// Use this for initialization
 void Start()
 {
     //foreach (BuildingSystem build in BuildingTest)
     //{
     //    build.StartToBuild(1);
     //}
     player1.SetEther(5000);
     AllianceSystem.SetAlly(1, 3, true);
     //BuildingSystem strong = Instantiate(stronghold, startPoint.transform.position, startPoint.transform.rotation) as BuildingSystem;
     //strong.StartToBuild(1);
     foreach (BuildingSystem bui in startingStrong)
     {
         bui.StartToBuild(1);
     }
 }
    void OnTriggerEnter(Collider other)
    {
        UnitStatSystem uni = other.gameObject.GetComponent <UnitStatSystem>();

        if ((uni != null && uni.GetOwner() != ownerNum && !AllianceSystem.CheckAlly(ownerNum, uni.GetOwner())) || other.gameObject.tag == "Terrain")
        {
            if (uni != null && uni.GetAlive())
            {
                uni.GetDamage(damage);
            }
            if (soundEff)
            {
                Instantiate(soundEff, transform.position, transform.localRotation);
            }
            Destroy(this.gameObject);
        }
    }
示例#3
0
 private void CheckTarget()
 {
     if (target != null)
     {
         Vector3 unitPos   = new Vector3(transform.position.x, 0, transform.position.z);
         Vector3 targetPos = new Vector3(target.transform.position.x, 0, target.transform.position.z);
         if (Vector3.Distance(unitPos, targetPos) <= atkRange)
         {
             projPoint.transform.LookAt(target.transform);
             //projPoint.transform.rotation = Quaternion.Euler(0, projPoint.transform.eulerAngles.y, 0);
             StartAttack();
         }
         else
         {
             target = null;
         }
         if (target == null || !target.GetAlive())
         {
             target = null;
         }
     }
     else
     {
         Collider[] hitColliders = Physics.OverlapSphere(transform.position, atkNotice);
         int        i            = 0;
         while (i < hitColliders.Length)
         {
             UnitStatSystem enemyStat = hitColliders[i].GetComponent <UnitStatSystem>();
             if (enemyStat != null && stat.GetOwner() != enemyStat.GetOwner() && !AllianceSystem.CheckAlly(stat.GetOwner(), enemyStat.GetOwner()) && enemyStat.GetAlive())
             {
                 target = enemyStat;
                 Debug.Log("Found Enemy");
             }
             i++;
         }
     }
 }
    // Use this for initialization
    void Start()
    {
        SkirmishDataTransfer data = FindObjectOfType <SkirmishDataTransfer>();

        if (data != null)
        {
            maxPlayer    = data.GetMaxPlayer();
            playerActive = data.GetAssignPlayer();
            factions     = data.GetFaction();
            playerTeam   = data.GetTeam();

            //Spawn Player
            for (int i = 0; i < maxPlayer; i++)
            {
                if (playerActive[i])
                {
                    if (i >= 1)
                    {
                        GameObject        aiOBJ = Instantiate(AIDummy, transform.position, transform.rotation) as GameObject;
                        VRPlayerIndicator ai    = aiOBJ.gameObject.GetComponent <VRPlayerIndicator>();
                        ai.SetPlayerNum(i + 1);
                    }
                    VRPlayerIndicator player = null;
                    foreach (GameObject plays in GameObject.FindGameObjectsWithTag("Player"))
                    {
                        VRPlayerIndicator ind = plays.GetComponent <VRPlayerIndicator>();
                        if (ind.GetPlayerNumber() == i + 1)
                        {
                            player = ind;
                        }
                    }
                    player.SetEther(1500);
                    player.transform.position = startPosition[i].transform.position - (Vector3.forward * 20);

