示例#1
0
 private void AbilityEnd(DragonNPCAbility ability)
 {
     if (ability == DragonNPCAbility.TAIL_ATTACK)
     {
         disableMultipleCollisition[DragonNPCAbility.TAIL_ATTACK].Clear();
         EnableDisableTailColliders(false);
     }
 }
示例#2
0
    void Combat()
    {
        //nije primio damage x vremena -> return
        if (Time.time - lastDamageTime > combatNoDamageTime)
        {
            SwitchState(State.RETURN);
            return;
        }

        //izašao iz leaveCombatMaxRange -> return
        if (Vector3.Distance(patrolPoint, transform.position) >= leaveCombatMaxRange)
        {
            SwitchState(State.RETURN);
            return;
        }

        //damage check
        if (Time.time - lastDamageCheck > damageCheckTime)
        {
            ChooseNextEnemy();
            lastDamageCheck = Time.time;
        }

        if (enemy == null)
        {
            SwitchState(State.RETURN);
            return;
        }

        if (enemy && enemy.data.dead)
        {
            ChooseNextEnemy();
            if (enemy == null)
            {
                SwitchState(State.RETURN);
                return;
            }
        }

        if (!parabolaController.Animation)
        {
            //agent.enabled = true;
            jumping = false;
        }

        if (!usingAbility)
        {
            if (!onCooldown)
            {
                //da ne skače uvijek kad si u njemu nego da napravi stomp
                //možda bolje da napravi neki novi ability
                int random = Random.Range(1, 7);

                if (Physics.CheckSphere(transform.position, 0.5f))
                {
                    random = Random.Range(1, 5);

                    if (random == 2)
                    {
                        animationRig.weight = 0;
                        ability             = DragonNPCAbility.JUMP;
                        usingAbility        = true;
                        Jump();
                        ServerSend.NPCDoAbility(id, (int)DragonNPCAbility.JUMP, (int)GameObjectType.dragon, transform.position, NetworkManager.visibilityRadius);
                    }
                    else
                    {
                        random = 3;
                    }
                }

                if (random == 1 && Vector3.Distance(transform.position, enemy.transform.position) >= fireRange)
                {
                    animationRig.weight = 0;
                    ability             = DragonNPCAbility.FIRE;
                    usingAbility        = true;
                    anim.anim.SetTrigger("FireAttack");
                    ServerSend.NPCDoAbility(id, (int)DragonNPCAbility.FIRE, (int)GameObjectType.dragon, transform.position, NetworkManager.visibilityRadius);
                }
                //ovjde provjeriti attack range za bite
                else if (random == 2 && Vector3.Distance(transform.position, enemy.transform.position) <= biteRange)
                {
                    biteCollider.enabled = true;
                    animationRig.weight  = 1;
                    ability      = DragonNPCAbility.BITE;
                    usingAbility = true;
                    ServerSend.NPCDoAbility(id, (int)DragonNPCAbility.BITE, (int)GameObjectType.dragon, transform.position, NetworkManager.visibilityRadius);
                }
                else if (random == 3 && Vector3.Distance(transform.position, enemy.transform.position) >= stompRange)
                {
                    animationRig.weight = 0;
                    ability             = DragonNPCAbility.STOMP;
                    usingAbility        = true;
                    anim.anim.SetTrigger("Stomp");
                    ServerSend.NPCDoAbility(id, (int)DragonNPCAbility.STOMP, (int)GameObjectType.dragon, transform.position, NetworkManager.visibilityRadius);
                }
                else if (random == 4 && Vector3.Distance(transform.position, enemy.transform.position) >= fireRange)
                {
                    animationRig.weight = 0;
                    ability             = DragonNPCAbility.FLY_FIRE;
                    usingAbility        = true;
                    anim.anim.SetTrigger("FlyFire");
                    ServerSend.NPCDoAbility(id, (int)DragonNPCAbility.FLY_FIRE, (int)GameObjectType.dragon, transform.position, NetworkManager.visibilityRadius);
                }
                else if (random == 5 && Vector3.Distance(transform.position, enemy.transform.position) >= tailAttackRange)
                {
                    EnableDisableTailColliders(true);
                    animationRig.weight = 0;
                    ability             = DragonNPCAbility.TAIL_ATTACK;
                    usingAbility        = true;
                    anim.anim.SetTrigger("TailAttack");
                    ServerSend.NPCDoAbility(id, (int)DragonNPCAbility.TAIL_ATTACK, (int)GameObjectType.dragon, transform.position, NetworkManager.visibilityRadius);
                }
                else if (random == 6 && health < maxHealth * 0.2f)
                {
                    animationRig.weight = 0;
                    ability             = DragonNPCAbility.JUMP;
                    usingAbility        = true;
                    Jump();
                    ServerSend.NPCDoAbility(id, (int)DragonNPCAbility.JUMP, (int)GameObjectType.dragon, transform.position, NetworkManager.visibilityRadius);
                }
            }
        }

        //face target
        if (usingAbility && (ability == DragonNPCAbility.FIRE ||
                             ability == DragonNPCAbility.BITE ||
                             ability == DragonNPCAbility.FLY_FIRE ||
                             ability == DragonNPCAbility.TAIL_ATTACK))
        {
            FaceTarget(enemy.transform.position);
        }

        if (Vector3.Distance(enemy.transform.position, transform.position) > combatRadiusMax)
        {
            state = State.CHASE;
            SwitchState(state);
        }

        //chase target, stop when reached combatRadiusMin

        /*if (Vector3.Distance(enemy.position, transform.position) > combatRadiusMax)
         * {
         *  anim.anim.SetBool("Run", true);
         *  ChaseTarget(combatRadiusMax);
         * }
         * else if (Vector3.Distance(enemy.position, transform.position) <= combatRadiusMin)
         * {
         *  Debug.Log(Vector3.Distance(enemy.position, transform.position));
         *  StopAgent();
         * }*/
    }
示例#3
0
 public Ability(DragonNPC npc, DragonNPCAbility ability, float multiplier = 0)
 {
     this.npc        = npc;
     this.ability    = ability;
     this.multiplier = multiplier;
 }