示例#1
0
        public bool GetStageDataType(int _playerId, Common.MOVE_TYPE pos)
        {
            CharacterModel.Data playerId = GetCharacterData(_playerId);
            switch (pos)
            {
            case Common.MOVE_TYPE.UP:
                if (stageData[(int)playerId.BlockPos.y - 1, (int)playerId.BlockPos.x] == (int)Define.Stage.BLOCK_TYPE.OBSTACLE)
                {
                    return(false);
                }
                break;

            case Common.MOVE_TYPE.DOWN:
                if (stageData[(int)playerId.BlockPos.y + 1, (int)playerId.BlockPos.x] == (int)Define.Stage.BLOCK_TYPE.OBSTACLE)
                {
                    return(false);
                }
                break;

            case Common.MOVE_TYPE.LEFT:
                if (stageData[(int)playerId.BlockPos.y, (int)playerId.BlockPos.x - 1] == (int)Define.Stage.BLOCK_TYPE.OBSTACLE)
                {
                    return(false);
                }
                break;

            case Common.MOVE_TYPE.RIGHT:
                if (stageData[(int)playerId.BlockPos.y, (int)playerId.BlockPos.x + 1] == (int)Define.Stage.BLOCK_TYPE.OBSTACLE)
                {
                    return(false);
                }
                break;
            }
            return(true);
        }
示例#2
0
        //---------------------------------------------------
        // GetVecToMoveType
        //---------------------------------------------------
        public Vector2 GetMoveTypeToVec(Common.MOVE_TYPE type)
        {
            Vector2 outVec = Vector2.zero;

            switch (type)
            {
            case Common.MOVE_TYPE.DOWN:
                outVec = Vector2.down;
                break;

            case Common.MOVE_TYPE.UP:
                outVec = Vector2.up;
                break;

            case Common.MOVE_TYPE.RIGHT:
                outVec = Vector2.right;
                break;

            case Common.MOVE_TYPE.LEFT:
                outVec = Vector2.left;
                break;
            }

            return(outVec);
        }
示例#3
0
        //---------------------------------------------------
        // GetMoveVec
        //---------------------------------------------------
        public Vector3 GetMoveVec(Common.MOVE_TYPE type)
        {
            Vector3 outVec = Vector3.zero;

            switch (type)
            {
            case Common.MOVE_TYPE.DOWN:
                outVec = Vector3.back;
                break;

            case Common.MOVE_TYPE.UP:
                outVec = Vector3.forward;
                break;

            case Common.MOVE_TYPE.RIGHT:
                outVec = Vector3.right;
                break;

            case Common.MOVE_TYPE.LEFT:
                outVec = Vector3.left;
                break;
            }

            return(outVec * Define.Battle.BLOCK_SIZE);
        }
示例#4
0
        /// <summary>
        /// 指定したアクターの移動
        /// </summary>
        /// <remarks>
        /// 指定したアクターIDのオブジェクトを移動させる<br>
        /// 移動はステージのブロックにそってのみ行われる<br>
        /// 斜め移動はなし、上下左右のみ移動命令が行える<br>
        /// 1ブロックの移動スピードはアクターに依存する<br>
        /// 移動中のアクター、もしくは制御下にないアクターは移動命令を受け付けない
        /// </remarks>
        /// <returns> 移動可否 </returns>
        /// <param name="actorId">移動させたいアクターID</param>
        public bool Move(int actorId, Common.MOVE_TYPE type)
        {
            ActorData?actorData = _actorManager.GetActor(actorId);
            Character character = actorData.Value.Actor.gameObject.GetComponent <Character>();

            if (actorData == null)
            {
                return(false);
            }

            if (character == null || character.CharacterModel.IsMoveUpdate || character.CharacterModel.TeamId != _teamType)
            {
                return(false);
            }

            Vector2 blockData = _battleSystem.StageManager.getPositionBlock(character.gameObject.transform.position + _battleSystem.StageManager.GetMoveVec(type));

            Define.Stage.BLOCK_TYPE blockType = _battleSystem.StageManager.GetBlockType(blockData);

            if (blockType != (int)Define.Stage.BLOCK_TYPE.NORMAL)
            {
                return(false);
            }