                    if (factions[i] == SkirmishScreenSelection.FactionType.Chaiya)
                    {
                        BuildingSystem strong = Instantiate(chaiyaStrong, startPosition[i].transform.position, startPosition[i].transform.rotation) as BuildingSystem;
                        strong.StartToBuild(i + 1);
                    }
                    if (factions[i] == SkirmishScreenSelection.FactionType.Ulepia)
                    {
                        BuildingSystem strong = Instantiate(ulepiaStrong, startPosition[i].transform.position, startPosition[i].transform.rotation) as BuildingSystem;
                        strong.StartToBuild(i + 1);
                    }
                    if (factions[i] == SkirmishScreenSelection.FactionType.Shin)
                    {
                        BuildingSystem strong = Instantiate(shinStrong, startPosition[i].transform.position, startPosition[i].transform.rotation) as BuildingSystem;
                        strong.StartToBuild(i + 1);
                    }
                }
            }
            //Ally Set
            for (int i = 0; i < maxPlayer; i++)
            {
                for (int j = 0; j < maxPlayer; j++)
                {
                    if (i != j && playerTeam[i] == playerTeam[j])
                    {
                        AllianceSystem.SetAlly(i + 1, j + 1, true);
                    }
                }
            }
            data.SetTransfered(true);
        }
        else
        {
        }
    }
 // Update is called once per frame
 void Update()
 {
     coolNow -= Time.deltaTime;
     if (stat.GetAlive() && autoATKEnabled)
     {
         if (target != null)
         {
             Vector3    unitPos   = new Vector3(transform.position.x, 0, transform.position.z);
             Vector3    targetPos = new Vector3(target.transform.position.x, 0, target.transform.position.z);
             RaycastHit hit;
             bool       isCol = false;
             if (Physics.Raycast(transform.position + transform.up, transform.TransformDirection(Vector3.forward), out hit, atkRange))
             {
                 GameObject hitObject = hit.transform.gameObject;
                 if (hitObject == target.gameObject)
                 {
                     isCol = true;
                 }
             }
             if (Vector3.Distance(unitPos, targetPos) <= atkRange || isCol)
             {
                 UnitMove uni = GetComponent <UnitMove>();
                 uni.OrderMove(Vector3.one);
                 this.transform.LookAt(target.transform);
                 this.transform.rotation = Quaternion.Euler(0, this.transform.eulerAngles.y, 0);
                 CommandATK();
             }
             else
             {
                 UnitMove mover = GetComponent <UnitMove>();
                 mover.OrderMove(target.transform.position);
             }
             if (target == null || !target.GetAlive())
             {
                 target = null;
             }
         }
         else
         {
             Collider[] hitColliders = Physics.OverlapSphere(transform.position, atkNotice);
             int        i            = 0;
             while (i < hitColliders.Length)
             {
                 UnitStatSystem enemyStat = hitColliders[i].GetComponent <UnitStatSystem>();
                 if (enemyStat != null && stat.GetOwner() != enemyStat.GetOwner() && !AllianceSystem.CheckAlly(stat.GetOwner(), enemyStat.GetOwner()) && enemyStat.GetAlive())
                 {
                     target = enemyStat;
                     Debug.Log("Found Enemy");
                 }
                 i++;
             }
         }
     }
     else
     {
         target = null;
     }
 }
示例#6
0
    void CheckUnitOBJ(GameObject hitObject)
    {
        UnitStatSystem unit = hitObject.GetComponent <UnitStatSystem>();

