示例#1
0
    public void Fire(Destructible target)
    {
        if (!available)
        {
            return;
        }

        var barrel = barrels[currentBarrel];
        var m      = Missile.Create(missile, barrel.transform.position, barrel.transform.rotation);

        m.gameObject.layer = gameObject.layer;
        m.target           = target;

        ++currentBarrel;

        Messenger.Broadcast(MessageTypes.LaunchMissile);

        if (empty)
        {
            StartCoroutine(Reload());
        }
        else
        {
            StartCoroutine(CoolDown());
        }
    }
示例#2
0
    /// <summary>
    /// 箱が壊れたときの処理。アイテムミサイルを射出。
    /// </summary>
    /// <param name="box"></param>
    /// <param name="kicker"></param>
    private void OnBoxCollapse(Box box, Kicker kicker)
    {
        var missile = itemMissilePrefab.Create(box.transform.position);

        missile.Shoot(kicker.transform, box.effect);
        missile.onHitTarget.AddListener(OnHitMissile); // ミサイルが当たった
    }
示例#3
0
    void Update()
    {
        speed += info.accel * Time.deltaTime;
        float distance = speed * Time.deltaTime;
        var   posDiff  = dir * distance;
        var   newPos   = iso.pos + posDiff;
        var   hit      = CollisionMap.Raycast(iso.pos, newPos, distance, size: info.size, ignore: originator.gameObject);

        if (hit)
        {
            Character hitCharacter = null;
            if (hit.gameObject != null)
            {
                hitCharacter = hit.gameObject.GetComponent <Character>();
                if (hitCharacter != null)
                {
                    int damage = CalcDamage();
                    hitCharacter.TakeDamage(damage, originator);
                    if (info.progOverlay != null)
                    {
                        Overlay.Create(hitCharacter.gameObject, info.progOverlay);
                    }
                }
            }
            if (info.explosionMissile != null)
            {
                Missile.Create(info.explosionMissile, hit.pos, hit.pos, originator);
            }

            AudioManager.instance.Play(info.hitSound, Iso.MapToWorld(hit.pos));
            AudioManager.instance.Play(SoundInfo.GetHitSound(info.hitClass, hitCharacter), Iso.MapToWorld(hit.pos));

            if (info.clientHitFunc == "14")
            {
                // glacial spike, freezing arrow
                Missile.Create(info.clientHitSubMissileId[0], hit.pos, hit.pos, originator);
                int subMissileCount = Random.Range(3, 5);
                for (int i = 0; i < subMissileCount; ++i)
                {
                    var offset = new Vector2(Random.Range(-1f, 1f), Random.Range(-1f, 1f));
                    Missile.Create(info.clientHitSubMissileId[1], hit.pos, hit.pos - offset, originator);
                }
            }

            // todo pierce is actually is pierce skill with a chance to pierce
            if ((!info.pierce || hitCharacter == null) && info.collideKill)
            {
                Destroy(gameObject);
            }
        }

        iso.pos = newPos;
    }
示例#4
0
    static public void CreateRadially(MissileInfo missileInfo, Vector3 start, Character originator, int missileCount)
    {
        float angle     = 0;
        float angleStep = 360.0f / missileCount;
        var   dir       = new Vector3(1, 0);

        for (int i = 0; i < missileCount; ++i)
        {
            var rot = Quaternion.AngleAxis(angle, new Vector3(0, 0, 1));
            Missile.Create(missileInfo, start, start + rot * dir, originator);
            angle += angleStep;
        }
    }
示例#5
0
        private static void OnMissileHit(Missile missile, Vector2 hitPos, GameObject gameObject)
        {
            var info       = missile.Info;
            var originator = missile.Originator;