            Vector3 targetPos = _battleSystem.StageManager.GetBlockPosition((int)blockData.x, (int)blockData.y);

            targetPos.y = character.transform.position.y;

            if (targetPos == character.transform.position)
            {
                return(false);
            }

            character.CharacterModel.TargetPos = targetPos;

            return(true);
        }
示例#5
0
        //---------------------------------------------------
        // UpdateAI
        //---------------------------------------------------
        override public void UpdateAI()
        {
            var PlayerDataList = GetTeamCharacterDataList(TEAM_TYPE.PLAYER);
            var EnemyDataList  = GetTeamCharacterDataList(TEAM_TYPE.ENEMY);

            int[,] StageData = GetStageData();

            //データの更新
            foreach (var data in PlayerDataList)
            {
                Players[data.ActorId] = data;
                var oldPos = OldPos[data.ActorId];
                if (oldPos != data.BlockPos)
                {
                    //方向の更新
                    if (data.BlockPos.x > oldPos.x)
                    {
                        Dir[data.ActorId] = Common.MOVE_TYPE.RIGHT;
                    }
                    else if (data.BlockPos.x < oldPos.x)
                    {
                        Dir[data.ActorId] = Common.MOVE_TYPE.LEFT;
                    }
                    else if (data.BlockPos.y > oldPos.y)
                    {
                        Dir[data.ActorId] = Common.MOVE_TYPE.UP;
                    }
                    else if (data.BlockPos.y < oldPos.y)
                    {
                        Dir[data.ActorId] = Common.MOVE_TYPE.DOWN;
                    }
                    OldPos[data.ActorId] = data.BlockPos;
                }
            }

            foreach (var data in EnemyDataList)
            {
                Enemys[data.ActorId] = data;
                var oldPos = OldPos[data.ActorId];
                if (oldPos != data.BlockPos)
                {
                    //方向の更新
                    if (data.BlockPos.x > oldPos.x)
                    {
                        Dir[data.ActorId] = Common.MOVE_TYPE.RIGHT;
                    }
                    else if (data.BlockPos.x < oldPos.x)
                    {
                        Dir[data.ActorId] = Common.MOVE_TYPE.LEFT;
                    }
                    else if (data.BlockPos.y > oldPos.y)
                    {
                        Dir[data.ActorId] = Common.MOVE_TYPE.UP;
                    }
                    else if (data.BlockPos.y < oldPos.y)
                    {
                        Dir[data.ActorId] = Common.MOVE_TYPE.DOWN;
                    }
                    OldPos[data.ActorId] = data.BlockPos;
                }
            }

            //アイテム取得
            foreach (var item in ItemPos)
            {
                bool  bget    = false;
                float itemlen = 20.0f;
                int   id      = -1;

                foreach (var player in PlayerDataList)
                {
                    //アイテム取得
                    if (player.BlockPos == item)
                    {
                        ItemPos.Remove(item);
                        bget = true;
                        break;
                    }

                    //範囲
                    float range = 0.0f;
                    if (player.BlockPos.y < item.y)
                    {
                        range += item.y - player.BlockPos.y;
                    }
                    if (player.BlockPos.y > item.y)
                    {
                        range += player.BlockPos.y - item.y;
                    }
                    if (player.BlockPos.x < item.x)
                    {
                        range += item.x - player.BlockPos.x;
                    }
                    if (player.BlockPos.x > item.x)
                    {
                        range += player.BlockPos.x - item.x;
                    }

                    if (range < itemlen)
                    {
                        itemlen = range;
                        id      = player.ActorId;
                    }
                }

                if (id != -1)
                {
                    var player = GetCharacterData(id);
                    //最短距離
                    if (player.BlockPos.y < item.y && (int)player.BlockPos.y + 1 < 15 &&
                        StageData[(int)player.BlockPos.y + 1, (int)player.BlockPos.x] == 0)
                    {
                        Move(player.ActorId, Common.MOVE_TYPE.UP);
                    }
                    else if (player.BlockPos.y > item.y && (int)player.BlockPos.y - 1 > -1 &&
                             StageData[(int)player.BlockPos.y - 1, (int)player.BlockPos.x] == 0)
                    {
                        Move(player.ActorId, Common.MOVE_TYPE.DOWN);
                    }

