/// <summary>
        /// Return the closest object in the array.
        /// </summary>
        /// <returns></returns>
        public JCS_DetectAreaObject FindTheClosest()
        {
            int closestIndex = -1;

            float closestDistance = -1.0f;

            bool theFirstAssign = true;

            for (int index = 0; index < mDetectedObjects.length; ++index)
            {
                JCS_DetectAreaObject obj = mDetectedObjects.at(index);
                if (mDetectedObjects.at(index) == null)
                {
                    // remove from the list,
                    // the object could be dead for some reason.
                    mDetectedObjects.slice(index);
                    return(null);
                }

                // check to see if the object is live object.
                JCS_2DLiveObject liveObj = obj.GetComponent <JCS_2DLiveObject>();
                if (liveObj != null)
                {
                    // cannot target object that cannot be damage.
                    if (!liveObj.CanDamage)
                    {
                        continue;
                    }
                }

                Vector3 objectPos = obj.transform.position;
                Vector3 areaPos   = this.transform.position;

                float distance = Vector3.Distance(objectPos, areaPos);

                // assign the first value!
                if (theFirstAssign)
                {
                    closestDistance = distance;
                    closestIndex    = index;
                    theFirstAssign  = false;
                    continue;
                }

                if (distance < closestDistance)
                {
                    closestDistance = distance;
                    closestIndex    = index;
                }
            }

            // nothing found or nothing in the list(nothing detected)!
            if (theFirstAssign)
            {
                return(null);
            }

            // return result
            return(mDetectedObjects.at(closestIndex));
        }
Пример #2
0
        //========================================
        //      Self-Define
        //------------------------------
        //----------------------
        // Public Functions

        /// <summary>
        /// Shoot bullets multiple times in times. (not in per frame)
        /// </summary>
        public void Shoots(int hit, Vector3 pos)
        {
            if (mShootAction.Bullet == null)
            {
                JCS_Debug.LogReminders(
                    "There is no bullet assign to \"JCS_ShootAction\", so we cannot shoot a sequence...");

                return;
            }

            if (hit <= 0)
            {
                JCS_Debug.LogReminders(
                    "Cannot shoot sequence of bullet with lower than 0 hit...");

                return;
            }

            // after finding once is still null,
            // try it agian!
            if (mDetectedObject == null)
            {
                // find the target
                switch (mShootAction.GetTrackType())
                {
                case JCS_ShootAction.TrackType.CLOSEST:
                    mDetectedObject = mShootAction.GetDetectAreaAction().FindTheClosest();
                    break;

                case JCS_ShootAction.TrackType.FURTHEST:
                    mDetectedObject = mShootAction.GetDetectAreaAction().FindTheFurthest();
                    break;
                }
            }

            // does not found the target to damage
            if (mDetectedObject == null)
            {
                mTargetsPerSequence.push(null);
            }
            else
            {
                // found target to damage, add in to data segment
                mTargetsPerSequence.push(mDetectedObject.transform);

                JCS_2DLiveObject liveObj = mDetectedObject.GetComponent <JCS_2DLiveObject>();
                if (liveObj != null)
                {
                    int defenseVal = 0;

                    // get the targeting defense value
                    if (liveObj.AbilityFormat != null)
                    {
                        defenseVal = liveObj.AbilityFormat.GetDefenseValue();
                    }

                    // calculate the damage we are going to apply to
                    // the target object.
                    mDamageApplying = PreCalculateSequenceDamage(
                        mAbilityFormat.GetMinDamage(),
                        mAbilityFormat.GetMaxDamage(),
                        hit,
                        defenseVal);

                    // pre calculate the damage before the
                    // actual bullet hit the object,
                    // so it could decide what object are dead already.
                    // and other object or this object wont target the
                    // object is going die.
                    liveObj.ReceivePreCalDamage(mDamageApplying);

                    // start targeting object to hit
                    liveObj.BeenTarget = true;
                }
            }


            // thread itself
            mThread.push(mThread.length);

            // needed data
            mTimers.push(0);                // timer to calculate between each shoot.
            mShootCount.push(hit);          // hit per sequence.
            mShootCounter.push(0);          // counter to count how many shoot left?
            mShootPos.push(pos);            // position to spawn the bullet implements the position stay effect!


            bool isLeft = true;

            if (this.transform.localScale.x < 0)
            {
                isLeft = false;
            }

            // shoot direction
            mShootDirection.push(isLeft);   // decide which direction should the bullet goes? (right/left)
        }