            Unit hitUnit = null;

            if (gameObject != null)
            {
                hitUnit = gameObject.GetComponent <Unit>();
                if (hitUnit != null)
                {
                    int damage = CalcDamage(missile);
                    hitUnit.Hit(damage, originator);
                    if (info.progOverlay != null)
                    {
                        Overlay.Create(hitUnit.gameObject, info.progOverlay, false);
                    }
                }
            }
            if (info.explosionMissile != null)
            {
                Missile.Create(info.explosionMissile, hitPos, hitPos, originator);
            }

            AudioManager.instance.Play(info.hitSound, Iso.MapToWorld(hitPos));
            AudioManager.instance.Play(SoundInfo.GetHitSound(info.hitClass, hitUnit), Iso.MapToWorld(hitPos));

            if (info.clientHitFunc == "14")
            {
                // glacial spike, freezing arrow
                Missile.Create(info.clientHitSubMissileId[0], hitPos, hitPos, originator);
                int subMissileCount = Random.Range(3, 5);
                for (int i = 0; i < subMissileCount; ++i)
                {
                    var offset = new Vector2(Random.Range(-1f, 1f), Random.Range(-1f, 1f));
                    Missile.Create(info.clientHitSubMissileId[1], hitPos, hitPos - offset, originator);
                }
            }
            else if (info.serverHitFunc == "29")
            {
                // Frozen orb
                Missile.CreateRadially(info.clientHitSubMissileId[0], missile.Iso.pos, originator, 16);
            }

            // todo pierce is actually is pierce skill with a chance to pierce
            if ((!info.pierce || hitUnit == null) && info.collideKill)
            {
                Destroy(missile.gameObject);
            }
        }
示例#6
0
        private static void OnMissileMove(Missile missile)
        {
            var info       = missile.Info;
            var lifeTime   = missile.LifeTime;
            var originator = missile.Originator;
            var pos        = missile.Iso.pos;

            if (missile.Info.serverDoFunc == 15)
            {
                // Frozen orb
                int   frequency          = info.parameters[0].value * 25;
                float spawnPeriod        = 1.0f / frequency;
                float directionIncrement = info.parameters[1].value * 25 * Mathf.PI;
                int   missilesToSpawn    = (int)((lifeTime + Time.deltaTime) / spawnPeriod) - (int)(lifeTime / spawnPeriod);
                for (int i = 0; i < missilesToSpawn; ++i)
                {
                    var dir    = new Vector2(1, 0);
                    var rot    = Quaternion.AngleAxis(lifeTime * directionIncrement, new Vector3(0, 0, 1));
                    var offset = (Vector2)(rot * dir);
                    Missile.Create(info.clientSubMissileId[0], pos, pos + offset, originator);
                }
            }
        }
示例#7
0
        public void Do(Unit self, Unit targetUnit, Vector3 target)
        {
            if (srvDoFunc == 27)
            {
                // teleport
                self.InstantMove(target);
            }

            if (srvDoFunc == 1)
            {
                Item           weapon   = self.equip == null ? null : self.equip.GetWeapon();
                int            damage   = 10;
                WeaponHitClass hitClass = WeaponHitClass.HandToHand;
                bool           ranged   = false;
                if (weapon != null)
                {
                    WeaponInfo weaponInfo = weapon.info.weapon;
                    hitClass = weaponInfo.hitClass;
                    if (weaponInfo.twoHanded)
                    {
                        damage = Random.Range(weaponInfo.twoHandedMinDamage, weaponInfo.twoHandedMaxDamage + 1);
                    }
                    else
                    {
                        damage = Random.Range(weaponInfo.minDamage, weaponInfo.maxDamage + 1);
                    }