                    else if (player.BlockPos.x < item.x && (int)player.BlockPos.x + 1 < 15 &&
                             StageData[(int)player.BlockPos.y, (int)player.BlockPos.x + 1] == 0)
                    {
                        Move(player.ActorId, Common.MOVE_TYPE.RIGHT);
                    }

                    else if (player.BlockPos.x > item.x && (int)player.BlockPos.x - 1 > -1 &&
                             StageData[(int)player.BlockPos.y, (int)player.BlockPos.x - 1] == 0)
                    {
                        Move(player.ActorId, Common.MOVE_TYPE.LEFT);
                    }

                    //ランダム
                    else
                    {
                        var rand = Random.Range(0, 4);
                        if (rand == 0)
                        {
                            Move(player.ActorId, Common.MOVE_TYPE.UP);
                        }
                        if (rand == 1)
                        {
                            Move(player.ActorId, Common.MOVE_TYPE.DOWN);
                        }
                        if (rand == 2)
                        {
                            Move(player.ActorId, Common.MOVE_TYPE.RIGHT);
                        }
                        if (rand == 3)
                        {
                            Move(player.ActorId, Common.MOVE_TYPE.LEFT);
                        }
                    }
                }

                if (bget == true)
                {
                    break;
                }
            }

            //プレイヤー処理
            foreach (var player in PlayerDataList)
            {
                //移動中か
                //if (player.isMoveEnable == false)
                //{
                //    continue;
                //}

                //攻撃
                Common.MOVE_TYPE attackDir = Common.MOVE_TYPE.NONE;
                float            Length    = 20.0f;
                bool             bAttack   = false;
                int DangerEnemy            = -1;

                //範囲判定
                bool bRangeAction = false;
                foreach (var enemy in EnemyDataList)
                {
                    //範囲
                    float range = 0.0f;
                    if (player.BlockPos.y < enemy.BlockPos.y)
                    {
                        range += enemy.BlockPos.y - player.BlockPos.y;
                    }
                    if (player.BlockPos.y > enemy.BlockPos.y)
                    {
                        range += player.BlockPos.y - enemy.BlockPos.y;
                    }
                    if (player.BlockPos.x < enemy.BlockPos.x)
                    {
                        range += enemy.BlockPos.x - player.BlockPos.x;
                    }
                    if (player.BlockPos.x > enemy.BlockPos.x)
                    {
                        range += player.BlockPos.x - enemy.BlockPos.x;
                    }

                    //近いとき無敵
                    if (range <= 7.0f)
                    {
                        Action(player.ActorId, Define.Battle.ACTION_TYPE.INVINCIBLE);
                    }

                    //近いとき近距離攻撃
                    if (range <= 2.0f)
                    {
                        Action(player.ActorId, Define.Battle.ACTION_TYPE.ATTACK_SHORT);
                    }
                }

                foreach (var enemy in EnemyDataList)
                {
                    //重なり
                    //if (player.BlockPos == enemy.BlockPos)
                    //{
                    //    continue;
                    //}

                    //直線上にいるか
                    //上下
                    if (player.BlockPos.x == enemy.BlockPos.x)
                    {
                        //上に敵
                        if (player.BlockPos.y < enemy.BlockPos.y)
                        {
                            //ブロック判定
                            bool isBlock = false;
                            for (int nCnt = 1; nCnt < enemy.BlockPos.y - player.BlockPos.y; nCnt++)
                            {
                                if (StageData[(int)player.BlockPos.y + nCnt, (int)player.BlockPos.x] == 1)
                                {
                                    isBlock = true;
                                    break;
                                }
                            }
                            if (isBlock == true)
                            {
                                continue;
                            }

                            //向き合っているか
                            if (Dir[enemy.ActorId] == Common.MOVE_TYPE.DOWN)
                            {
                                DangerEnemy = enemy.ActorId;
                                break;
                            }

