示例#1
0
    public TLTransitSession(ShipBase leader, int direction, Tradelane currentTradelane)
    {
        Passengers = new List <ShipBase>();
        PassengerTargetRotations = new Dictionary <ShipBase, Quaternion>();
        PassengerTargetPositions = new Dictionary <ShipBase, RelLoc>();
        Party           = leader.MyAI.MyParty;
        LeaderPassenger = leader;

        Direction        = direction;
        Stage            = TLSessionStage.None;
        CurrentTradelane = currentTradelane;

        if (Direction == -1)
        {
            CurrentTrigger = CurrentTradelane.TriggerA;
        }
        else
        {
            CurrentTrigger = CurrentTradelane.TriggerB;
        }

        if (leader == GameManager.Inst.PlayerControl.PlayerShip)
        {
            GameManager.Inst.PlayerControl.CurrentTradelaneSession = this;
        }
    }
示例#2
0
 public void StartMidwaySession()
 {
     if (Direction == -1)
     {
         NextTrigger = CurrentTradelane.NeighborToA.TriggerA;
     }
     else
     {
         NextTrigger = CurrentTradelane.NeighborToB.TriggerB;
     }
     Debug.Log("Starting tradelane session midway" + CurrentTradelane.ID);
     CurrentTradelane.ClearSession(Direction);
     ((Tradelane)NextTrigger.ParentStation).AssignLiveSession(Direction, this);
     Stage = TLSessionStage.Sending;
     LeaderPassenger.IsInPortal          = true;
     LeaderPassenger.InPortalStationType = StationType.Tradelane;
     SetupPassengers();
 }
示例#3
0
    public void UpdateTransit()
    {
        //Debug.Log("TLTransit stage " + Stage + " parent lane " + CurrentTradelane.ID + " party " + Party.PartyNumber);
        if (Party == null || Party.SpawnedShips.Count <= 0)
        {
            CurrentTradelane.ClearSession(Direction);
            if (NextTrigger != null)
            {
                ((Tradelane)NextTrigger.ParentStation).ClearSession(Direction);
            }
            Stage = TLSessionStage.None;
            return;
        }


        if (Stage == TLSessionStage.Initializing)
        {
            SetupPassengers();

            Stage = TLSessionStage.Entering;
        }

        if (Stage == TLSessionStage.Entering)
        {
            //move leader to current lane's detector's position
            LeaderPassenger.transform.position = Vector3.Lerp(LeaderPassenger.transform.position, PassengerTargetPositions[LeaderPassenger].RealPos, Time.fixedDeltaTime * 1);
            //make leader look towards trigger's up
            LeaderPassenger.transform.rotation = Quaternion.Lerp(LeaderPassenger.transform.rotation, PassengerTargetRotations[LeaderPassenger], Time.fixedDeltaTime * 1);



            //check if all passengers are in place
            if (CheckPassengersInPosition())
            {
                foreach (ShipBase passenger in Passengers)
                {
                    passenger.IsInPortal          = true;
                    passenger.InPortalStationType = StationType.Tradelane;
                }
                Stage = TLSessionStage.FindingDest;
            }
        }
        else if (Stage == TLSessionStage.FindingDest)
        {
            if (Direction == -1)
            {
                if (CurrentTradelane.NeighborToA != null)
                {
                    NextTrigger = CurrentTradelane.NeighborToA.TriggerA;
                    Stage       = TLSessionStage.Sending;
                }
                else
                {
                    //this is the terminal
                    NextTrigger = CurrentTradelane.TriggerA;
                    Stage       = TLSessionStage.Exiting;
                }
            }
            else
            {
                if (CurrentTradelane.NeighborToB != null)
                {
                    NextTrigger = CurrentTradelane.NeighborToB.TriggerB;
                    Stage       = TLSessionStage.Sending;
                }
                else
                {
                    Debug.Log("exiting!");
                    //this is the terminal
                    NextTrigger = CurrentTradelane.TriggerB;
                    Stage       = TLSessionStage.Exiting;
                }
            }
        }
        else if (Stage == TLSessionStage.Sending)
        {
            float topSpeed     = 90f;
            float acceleration = 20f;
            _currentSpeed = Mathf.Clamp(_currentSpeed + acceleration * Time.fixedDeltaTime, 0, topSpeed);

