// Returns true if hit the environment public bool WeaponEnvDamage(DaggerfallUnityItem strikingWeapon, RaycastHit hit) { // Check if hit has an DaggerfallAction component DaggerfallAction action = hit.transform.gameObject.GetComponent <DaggerfallAction>(); if (action) { action.Receive(player, DaggerfallAction.TriggerTypes.Attack); } // Check if hit has an DaggerfallActionDoor component DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent <DaggerfallActionDoor>(); if (actionDoor) { actionDoor.AttemptBash(true); return(true); } // Check if player hit a static exterior door if (GameManager.Instance.PlayerActivate.AttemptExteriorDoorBash(hit)) { return(true); } // Make hitting walls do a thud or clinging sound (not in classic) if (GameObjectHelper.IsStaticGeometry(hit.transform.gameObject)) { DaggerfallUI.Instance.PlayOneShot(strikingWeapon == null ? SoundClips.Hit2 : SoundClips.Parry6); return(true); } return(false); }
private void WeaponDamage(FPSWeapon weapon, out bool hitEnemy) { hitEnemy = false; if (!mainCamera || !weapon) { return; } // Fire ray along player facing using weapon range RaycastHit hit; Ray ray = new Ray(mainCamera.transform.position, mainCamera.transform.forward); if (Physics.SphereCast(ray, SphereCastRadius, out hit, weapon.Reach - SphereCastRadius)) { // Check if hit has an DaggerfallAction component DaggerfallAction action = hit.transform.gameObject.GetComponent <DaggerfallAction>(); if (action) { action.Receive(player, DaggerfallAction.TriggerTypes.Attack); } // Check if hit has an DaggerfallActionDoor component DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent <DaggerfallActionDoor>(); if (actionDoor) { actionDoor.AttemptBash(); return; } // Check if hit an entity and remove health DaggerfallEntityBehaviour entityBehaviour = hit.transform.GetComponent <DaggerfallEntityBehaviour>(); if (entityBehaviour) { if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass) { EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity; // Calculate damage int damage = FormulaHelper.CalculateWeaponDamage(playerEntity, enemyEntity, weapon); // Play hit sound and trigger blood splash at hit point if (damage > 0) { weapon.PlayHitSound(); EnemyBlood blood = hit.transform.GetComponent <EnemyBlood>(); if (blood) { blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, hit.point); } } // Remove health enemyEntity.DecreaseHealth(damage); hitEnemy = true; } } } }
// Returns true if hit an enemy entity public bool WeaponDamage(RaycastHit hit, Vector3 direction, bool arrowHit = false) { DaggerfallUnityItem strikingWeapon = null; // Check if hit has an DaggerfallAction component DaggerfallAction action = hit.transform.gameObject.GetComponent <DaggerfallAction>(); if (action) { action.Receive(player, DaggerfallAction.TriggerTypes.Attack); } // Check if hit has an DaggerfallActionDoor component DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent <DaggerfallActionDoor>(); if (actionDoor) { actionDoor.AttemptBash(); return(false); } // Check if hit an entity and remove health DaggerfallEntityBehaviour entityBehaviour = hit.transform.GetComponent <DaggerfallEntityBehaviour>(); DaggerfallMobileUnit entityMobileUnit = hit.transform.GetComponentInChildren <DaggerfallMobileUnit>(); if (entityBehaviour) { if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass) { EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity; // Calculate damage int damage; if (!arrowHit) { if (usingRightHand) { strikingWeapon = currentRightHandWeapon; } else { strikingWeapon = currentLeftHandWeapon; } } else { strikingWeapon = lastBowUsed; } damage = FormulaHelper.CalculateAttackDamage(playerEntity, enemyEntity, strikingWeapon, entityMobileUnit.Summary.AnimStateRecord); // Break