                            if (Dir[player.ActorId] == Common.MOVE_TYPE.UP)
                            {
                                float len = enemy.BlockPos.y - player.BlockPos.y;
                                if (len < Length)
                                {
                                    Length    = len;
                                    attackDir = Common.MOVE_TYPE.UP;
                                }
                            }
                        }

                        //下に敵
                        if (player.BlockPos.y > enemy.BlockPos.y)
                        {
                            //ブロック判定
                            bool isBlock = false;
                            for (int nCnt = 1; nCnt < player.BlockPos.y - enemy.BlockPos.y; nCnt++)
                            {
                                if (StageData[(int)player.BlockPos.y - nCnt, (int)player.BlockPos.x] == 1)
                                {
                                    isBlock = true;
                                    break;
                                }
                            }
                            if (isBlock == true)
                            {
                                continue;
                            }

                            //向き合っているか
                            if (Dir[enemy.ActorId] == Common.MOVE_TYPE.UP)
                            {
                                DangerEnemy = enemy.ActorId;
                                break;
                            }

                            if (Dir[player.ActorId] == Common.MOVE_TYPE.DOWN)
                            {
                                float len = player.BlockPos.y - enemy.BlockPos.y;
                                if (len < Length)
                                {
                                    Length    = len;
                                    attackDir = Common.MOVE_TYPE.DOWN;
                                }
                            }
                        }
                    }

                    //左右
                    if (player.BlockPos.y == enemy.BlockPos.y)
                    {
                        //右に敵
                        if (player.BlockPos.x < enemy.BlockPos.x)
                        {
                            //ブロック判定
                            bool isBlock = false;
                            for (int nCnt = 1; nCnt < enemy.BlockPos.x - player.BlockPos.x; nCnt++)
                            {
                                if (StageData[(int)player.BlockPos.y, (int)player.BlockPos.x + nCnt] == 1)
                                {
                                    isBlock = true;
                                    break;
                                }
                            }
                            if (isBlock == true)
                            {
                                continue;
                            }

                            //向き合っているか
                            if (Dir[enemy.ActorId] == Common.MOVE_TYPE.LEFT)
                            {
                                DangerEnemy = enemy.ActorId;
                                break;
                            }

                            if (Dir[player.ActorId] == Common.MOVE_TYPE.RIGHT)
                            {
                                float len = enemy.BlockPos.x - player.BlockPos.x;
                                if (len < Length)
                                {
                                    Length    = len;
                                    attackDir = Common.MOVE_TYPE.RIGHT;
                                }
                            }
                        }

                        //左に敵
                        if (player.BlockPos.x > enemy.BlockPos.x)
                        {
                            //ブロック判定
                            bool isBlock = false;
                            for (int nCnt = 1; nCnt < player.BlockPos.x - enemy.BlockPos.x; nCnt++)
                            {
                                if (StageData[(int)player.BlockPos.y, (int)player.BlockPos.x - nCnt] == 1)
                                {
                                    isBlock = true;
                                    break;
                                }
                            }
                            if (isBlock == true)
                            {
                                continue;
                            }

                            //向き合っているか
                            if (Dir[enemy.ActorId] == Common.MOVE_TYPE.RIGHT)
                            {
                                DangerEnemy = enemy.ActorId;
                                break;
                            }

                            if (Dir[player.ActorId] == Common.MOVE_TYPE.LEFT)
                            {
                                float len = player.BlockPos.x - enemy.BlockPos.x;
                                if (len < Length)
                                {
                                    Length    = len;
                                    attackDir = Common.MOVE_TYPE.LEFT;
                                }
                            }
                        }
                    }
                }   //end foreach enemy

                //攻撃
                if (attackDir != Common.MOVE_TYPE.NONE || DangerEnemy == -1)
                {
                    bool CanShot = false;
                    //近距離
                    if (Length < 3)
                    {
                        CanShot = Action(player.ActorId, Define.Battle.ACTION_TYPE.ATTACK_SHORT);
                    }
                    //中距離
                    if (CanShot == false && Length < 8)
                    {
                        CanShot = Action(player.ActorId, Define.Battle.ACTION_TYPE.ATTACK_MIDDLE);
                    }
                    //長距離
                    if (CanShot == false)
                    {
                        CanShot = Action(player.ActorId, Define.Battle.ACTION_TYPE.ATTACK_LONG);
                    }
                    bAttack = CanShot;
                }