            float   totalDist = Vector3.Distance(NextTrigger.ParentStation.transform.position, CurrentTradelane.transform.position);
            Vector3 direction = (NextTrigger.transform.position - LeaderPassenger.transform.position).normalized;
            LeaderPassenger.transform.position = LeaderPassenger.transform.position + direction * _currentSpeed * Time.fixedDeltaTime;
            LeaderPassenger.transform.LookAt(NextTrigger.transform);
            UpdatePassengersPositionRotation();
            LeaderPassenger.InPortalSpeed = _currentSpeed;
            //unbusy the current lane
            float myDist = Vector3.Distance(LeaderPassenger.transform.position, NextTrigger.transform.position);

            if (myDist / totalDist < 0.66f && myDist / totalDist > 0.2f)
            {
                if (CurrentTradelane.IsSessionOnMe(this))
                {
                    CurrentTradelane.ClearSession(Direction);
                }
                ((Tradelane)NextTrigger.ParentStation).AssignLiveSession(Direction, this);
            }
            //if 4/5 way in, go back to FindingDest
            if (myDist / totalDist <= 0.2f)
            {
                CurrentTradelane = ((Tradelane)NextTrigger.ParentStation);
                Stage            = TLSessionStage.FindingDest;
            }
        }
        else if (Stage == TLSessionStage.Exiting)
        {
            float   acceleration     = -40f;
            float   slowAcceleration = -25f;
            Vector3 direction        = CurrentTrigger.transform.forward;

            if (NextTrigger != null)
            {
                direction = (NextTrigger.transform.position - LeaderPassenger.transform.position);
                //float distToTrigger = Vector3.Distance(NextTrigger.transform.position, LeaderPassenger.transform.position);

                if (direction.magnitude < 50)
                {
                    direction = NextTrigger.transform.forward;
                }

                if (Vector3.Angle((LeaderPassenger.transform.position - NextTrigger.transform.position), NextTrigger.transform.forward) < 90)
                {
                    _currentSpeed = Mathf.Clamp(_currentSpeed + acceleration * Time.fixedDeltaTime, 0, 100);
                }
                else
                {
                    _currentSpeed = Mathf.Clamp(_currentSpeed + slowAcceleration * Time.fixedDeltaTime, 20, 100);
                }
            }



            LeaderPassenger.transform.position = LeaderPassenger.transform.position + direction.normalized * _currentSpeed * Time.fixedDeltaTime;
            UpdatePassengersPositionRotation();
            LeaderPassenger.InPortalSpeed = _currentSpeed;

            if (_currentSpeed <= 0)
            {
                LeaderPassenger.InPortalSpeed = 0;
                LeaderPassenger.IsInPortal    = false;
                foreach (ShipBase passenger in Passengers)
                {
                    passenger.IsInPortal = false;
                }
                CurrentTradelane.ClearSession(Direction);
                Stage = TLSessionStage.None;

                if (LeaderPassenger == GameManager.Inst.PlayerControl.PlayerShip)
                {
                    GameManager.Inst.PlayerControl.CurrentTradelaneSession = null;
                }
                else
                {
                    LeaderPassenger.MyAI.MyParty.CurrentTLSession = null;
                }
            }
        }
        else if (Stage == TLSessionStage.Cancelling)
        {
            float   acceleration = -60f;
            Vector3 direction    = CurrentTrigger.transform.forward;

            if (NextTrigger != null)
            {
                direction = (NextTrigger.transform.position - LeaderPassenger.transform.position);
                if (Vector3.Angle((LeaderPassenger.transform.position - NextTrigger.transform.position), NextTrigger.transform.forward) < 90)
                {
                    direction = NextTrigger.transform.forward;
                }
            }

            _currentSpeed = Mathf.Clamp(_currentSpeed + acceleration * Time.fixedDeltaTime, 0, 100);
            LeaderPassenger.transform.position = LeaderPassenger.transform.position + direction.normalized * _currentSpeed * Time.fixedDeltaTime;
            UpdatePassengersPositionRotation();
            LeaderPassenger.InPortalSpeed = _currentSpeed;
            //Debug.LogError(_currentSpeed);
            if (_currentSpeed <= 0)
            {
                LeaderPassenger.InPortalSpeed = 0;
                LeaderPassenger.IsInPortal    = false;
                foreach (ShipBase passenger in Passengers)
                {
                    passenger.IsInPortal = false;
                }
                CurrentTradelane.ClearSession(Direction);
                if (NextTrigger != null)
                {
                    ((Tradelane)NextTrigger.ParentStation).ClearSession(Direction);
                }
                Stage = TLSessionStage.None;

                if (LeaderPassenger == GameManager.Inst.PlayerControl.PlayerShip)
                {
                    GameManager.Inst.PlayerControl.CurrentTradelaneSession = null;
                }

                LeaderPassenger.MyAI.MyParty.CurrentTLSession = null;
            }
        }
    }