private void OnTriggerEnter(Collider other)
        {
            //float accuracy = Vector3.Distance(target.transform.position, owner.transform.position) - Vector3.Distance(target.transform.position, transform.position);
            ownerTankAgent.AddReward(30 - Vector3.Distance(target.transform.position, transform.position));

            // Collect all the colliders in a sphere from the shell's current position to a radius of the explosion radius.
            Collider[] colliders = Physics.OverlapSphere(transform.position, m_ExplosionRadius, m_TankMask);

            // Go through all the colliders...
            for (int i = 0; i < colliders.Length; i++)
            {
                // ... and find their rigidbody.
                Rigidbody targetRigidbody = colliders[i].GetComponent <Rigidbody>();

                // If they don't have a rigidbody, go on to the next collider.
                if (!targetRigidbody)
                {
                    continue;
                }

                // Add an explosion force.
                targetRigidbody.AddExplosionForce(m_ExplosionForce, transform.position, m_ExplosionRadius);

                // Find the TankHealth script associated with the rigidbody.
                TankHealth targetHealth = targetRigidbody.GetComponent <TankHealth>();

                // If there is no TankHealth script attached to the gameobject, go on to the next collider.
                if (!targetHealth)
                {
                    continue;
                }

                // Calculate the amount of damage the target should take based on it's distance from the shell.
                float damage = CalculateDamage(targetRigidbody.position);

                // Deal this damage to the tank.
                targetHealth.TakeDamage(damage);

                ownerTankAgent.AddReward(damage);
                Debug.Log("HIT");
            }

            // Unparent the particles from the shell.
            m_ExplosionParticles.transform.parent = null;

            // Play the particle system.
            m_ExplosionParticles.Play();

            // Play the explosion sound effect.
            m_ExplosionAudio.Play();

            // Once the particles have finished, destroy the gameobject they are on.
            ParticleSystem.MainModule mainModule = m_ExplosionParticles.main;
            Destroy(m_ExplosionParticles.gameObject, mainModule.duration);

            // Destroy the shell.
            Destroy(gameObject);
        }
Пример #2
0
        public void TakeDamage(float amount)
        {
            tankAgent.AddReward(-2 * amount);

            // Reduce current health by the amount of damage done.
            m_CurrentHealth -= amount;

            // Change the UI elements appropriately.
            SetHealthUI();

            // If the current health is at or below zero and it has not yet been registered, call OnDeath.
            if (m_CurrentHealth <= 0f && !m_Dead)
            {
                OnDeath();
            }
        }
Пример #3
0
        private void Fire()
        {
            Vector3 opponent_position = transform.InverseTransformPoint(tankAgent.opponent.transform.position);

            tankAgent.AddReward(-Mathf.Abs(opponent_position.x));

            // Set the fired flag so only Fire is only called once.
            m_Fired = true;

            // Create an instance of the shell and store a reference to it's rigidbody.
            Rigidbody shellInstance =
                Instantiate(m_Shell, m_FireTransform.position, m_FireTransform.rotation) as Rigidbody;

            ShellExplosion shellExplosion = shellInstance.GetComponent <ShellExplosion>();

            shellExplosion.owner  = gameObject;
            shellExplosion.target = tankAgent.opponent;

            // Set the shell's velocity to the launch force in the fire position's forward direction.
            shellInstance.velocity = m_CurrentLaunchForce * m_FireTransform.forward;

            // Change the clip to the firing clip and play it.
            m_ShootingAudio.clip = m_FireClip;
            m_ShootingAudio.Play();

            // Reset the launch force.  This is a precaution in case of missing button events.
            m_CurrentLaunchForce = m_MinLaunchForce;
        }