        if (unit != null)
        {
            Debug.Log("SELECT UNIT");
            if (unit.GetUnitType() == UnitStatSystem.UnitObjectType.Building)
            {
                Debug.Log("SELECT Building");
                BuildingSystem buil = hitObject.GetComponent <BuildingSystem>();
                if (player.GetPlayerNumber() == buil.GetOwner())
                {
                    Debug.Log("Select Own Building");
                    UnselectUnit();
                    UnselectWorker();
                    if (buil != selectedBuilding)
                    {
                        UnselectBuilding();
                        SelectBuilding(buil);
                    }
                }
            }
            if (unit.GetUnitType() == UnitStatSystem.UnitObjectType.Units)
            {
                WorkerUnit wor = unit.GetComponent <WorkerUnit>();
                if (wor != null)
                {
                    if (player.GetPlayerNumber() == wor.GetOwner())
                    {
                        UnselectUnit();
                        UnselectBuilding();
                        if (wor != selectedWorker)
                        {
                            UnselectWorker();
                            SelectWorker(wor);
                        }
                    }
                }
            }
            if (unit.GetOwner() != player.GetPlayerNumber() && selectedUnit != null)
            {
                if (!AllianceSystem.CheckAlly(player.GetPlayerNumber(), unit.GetOwner()))
                {
                    Debug.Log("ATTACK");
                    selectedUnit.SetAutoAttaack(true);
                    selectedUnit.SetTarget(unit.gameObject);
                }
            }
        }
        if (hitObject.tag == "Soldier Group")
        {
            Debug.Log("SELECT SOLDIER");
            UnitGroupSystem unitGro = hitObject.GetComponent <UnitGroupSystem>();
            if (player.GetPlayerNumber() == unitGro.GetOwner())
            {
                Debug.Log("Select own Soldier");
                UnselectBuilding();
                UnselectWorker();
                if (unitGro != selectedUnit)
                {
                    UnselectUnit();
                    SelectUnit(unitGro);
                }
            }
            if (unitGro.GetOwner() != player.GetPlayerNumber() && selectedUnit != null)
            {
                if (!AllianceSystem.CheckAlly(player.GetPlayerNumber(), unitGro.GetOwner()))
                {
                    Debug.Log("ATTACK");
                    selectedUnit.SetAutoAttaack(true);
                    selectedUnit.SetTarget(unitGro.gameObject);
                }
            }
        }
    }
    private void CheckArmy()
    {
        foreach (UnitGroupSystem army in armyList)
        {
            if (!army)
            {
                armyList.Remove(army);
                Destroy(army.gameObject);
            }
        }

        foreach (UnitGroupSystem army in armyList)
        {
            GameObject target       = null;
            Collider[] hitColliders = Physics.OverlapSphere(army.transform.position, 50);
            int        i            = 0;
            while (i < hitColliders.Length)
            {
                UnitStatSystem tarStat = hitColliders[i].GetComponent <UnitStatSystem>();
                if (tarStat && tarStat.GetAlive() && tarStat.GetOwner() != playerStat.GetPlayerNumber() && !AllianceSystem.CheckAlly(playerStat.GetPlayerNumber(), tarStat.GetOwner()))
                {
                    target = tarStat.gameObject;
                }
                else
                {
                    UnitGroupSystem tarGroup = hitColliders[i].GetComponent <UnitGroupSystem>();
                    if (tarGroup && tarGroup.GetOwner() != playerStat.GetPlayerNumber() && !AllianceSystem.CheckAlly(playerStat.GetPlayerNumber(), tarGroup.GetOwner()))
                    {
                        target = tarGroup.gameObject;
                    }
                }
                i++;
            }
            if (target && !army.HaveTarget())
            {
                army.SetAutoAttaack(true);
                army.SetTarget(target);
            }
            else
            {
                if (armyList.Count >= 3)
                {
                    UnitStatSystem[] tarG = FindObjectsOfType <UnitStatSystem>();
                    foreach (UnitStatSystem tarDum in tarG)
                    {
                        if (tarDum && tarDum.GetAlive() && tarDum.GetOwner() != playerStat.GetPlayerNumber() && !AllianceSystem.CheckAlly(playerStat.GetPlayerNumber(), tarDum.GetOwner()))
                        {
                            target = tarDum.gameObject;
                        }
                    }
                    if (target)
                    {
                        army.GetComponent <UnitMove>().OrderMove(target.transform.position);
                    }
                }
                else
                {
                    GameObject posDummy = Instantiate(aiPointDummy, aiStronghold.transform.position, aiStronghold.transform.rotation) as GameObject;
                    posDummy.transform.Rotate(new Vector3(0, Random.Range(135f, 225f), 0));
                    posDummy.transform.position += posDummy.transform.forward * Random.Range(40, 50);
                    army.GetComponent <UnitMove>().OrderMove(posDummy.transform.position);
                    //army.GetComponent<UnitMove>().OrderMove(Vector3.one);
                }
            }
        }
    }