                //移動
                if (bAttack == false)
                {
                    //にげる
                    if (DangerEnemy != -1)
                    {
                        //下から
                        if (Dir[DangerEnemy] == Common.MOVE_TYPE.UP)
                        {
                            if ((int)player.BlockPos.x + 1 < 15 && StageData[(int)player.BlockPos.y, (int)player.BlockPos.x + 1] == 0)
                            {
                                Move(player.ActorId, Common.MOVE_TYPE.RIGHT);
                            }
                            else if ((int)player.BlockPos.x - 1 > -1 && StageData[(int)player.BlockPos.y, (int)player.BlockPos.x - 1] == 0)
                            {
                                Move(player.ActorId, Common.MOVE_TYPE.LEFT);
                            }
                            else if ((int)player.BlockPos.y + 1 < 15 && StageData[(int)player.BlockPos.y + 1, (int)player.BlockPos.x] == 0)
                            {
                                Move(player.ActorId, Common.MOVE_TYPE.UP);
                            }
                            else
                            {
                                Move(player.ActorId, Common.MOVE_TYPE.DOWN);
                            }
                        }

                        //上から
                        if (Dir[DangerEnemy] == Common.MOVE_TYPE.DOWN)
                        {
                            if ((int)player.BlockPos.x + 1 < 15 && StageData[(int)player.BlockPos.y, (int)player.BlockPos.x + 1] == 0)
                            {
                                Move(player.ActorId, Common.MOVE_TYPE.RIGHT);
                            }
                            else if ((int)player.BlockPos.x - 1 > -1 && StageData[(int)player.BlockPos.y, (int)player.BlockPos.x - 1] == 0)
                            {
                                Move(player.ActorId, Common.MOVE_TYPE.LEFT);
                            }
                            else if ((int)player.BlockPos.y - 1 > -1 && StageData[(int)player.BlockPos.y - 1, (int)player.BlockPos.x] == 0)
                            {
                                Move(player.ActorId, Common.MOVE_TYPE.DOWN);
                            }
                            else
                            {
                                Move(player.ActorId, Common.MOVE_TYPE.UP);
                            }
                        }

                        //右から
                        if (Dir[DangerEnemy] == Common.MOVE_TYPE.LEFT)
                        {
                            if ((int)player.BlockPos.y + 1 < 15 && StageData[(int)player.BlockPos.y + 1, (int)player.BlockPos.x] == 0)
                            {
                                Move(player.ActorId, Common.MOVE_TYPE.UP);
                            }
                            else if ((int)player.BlockPos.y - 1 > -1 && StageData[(int)player.BlockPos.y - 1, (int)player.BlockPos.x] == 0)
                            {
                                Move(player.ActorId, Common.MOVE_TYPE.DOWN);
                            }
                            else if ((int)player.BlockPos.x - 1 > -1 && StageData[(int)player.BlockPos.y, (int)player.BlockPos.x - 1] == 0)
                            {
                                Move(player.ActorId, Common.MOVE_TYPE.LEFT);
                            }
                            else
                            {
                                Move(player.ActorId, Common.MOVE_TYPE.RIGHT);
                            }
                        }

                        //左から
                        if (Dir[DangerEnemy] == Common.MOVE_TYPE.RIGHT)
                        {
                            if ((int)player.BlockPos.y + 1 < 15 && StageData[(int)player.BlockPos.y + 1, (int)player.BlockPos.x] == 0)
                            {
                                Move(player.ActorId, Common.MOVE_TYPE.UP);
                            }
                            else if ((int)player.BlockPos.y - 1 > -1 && StageData[(int)player.BlockPos.y - 1, (int)player.BlockPos.x] == 0)
                            {
                                Move(player.ActorId, Common.MOVE_TYPE.DOWN);
                            }
                            else if ((int)player.BlockPos.x + 1 < 15 && StageData[(int)player.BlockPos.y, (int)player.BlockPos.x + 1] == 0)
                            {
                                Move(player.ActorId, Common.MOVE_TYPE.RIGHT);
                            }
                            else
                            {
                                Move(player.ActorId, Common.MOVE_TYPE.LEFT);
                            }
                        }
                    }