any "normal power" concealment effects on player if (playerEntity.IsMagicallyConcealedNormalPower && damage > 0) { EntityEffectManager.BreakNormalPowerConcealmentEffects(GameManager.Instance.PlayerEntityBehaviour); } EnemyMotor enemyMotor = hit.transform.GetComponent <EnemyMotor>(); EnemySounds enemySounds = hit.transform.GetComponent <EnemySounds>(); // Play arrow sound and add arrow to target's inventory if (arrowHit) { DaggerfallUnityItem arrow = ItemBuilder.CreateItem(ItemGroups.Weapons, (int)Weapons.Arrow); enemyEntity.Items.AddItem(arrow); } // Play hit sound and trigger blood splash at hit point if (damage > 0) { if (usingRightHand) { enemySounds.PlayHitSound(currentRightHandWeapon); } else { enemySounds.PlayHitSound(currentLeftHandWeapon); } EnemyBlood blood = hit.transform.GetComponent <EnemyBlood>(); if (blood) { blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, hit.point); } // Knock back enemy based on damage and enemy weight if (enemyMotor) { if (enemyMotor.KnockBackSpeed <= (5 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)) && entityBehaviour.EntityType == EntityTypes.EnemyClass || enemyEntity.MobileEnemy.Weight > 0) { float enemyWeight = enemyEntity.GetWeightInClassicUnits(); float tenTimesDamage = damage * 10; float twoTimesDamage = damage * 2; float knockBackAmount = ((tenTimesDamage - enemyWeight) * 256) / (enemyWeight + tenTimesDamage) * twoTimesDamage; float knockBackSpeed = (tenTimesDamage / enemyWeight) * (twoTimesDamage - (knockBackAmount / 256)); knockBackSpeed /= (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10); if (knockBackSpeed < (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10))) { knockBackSpeed = (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)); } enemyMotor.KnockBackSpeed = knockBackSpeed; enemyMotor.KnockBackDirection = direction; } } if (DaggerfallUnity.Settings.CombatVoices && entityBehaviour.EntityType == EntityTypes.EnemyClass && UnityEngine.Random.Range(1, 101) <= 40) { Genders gender; if (entityMobileUnit.Summary.Enemy.Gender == MobileGender.Male || enemyEntity.MobileEnemy.ID == (int)MobileTypes.Knight_CityWatch) { gender = Genders.Male; } else { gender = Genders.Female; } bool heavyDamage = damage >= enemyEntity.MaxHealth / 4; enemySounds.PlayCombatVoice(gender, false, heavyDamage); } } else { if ((!arrowHit && !enemyEntity.MobileEnemy.ParrySounds) || strikingWeapon == null) { ScreenWeapon.PlaySwingSound(); } else if (enemyEntity.MobileEnemy.ParrySounds) { enemySounds.PlayParrySound(); } } // Remove health enemyEntity.DecreaseHealth(damage); // Assign "cast when strikes" to target entity if (strikingWeapon != null && strikingWeapon.IsEnchanted) { EntityEffectManager enemyEffectManager = enemyEntity.EntityBehaviour.GetComponent <EntityEffectManager>(); if (enemyEffectManager) { enemyEffectManager.StrikeWithItem(strikingWeapon, GameManager.Instance.PlayerEntityBehaviour); } } // Make foe attack their aggressor // Currently this is just player, but should be expanded later // for a wider variety of behaviours if (enemyMotor) { // Make enemies in an area aggressive if player attacked a non-hostile one. if (!enemyMotor.IsHostile) { GameManager.Instance.MakeEnemiesHostile(); } enemyMotor.MakeEnemyHostileToAttacker(GameManager.Instance.PlayerEntityBehaviour); } return(true); } } // Check if hit a mobile NPC MobilePersonNPC mobileNpc = hit.transform.GetComponent <MobilePersonNPC>(); if (mobileNpc) { EnemyBlood blood = hit.transform.GetComponent <EnemyBlood>(); if (blood) { blood.ShowBloodSplash(0, hit.point); } mobileNpc.Motor.gameObject.SetActive(false); playerEntity.TallyCrimeGuildRequirements(false, 5); // TODO: LOS check from each townsperson. If seen, register crime and start spawning guards as below. playerEntity.CrimeCommitted = PlayerEntity.Crimes.Murder; playerEntity.SpawnCityGuards(true); } return(false); }
