #6
0
        public void RefreshToolDoppleganger(bool equipping)
        {
            if (mDopplegangerLocked)
            {
                //rogue call, probably from OnModeChange or something
                return;
            }

            if (!equipping)
            {
                BreakDownToolDoppleganger();
                //nothing else to do here
                return;
            }
            else if (!HasWorldItem)
            {
                BreakDownToolDoppleganger();
            }
            else
            {
                //we're equippping and we have a worlditem
                bool       useDoppleganger = true;
                bool       displayAsTool   = true;
                Vector3    equipPos        = worlditem.Props.Global.PivotOffset;
                Vector3    equipRot        = worlditem.Props.Global.BaseRotation;
                Equippable equippable      = null;
                if (worlditem.Is <Equippable> (out equippable))
                {
                    displayAsTool   = equippable.DisplayAsTool;
                    useDoppleganger = equippable.UseDoppleganger;
                    //prep these just in case, doesn't cost us much
                    equipPos += equippable.EquipOffset;
                    equipRot += equippable.EquipRotation;
                    //invert the equippable X
                    equipPos.x = -equipPos.x;
                }
                //now, are we actually using a doppleganger?
                if (!displayAsTool)
                {
                    BreakDownToolDoppleganger();
                    return;
                }
                else if (!useDoppleganger)
                {
                    BreakDownToolDoppleganger();
                    worlditem.LockTransform(tr);
                    worlditem.tr.localPosition = equipPos;
                    worlditem.tr.localRotation = Quaternion.Euler(equipRot);
                    worlditem.GetComponent <Rigidbody>().isKinematic = true;
                    ToolColliders.AddRange(worlditem.Colliders);
                    //and we're done
                    return;
                }
                else
                {
                    ToolDoppleganger = WorldItems.GetDoppleganger(worlditem, transform, ToolDoppleganger);
                    ToolColliders.AddRange(ToolDoppleganger.GetComponentsInChildren <Collider> ());
                    //the equipped mode will apply equipped etc. offset
                    //so don't bother to set that here
                    ToolDoppleganger.SetActive(true);
                }
            }
        }
Пример #7
0
        public void RefreshToolDoppleganger(bool equipping)
        {
            if (mDopplegangerLocked)
            {
                //rogue call, probably from OnModeChange or something
                return;
            }

            if (!equipping)
            {
                BreakDownToolDoppleganger();
                //nothing else to do here
                return;
            }
            else if (!HasWorldItem)
            {
                BreakDownToolDoppleganger();
            }
            else
            {
                //we're equippping and we have a worlditem
                bool    useDoppleganger = true;
                bool    displayAsTool   = true;
                Vector3 equipPos        = worlditem.Props.Global.PivotOffset;
                Vector3 equipRot        = worlditem.Props.Global.BaseRotation;
                //Equippable equippable = null;
                if (worlditem.Is <Equippable>(out mEquippable))
                {
                    displayAsTool   = mEquippable.DisplayAsTool;
                    useDoppleganger = mEquippable.UseDoppleganger;
                    //prep these just in case, doesn't cost us much
                    equipPos += mEquippable.EquipOffset;
                    equipRot += mEquippable.EquipRotation;
                }
                //now, are we actually using a doppleganger?
                if (!displayAsTool)
                {
                    BreakDownToolDoppleganger();
                    return;
                }
                else if (!useDoppleganger)
                {
                    //alright no doppleganger, but we still equip the worlditem as a tool
                    BreakDownToolDoppleganger();
                    worlditem.LockTransform(tr);
                    worlditem.tr.localPosition = equipPos;
                    worlditem.tr.localRotation = Quaternion.Euler(equipRot);
                    worlditem.GetComponent <Rigidbody>().isKinematic = true;
                    ToolColliders.AddRange(worlditem.Colliders);
                    //and we're done
                    return;
                }
                else
                {
                    //actually use doppleganger! here we go
                    ToolDoppleganger = WorldItems.GetDoppleganger(worlditem, transform, ToolDoppleganger);
                    ToolColliders.AddRange(ToolDoppleganger.GetComponentsInChildren <Collider>());
                    ToolActionPointObject = ToolDoppleganger.FindOrCreateChild("ToolActionPointObject");
                    //the equipped mode will apply equipped etc. offset
                    //so don't bother to set that here
                    ToolDoppleganger.SetActive(true);

                    //get any tension morph animations
                    TensionMorph = ToolDoppleganger.GetComponent <MegaMorph>();
                    if (TensionMorph != null)
                    {
                        TensionChannel = TensionMorph.GetChannel("Tension");
                    }

                    //get any projectiles
                    //Weapon weapon = null;
                    if (worlditem.Is <Weapon>(out mWeapon))
                    {
                        //update our action point
                        //the action point is a gameobject in the weapon that indicates where hits collide
                        //and/or where projectiles launch from - it's safe to access because it's a property
                        ToolActionPointObject.transform.localPosition = mWeapon.ActionPointObject.transform.localPosition;
                        ToolActionPointObject.transform.localRotation = mWeapon.ActionPointObject.transform.localRotation;

                        if (HasProjectile)
                        {
                            //if we've found a projectile, create a doppleganger for it
                            ProjectileDoppleganger = WorldItems.GetDoppleganger(
                                ProjectileObject.PackName,
                                ProjectileObject.PrefabName,
                                ToolActionPointObject.transform, ProjectileDoppleganger,
                                WIMode.Equipped,
                                ProjectileObject.StackName,
                                ProjectileObject.State,
                                ProjectileObject.Subcategory,
                                1f,
                                WorldClock.TimeOfDayCurrent,
                                WorldClock.TimeOfYearCurrent);
                            ProjectileDoppleganger.SetActive(true);
                        }
                        else if (ProjectileDoppleganger != null)
                        {
                            ProjectileDoppleganger.SetActive(false);
                        }
                    }
                    else if (ProjectileDoppleganger != null)
                    {
                        ProjectileDoppleganger.SetActive(false);
                    }
                }
            }
        }