                    //攻撃対象に向けて移動
                    else
                    {
                        Vector2 enemyPos = new Vector2();       //移動対象の位置
                        foreach (var enemy in EnemyDataList)
                        {
                            if (enemy.Hp > 0)
                            {
                                enemyPos = enemy.BlockPos;
                                break;
                            }
                        }

                        //最短距離
                        if (player.BlockPos.y < enemyPos.y && (int)player.BlockPos.y + 1 < 15 &&
                            StageData[(int)player.BlockPos.y + 1, (int)player.BlockPos.x] == 0)
                        {
                            Move(player.ActorId, Common.MOVE_TYPE.UP);
                        }
                        else if (player.BlockPos.y > enemyPos.y && (int)player.BlockPos.y - 1 > -1 &&
                                 StageData[(int)player.BlockPos.y - 1, (int)player.BlockPos.x] == 0)
                        {
                            Move(player.ActorId, Common.MOVE_TYPE.DOWN);
                        }

                        else if (player.BlockPos.x < enemyPos.x && (int)player.BlockPos.x + 1 < 15 &&
                                 StageData[(int)player.BlockPos.y, (int)player.BlockPos.x + 1] == 0)
                        {
                            Move(player.ActorId, Common.MOVE_TYPE.RIGHT);
                        }

                        else if (player.BlockPos.x > enemyPos.x && (int)player.BlockPos.x - 1 > -1 &&
                                 StageData[(int)player.BlockPos.y, (int)player.BlockPos.x - 1] == 0)
                        {
                            Move(player.ActorId, Common.MOVE_TYPE.LEFT);
                        }

                        //ランダム
                        else
                        {
                            var rand = Random.Range(0, 4);
                            if (rand == 0)
                            {
                                Move(player.ActorId, Common.MOVE_TYPE.UP);
                            }
                            if (rand == 1)
                            {
                                Move(player.ActorId, Common.MOVE_TYPE.DOWN);
                            }
                            if (rand == 2)
                            {
                                Move(player.ActorId, Common.MOVE_TYPE.RIGHT);
                            }
                            if (rand == 3)
                            {
                                Move(player.ActorId, Common.MOVE_TYPE.LEFT);
                            }
                        }

                        //遠回り
                        //else if ((int)player.BlockPos.x + 1 < 15 &&
                        //    StageData[(int)player.BlockPos.y, (int)player.BlockPos.x + 1] == 0)
                        //{
                        //    Move(player.ActorId, Common.MOVE_TYPE.RIGHT);
                        //}

                        //else if ((int)player.BlockPos.x - 1 > -1 &&
                        //    StageData[(int)player.BlockPos.y, (int)player.BlockPos.x - 1] == 0)
                        //{
                        //    Move(player.ActorId, Common.MOVE_TYPE.LEFT);
                        //}
                        //else if ((int)player.BlockPos.y + 1 < 15 &&
                        //    StageData[(int)player.BlockPos.y + 1, (int)player.BlockPos.x] == 0)
                        //{
                        //    Move(player.ActorId, Common.MOVE_TYPE.UP);
                        //}
                        //else if ((int)player.BlockPos.y - 1 > -1 &&
                        //    StageData[(int)player.BlockPos.y - 1, (int)player.BlockPos.x] == 0)
                        //{
                        //    Move(player.ActorId, Common.MOVE_TYPE.DOWN);
                        //}
                    }


                    //var rand = Random.Range(0, 4);
                    //if( rand == 0)
                    //{
                    //    Move(player.ActorId, Common.MOVE_TYPE.UP);
                    //}
                    //if (rand == 1)
                    //{
                    //    Move(player.ActorId, Common.MOVE_TYPE.DOWN);
                    //}
                    //if (rand == 2)
                    //{
                    //    Move(player.ActorId, Common.MOVE_TYPE.RIGHT);
                    //}
                    //if (rand == 3)
                    //{
                    //    Move(player.ActorId, Common.MOVE_TYPE.LEFT);
                    //}
                }
            }
        }