private void MeleeDamage(FPSWeapon weapon) { if (!mainCamera || !weapon) return; // Fire ray along player facing using weapon range RaycastHit hit; Ray ray = new Ray(mainCamera.transform.position, mainCamera.transform.forward); if (Physics.SphereCast(ray, SphereCastRadius, out hit, weapon.Reach - SphereCastRadius)) { //check if hit has an DaggerfallAction component DaggerfallAction action = hit.transform.gameObject.GetComponent<DaggerfallAction>(); if (action) { action.Receive(player, DaggerfallAction.TriggerTypes.Attack); } // Check if hit has an DaggerfallActionDoor component DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent<DaggerfallActionDoor>(); if (actionDoor) { actionDoor.AttemptBash(); return; } // TODO: Use correct damage based on weapon and swing type // Just using fudge values during development int damage = Random.Range(1, 25); // Check if hit has an EnemyHealth // This is part of the old Demo code and will eventually be removed // For now enemies should either use EnemyHealth (deprecated) or EnemyEntity (current) to track enemy health // Never use both components on same enemy EnemyHealth enemyHealth = hit.transform.gameObject.GetComponent<EnemyHealth>(); if (enemyHealth) { // Example: Play sound based on fake parry mechanics if (Random.value < ChanceToBeParried) { // Parried weapon.PlayParrySound(); return; } else { // Connected weapon.PlayHitSound(); enemyHealth.RemoveHealth(player, damage, hit.point); } } // Check if hit an entity and remove health DaggerfallEntityBehaviour entityBehaviour = hit.transform.GetComponent<DaggerfallEntityBehaviour>(); if (entityBehaviour) { if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass) { EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity; // Trigger blood splash at hit point EnemyBlood blood = hit.transform.GetComponent<EnemyBlood>(); if (blood) { blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, hit.point); } // Remove health and handle death enemyEntity.DecreaseHealth(damage); if (enemyEntity.CurrentHealth <= 0) { // Using SendMessage for now, will replace later hit.transform.SendMessage("Die"); } } } } }
private void WeaponDamage(FPSWeapon weapon, out bool hitEnemy) { hitEnemy = false; if (!mainCamera || !weapon) { return; } // Fire ray along player facing using weapon range RaycastHit hit; Ray ray = new Ray(mainCamera.transform.position, mainCamera.transform.forward); if (Physics.SphereCast(ray, SphereCastRadius, out hit, weapon.Reach - SphereCastRadius)) { // Check if hit has an DaggerfallAction component DaggerfallAction action = hit.transform.gameObject.GetComponent <DaggerfallAction>(); if (action) { action.Receive(player, DaggerfallAction.TriggerTypes.Attack); } // Check if hit has an DaggerfallActionDoor component DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent <DaggerfallActionDoor>(); if (actionDoor) { actionDoor.AttemptBash(); return; } // Check if hit an entity and remove health DaggerfallEntityBehaviour entityBehaviour = hit.transform.GetComponent <DaggerfallEntityBehaviour>(); if (entityBehaviour) { if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass) { EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity; // Calculate damage int damage = FormulaHelper.CalculateWeaponDamage(playerEntity, enemyEntity, weapon); // Play hit sound and trigger blood splash at hit point if (damage > 0) { weapon.PlayHitSound(); EnemyBlood blood = hit.transform.GetComponent <EnemyBlood>(); if (blood) { blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, hit.point); } } else { if (!enemyEntity.MobileEnemy.ParrySounds || weapon.WeaponType == WeaponTypes.Melee) { weapon.PlaySwingSound(); } else { weapon.PlayParrySound(); } } // Remove health enemyEntity.DecreaseHealth(damage); hitEnemy = true; // Make foe attack their aggressor // Currently this is just player, but should be expanded later // for a wider variety of behaviours EnemyMotor enemyMotor = hit.transform.GetComponent <EnemyMotor>(); if (enemyMotor) { // Make enemies in an area aggressive if player attacked a non-hostile one. if (!enemyMotor.IsHostile) { GameManager.Instance.MakeEnemiesHostile(); } enemyMotor.MakeEnemyHostileToPlayer(gameObject); } } } // Check if hit a mobile NPC MobilePersonNPC mobileNpc = hit.transform.GetComponent <MobilePersonNPC>(); if (mobileNpc) { // TODO: Create blood splash. weapon.PlayHitSound(); mobileNpc.Motor.gameObject.SetActive(false); //GameManager.Instance.PlayerEntity.TallyCrimeGuildRequirements(false, 5); } } }
// Returns true if hit an enemy entity public bool WeaponDamage(RaycastHit hit, Vector3 direction, Collider arrowHitCollider = null, bool arrowHit = false) { DaggerfallUnityItem strikingWeapon = null; if (!arrowHit) { // Check if hit has an DaggerfallAction component DaggerfallAction action = hit.transform.gameObject.GetComponent <DaggerfallAction>(); if (action) { action.Receive(player, DaggerfallAction.TriggerTypes.Attack); } // Check if hit has an DaggerfallActionDoor component DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent <DaggerfallActionDoor>(); if (actionDoor) { actionDoor.AttemptBash(true); return(false); } // Check if player hit a static exterior door if (GameManager.Instance.PlayerActivate.AttemptExteriorDoorBash(hit)) { return(false); } } // Set up for use below DaggerfallEntityBehaviour entityBehaviour = null; DaggerfallMobileUnit entityMobileUnit = null; EnemyMotor enemyMotor = null; EnemySounds enemySounds = null; if (!arrowHit) { entityBehaviour = hit.transform.GetComponent <DaggerfallEntityBehaviour>(); entityMobileUnit = hit.transform.GetComponentInChildren <DaggerfallMobileUnit>(); enemyMotor = hit.transform.GetComponent <EnemyMotor>(); enemySounds = hit.transform.GetComponent <EnemySounds>(); } else if (arrowHitCollider != null) { entityBehaviour = arrowHitCollider.gameObject.transform.GetComponent <DaggerfallEntityBehaviour>(); entityMobileUnit = arrowHitCollider.gameObject.transform.GetComponentInChildren <DaggerfallMobileUnit>(); enemyMotor = arrowHitCollider.gameObject.transform.GetComponent <EnemyMotor>(); enemySounds = arrowHitCollider.gameObject.transform.GetComponent <EnemySounds>(); } // Check if hit a mobile NPC MobilePersonNPC mobileNpc = null; if (!arrowHit) { mobileNpc = hit.transform.GetComponent <MobilePersonNPC>(); } else if (arrowHitCollider != null) { mobileNpc = arrowHitCollider.gameObject.transform.GetComponent <MobilePersonNPC>(); } if (mobileNpc) { if (!mobileNpc.Billboard.IsUsingGuardTexture) { EnemyBlood blood = null; if (!arrowHit) { blood = hit.transform.GetComponent <EnemyBlood>(); } else if (arrowHitCollider != null) { blood = arrowHitCollider.gameObject.transform.GetComponent <EnemyBlood>(); } if (blood) { if (!arrowHit) { blood.ShowBloodSplash(0, hit.point); } else { blood.ShowBloodSplash(0, arrowHitCollider.gameObject.transform.position); } } mobileNpc.Motor.gameObject.SetActive(false); playerEntity.TallyCrimeGuildRequirements(false, 5); playerEntity.CrimeCommitted = PlayerEntity.Crimes.Murder; playerEntity.SpawnCityGuards(true); // Allow custom race handling of weapon hit against mobile NPCs, e.g. vampire feeding or lycanthrope killing if (entityBehaviour) { entityBehaviour.Entity.SetHealth(0); RacialOverrideEffect racialOverride = GameManager.Instance.PlayerEffectManager.GetRacialOverrideEffect(); if (racialOverride != null) { racialOverride.OnWeaponHitEntity(GameManager.Instance.PlayerEntity, entityBehaviour.Entity); } } } else { playerEntity.CrimeCommitted = PlayerEntity.Crimes.Assault; GameObject guard = playerEntity.SpawnCityGuard(mobileNpc.transform.position, mobileNpc.transform.forward); entityBehaviour = guard.GetComponent <DaggerfallEntityBehaviour>(); entityMobileUnit = guard.GetComponentInChildren <DaggerfallMobileUnit>(); enemyMotor = guard.GetComponent <EnemyMotor>(); enemySounds = guard.GetComponent <EnemySounds>(); } mobileNpc.Motor.gameObject.SetActive(false); } // Check if hit an entity and remove health if (entityBehaviour) { if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass) { EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity; // Calculate damage int damage; if (!arrowHit) { if (usingRightHand) { strikingWeapon = currentRightHandWeapon; } else { strikingWeapon = currentLeftHandWeapon; } } else { strikingWeapon = lastBowUsed; } damage = FormulaHelper.CalculateAttackDamage(playerEntity, enemyEntity, strikingWeapon, entityMobileUnit.Summary.AnimStateRecord); // Break any "normal power" concealment effects on player if (playerEntity.IsMagicallyConcealedNormalPower && damage > 0) { EntityEffectManager.BreakNormalPowerConcealmentEffects(GameManager.Instance.PlayerEntityBehaviour); } // Play arrow sound and add arrow to target's inventory if (arrowHit) { DaggerfallUnityItem arrow = ItemBuilder.CreateItem(ItemGroups.Weapons, (int)Weapons.Arrow); enemyEntity.Items.AddItem(arrow); } // Play hit sound and trigger blood splash at hit point if (damage > 0) { if (usingRightHand) { enemySounds.PlayHitSound(currentRightHandWeapon); } else { enemySounds.PlayHitSound(currentLeftHandWeapon); } EnemyBlood blood = null; if (!arrowHit) { blood = hit.transform.GetComponent <EnemyBlood>(); } else if (arrowHitCollider != null) { blood = arrowHitCollider.gameObject.transform.GetComponent <EnemyBlood>(); } if (blood) { blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, hit.point); } // Knock back enemy based on damage and enemy weight if (enemyMotor) { if (enemyMotor.KnockbackSpeed <= (5 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)) && entityBehaviour.EntityType == EntityTypes.EnemyClass || enemyEntity.MobileEnemy.Weight > 0) { float enemyWeight = enemyEntity.GetWeightInClassicUnits(); float tenTimesDamage = damage * 10; float twoTimesDamage = damage * 2; float knockBackAmount = ((tenTimesDamage - enemyWeight) * 256) / (enemyWeight + tenTimesDamage) * twoTimesDamage; float KnockbackSpeed = (tenTimesDamage / enemyWeight) * (twoTimesDamage - (knockBackAmount / 256)); KnockbackSpeed /= (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10); if (KnockbackSpeed < (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10))) { KnockbackSpeed = (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)); } enemyMotor.KnockbackSpeed = KnockbackSpeed; enemyMotor.KnockbackDirection = direction; } } if (DaggerfallUnity.Settings.CombatVoices && entityBehaviour.EntityType == EntityTypes.EnemyClass && Dice100.SuccessRoll(40)) { Genders gender; if (entityMobileUnit.Summary.Enemy.Gender == MobileGender.Male || enemyEntity.MobileEnemy.ID == (int)MobileTypes.Knight_CityWatch) { gender = Genders.Male; } else { gender = Genders.Female; } bool heavyDamage = damage >= enemyEntity.MaxHealth / 4; enemySounds.PlayCombatVoice(gender, false, heavyDamage); } } else { if ((!arrowHit && !enemyEntity.MobileEnemy.ParrySounds) || strikingWeapon == null) { ScreenWeapon.PlaySwingSound(); } else if (enemyEntity.MobileEnemy.ParrySounds) { enemySounds.PlayParrySound(); } } // Handle weapon striking enchantments - this could change damage amount if (strikingWeapon != null && strikingWeapon.IsEnchanted) { EntityEffectManager effectManager = GetComponent <EntityEffectManager>(); if (effectManager) { damage = effectManager.DoItemEnchantmentPayloads(EnchantmentPayloadFlags.Strikes, strikingWeapon, GameManager.Instance.PlayerEntity.Items, enemyEntity.EntityBehaviour, damage); } strikingWeapon.RaiseOnWeaponStrikeEvent(entityBehaviour, damage); } // Remove health enemyEntity.DecreaseHealth(damage); // Make foe attack their aggressor // Currently this is just player, but should be expanded later // for a wider variety of behaviours if (enemyMotor) { // Make enemies in an area aggressive if player attacked a non-hostile one. if (!enemyMotor.IsHostile) { GameManager.Instance.MakeEnemiesHostile(); } enemyMotor.MakeEnemyHostileToAttacker(GameManager.Instance.PlayerEntityBehaviour); } if (enemyEntity.MobileEnemy.ID == (int)MobileTypes.Knight_CityWatch && enemyEntity.CurrentHealth <= 0) { playerEntity.TallyCrimeGuildRequirements(false, 1); playerEntity.CrimeCommitted = PlayerEntity.Crimes.Murder; } // Allow custom race handling of weapon hit against enemies, e.g. vampire feeding or lycanthrope killing RacialOverrideEffect racialOverride = GameManager.Instance.PlayerEffectManager.GetRacialOverrideEffect(); if (racialOverride != null) { racialOverride.OnWeaponHitEntity(GameManager.Instance.PlayerEntity, entityBehaviour.Entity); } return(true); } } return(false); }
private void WeaponDamage(FPSWeapon weapon, out bool hitEnemy) { hitEnemy = false; DaggerfallUnityItem strikingWeapon = null; if (!mainCamera || !weapon) { return; } // Fire ray along player facing using weapon range // Origin point of ray is set back slightly to fix issue where strikes against enemy capsules touching player capsule do not connect RaycastHit hit; Ray ray = new Ray(mainCamera.transform.position + -mainCamera.transform.forward * 0.1f, mainCamera.transform.forward); if (Physics.SphereCast(ray, SphereCastRadius, out hit, weapon.Reach - SphereCastRadius)) { // Check if hit has an DaggerfallAction component DaggerfallAction action = hit.transform.gameObject.GetComponent <DaggerfallAction>(); if (action) { action.Receive(player, DaggerfallAction.TriggerTypes.Attack); } // Check if hit has an DaggerfallActionDoor component DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent <DaggerfallActionDoor>(); if (actionDoor) { actionDoor.AttemptBash(); return; } // Check if hit an entity and remove health DaggerfallEntityBehaviour entityBehaviour = hit.transform.GetComponent <DaggerfallEntityBehaviour>(); DaggerfallMobileUnit entityMobileUnit = hit.transform.GetComponentInChildren <DaggerfallMobileUnit>(); if (entityBehaviour) { if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass) { EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity; // Calculate damage int damage; if (usingRightHand) { damage = FormulaHelper.CalculateAttackDamage(playerEntity, enemyEntity, (int)(EquipSlots.RightHand), entityMobileUnit.Summary.AnimStateRecord); strikingWeapon = currentRightHandWeapon; } else { damage = FormulaHelper.CalculateAttackDamage(playerEntity, enemyEntity, (int)(EquipSlots.LeftHand), entityMobileUnit.Summary.AnimStateRecord); strikingWeapon = currentLeftHandWeapon; } // Break any "normal power" concealment effects on player if (playerEntity.IsMagicallyConcealedNormalPower && damage > 0) { EntityEffectManager.BreakNormalPowerConcealmentEffects(GameManager.Instance.PlayerEntityBehaviour); } EnemyMotor enemyMotor = hit.transform.GetComponent <EnemyMotor>(); EnemySounds enemySounds = hit.transform.GetComponent <EnemySounds>(); // Play arrow sound and add arrow to target's inventory if (weapon.WeaponType == WeaponTypes.Bow) { enemySounds.PlayArrowSound(); DaggerfallUnityItem arrow = ItemBuilder.CreateItem(ItemGroups.Weapons, (int)Weapons.Arrow); enemyEntity.Items.AddItem(arrow); } // Play hit sound and trigger blood splash at hit point if (damage > 0) { if (usingRightHand) { enemySounds.PlayHitSound(currentRightHandWeapon); } else { enemySounds.PlayHitSound(currentLeftHandWeapon); } EnemyBlood blood = hit.transform.GetComponent <EnemyBlood>(); if (blood) { blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, hit.point); } // Knock back enemy based on damage and enemy weight if (enemyMotor) { if (enemyMotor.KnockBackSpeed <= (5 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)) && entityBehaviour.EntityType == EntityTypes.EnemyClass || enemyEntity.MobileEnemy.Weight > 0) { float enemyWeight = enemyEntity.GetWeightInClassicUnits(); float tenTimesDamage = damage * 10; float twoTimesDamage = damage * 2; float knockBackAmount = ((tenTimesDamage - enemyWeight) * 256) / (enemyWeight + tenTimesDamage) * twoTimesDamage; float knockBackSpeed = (tenTimesDamage / enemyWeight) * (twoTimesDamage - (knockBackAmount / 256)); knockBackSpeed /= (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10); if (knockBackSpeed < (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10))) { knockBackSpeed = (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)); } enemyMotor.KnockBackSpeed = knockBackSpeed; enemyMotor.KnockBackDirection = mainCamera.transform.forward; } } } else { if ((weapon.WeaponType != WeaponTypes.Bow && !enemyEntity.MobileEnemy.ParrySounds) || weapon.WeaponType == WeaponTypes.Melee) { weapon.PlaySwingSound(); } else if (enemyEntity.MobileEnemy.ParrySounds) { enemySounds.PlayParrySound(); } } // Remove health enemyEntity.DecreaseHealth(damage); hitEnemy = true; // Assign "cast when strikes" to target entity if (strikingWeapon != null && strikingWeapon.IsEnchanted) { EntityEffectManager enemyEffectManager = enemyEntity.EntityBehaviour.GetComponent <EntityEffectManager>(); if (enemyEffectManager) { enemyEffectManager.StrikeWithItem(strikingWeapon, GameManager.Instance.PlayerEntityBehaviour); } } // Make foe attack their aggressor // Currently this is just player, but should be expanded later // for a wider variety of behaviours if (enemyMotor) { // Make enemies in an area aggressive if player attacked a non-hostile one. if (!enemyMotor.IsHostile) { GameManager.Instance.MakeEnemiesHostile(); } enemyMotor.MakeEnemyHostileToPlayer(gameObject); } } } // Check if hit a mobile NPC MobilePersonNPC mobileNpc = hit.transform.GetComponent <MobilePersonNPC>(); if (mobileNpc) { EnemyBlood blood = hit.transform.GetComponent <EnemyBlood>(); if (blood) { blood.ShowBloodSplash(0, hit.point); } mobileNpc.Motor.gameObject.SetActive(false); playerEntity.TallyCrimeGuildRequirements(false, 5); // TODO: LOS check from each townsperson. If seen, register crime and start spawning guards as below. playerEntity.CrimeCommitted = PlayerEntity.Crimes.Murder; playerEntity.SpawnCityGuards(true); } } }
private void WeaponDamage(FPSWeapon weapon, out bool hitEnemy) { hitEnemy = false; if (!mainCamera || !weapon) { return; } // Fire ray along player facing using weapon range RaycastHit hit; Ray ray = new Ray(mainCamera.transform.position, mainCamera.transform.forward); if (Physics.SphereCast(ray, SphereCastRadius, out hit, weapon.Reach - SphereCastRadius)) { // Check if hit has an DaggerfallAction component DaggerfallAction action = hit.transform.gameObject.GetComponent <DaggerfallAction>(); if (action) { action.Receive(player, DaggerfallAction.TriggerTypes.Attack); } // Check if hit has an DaggerfallActionDoor component DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent <DaggerfallActionDoor>(); if (actionDoor) { actionDoor.AttemptBash(); return; } // Check if hit an entity and remove health DaggerfallEntityBehaviour entityBehaviour = hit.transform.GetComponent <DaggerfallEntityBehaviour>(); DaggerfallMobileUnit entityMobileUnit = hit.transform.GetComponentInChildren <DaggerfallMobileUnit>(); if (entityBehaviour) { if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass) { EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity; // Calculate damage int damage; if (usingRightHand) { damage = FormulaHelper.CalculateAttackDamage(playerEntity, enemyEntity, (int)(EquipSlots.RightHand), entityMobileUnit.Summary.AnimStateRecord); } else { damage = FormulaHelper.CalculateAttackDamage(playerEntity, enemyEntity, (int)(EquipSlots.LeftHand), entityMobileUnit.Summary.AnimStateRecord); } EnemyMotor enemyMotor = hit.transform.GetComponent <EnemyMotor>(); EnemySounds enemySounds = hit.transform.GetComponent <EnemySounds>(); // Play arrow sound and add arrow to target's inventory if (weapon.WeaponType == WeaponTypes.Bow) { enemySounds.PlayArrowSound(); DaggerfallUnityItem arrow = ItemBuilder.CreateItem(ItemGroups.Weapons, (int)Weapons.Arrow); enemyEntity.Items.AddItem(arrow); } // Play hit sound and trigger blood splash at hit point if (damage > 0) { if (usingRightHand) { enemySounds.PlayHitSound(currentRightHandWeapon); } else { enemySounds.PlayHitSound(currentLeftHandWeapon); } EnemyBlood blood = hit.transform.GetComponent <EnemyBlood>(); if (blood) { blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, hit.point); } // Knock back enemy based on damage and enemy weight if (enemyMotor) { if (enemyMotor.KnockBackSpeed <= (5 / (PlayerMotor.classicToUnitySpeedUnitRatio / 10)) && entityBehaviour.EntityType == EntityTypes.EnemyClass || enemyEntity.MobileEnemy.Weight > 0) { float enemyWeight = enemyEntity.GetWeightInClassicUnits(); float tenTimesDamage = damage * 10; float twoTimesDamage = damage * 2; float knockBackAmount = ((tenTimesDamage - enemyWeight) * 256) / (enemyWeight + tenTimesDamage) * twoTimesDamage; float knockBackSpeed = (tenTimesDamage / enemyWeight) * (twoTimesDamage - (knockBackAmount / 256)); knockBackSpeed /= (PlayerMotor.classicToUnitySpeedUnitRatio / 10); if (knockBackSpeed < (15 / (PlayerMotor.classicToUnitySpeedUnitRatio / 10))) { knockBackSpeed = (15 / (PlayerMotor.classicToUnitySpeedUnitRatio / 10)); } enemyMotor.KnockBackSpeed = knockBackSpeed; enemyMotor.KnockBackDirection = mainCamera.transform.forward; } } } else { if ((weapon.WeaponType != WeaponTypes.Bow && !enemyEntity.MobileEnemy.ParrySounds) || weapon.WeaponType == WeaponTypes.Melee) { weapon.PlaySwingSound(); } else if (enemyEntity.MobileEnemy.ParrySounds) { enemySounds.PlayParrySound(); } } // Remove health enemyEntity.DecreaseHealth(damage); hitEnemy = true; // Make foe attack their aggressor // Currently this is just player, but should be expanded later // for a wider variety of behaviours if (enemyMotor) { // Make enemies in an area aggressive if player attacked a non-hostile one. if (!enemyMotor.IsHostile) { GameManager.Instance.MakeEnemiesHostile(); } enemyMotor.MakeEnemyHostileToPlayer(gameObject); } } } // Check if hit a mobile NPC MobilePersonNPC mobileNpc = hit.transform.GetComponent <MobilePersonNPC>(); if (mobileNpc) { // TODO: Create blood splash. mobileNpc.Motor.gameObject.SetActive(false); //GameManager.Instance.PlayerEntity.TallyCrimeGuildRequirements(false, 5); } } }