                    ranged = weapon.info.type.shoots != null;
                }

                if (ranged)
                {
                    var missile = Missile.Create("arrow", target, self);
                    missile.weaponDamage = damage;
                }
                else if (targetUnit != null && IsRangeOk(self, targetUnit, target))
                {
                    AudioManager.instance.Play(hitClass.hitSound, targetUnit.transform.position);
                    targetUnit.Hit(damage, self);
                }
            }
            else if (srvDoFunc == 17)
            {
                // charged bold, bolt sentry
                int boltCount = 7;
                for (int i = 0; i < boltCount; ++i)
                {
                    var offset = new Vector3(Random.Range(-boltCount / 2f, boltCount / 2f), Random.Range(-boltCount / 2f, boltCount / 2f));
                    Missile.Create(clientMissileA, self.iso.pos, target + offset, self);
                }
            }
            else if (srvDoFunc == 22)
            {
                // nova, poison nova, howl
                int missileCount = 64;
                Missile.CreateRadially(clientMissileA, self.iso.pos, self, missileCount);
            }
            else if (srvDoFunc == 31)
            {
                // raise skeleton, raise skeletal mage
                var pos     = Iso.MapToWorld(target);
                var monster = global::Diablerie.Game.World.WorldBuilder.SpawnMonster(summon, pos, summoner: self);
                monster.overrideMode = summode;
                Missile.Create(clientMissileA, target, target, self);
            }
            else if (srvDoFunc == 45)
            {
                // traps
                var pos     = Iso.MapToWorld(target);
                var monster = global::Diablerie.Game.World.WorldBuilder.SpawnMonster(summon, pos, summoner: self);
                monster.overrideMode = summode;
                Missile.Create(clientMissileA, target, target, self);
            }
            else if (srvDoFunc == 56 || srvDoFunc == 57)
            {
                // 57 iron golem, 56 other golems
                var pos     = Iso.MapToWorld(target);
                var monster = global::Diablerie.Game.World.WorldBuilder.SpawnMonster(summon, pos, summoner: self);
                monster.overrideMode = summode;
            }
            else if (srvDoFunc == 114)
            {
                // raven
                var pos     = Iso.MapToWorld(target);
                var monster = global::Diablerie.Game.World.WorldBuilder.SpawnMonster(summon, pos, summoner: self);
                monster.overrideMode = summode;
            }
            else if (srvDoFunc == 119)
            {
                // summon grizzly, wolves, spirits
                var pos     = Iso.MapToWorld(target);
                var monster = global::Diablerie.Game.World.WorldBuilder.SpawnMonster(summon, pos, summoner: self);
                monster.overrideMode = summode;
            }
            else if (srvDoFunc == 68)
            {
                // barbarian howls
                int missileCount = 64;
                Missile.CreateRadially(clientMissileA, self.iso.pos, self, missileCount);
            }
            else
            {
                if (clientMissileA != null)
                {
                    Missile.Create(clientMissileA, self.iso.pos, target, self);
                }
            }

            if (clientMissile != null)
            {
                Missile.Create(clientMissile, self.iso.pos, target, self);
            }
        }
示例#8
0
    public void Do(Character self, Character targetCharacter, Vector3 target)
    {
        if (srvDoFunc == 27)
        {
            // teleport
            self.InstantMove(target);
        }

        if (srvDoFunc == 1)
        {
            Item           weapon   = self.equip == null ? null : self.equip.GetWeapon();
            int            damage   = 10;
            WeaponHitClass hitClass = WeaponHitClass.HandToHand;
            bool           ranged   = false;
            if (weapon != null)
            {
                WeaponInfo weaponInfo = weapon.info.weapon;
                hitClass = weaponInfo.hitClass;
                if (weaponInfo.twoHanded)
                {
                    damage = Random.Range(weaponInfo.twoHandedMinDamage, weaponInfo.twoHandedMaxDamage + 1);
                }
                else
                {
                    damage = Random.Range(weaponInfo.minDamage, weaponInfo.maxDamage + 1);
                }

                ranged = weapon.info.type.shoots != null;
            }

            if (ranged)
            {
                var missile = Missile.Create("arrow", target, self);
                missile.weaponDamage = damage;
            }
            else if (targetCharacter != null && IsRangeOk(self, targetCharacter, target))
            {
                AudioManager.instance.Play(hitClass.hitSound, targetCharacter.transform.position);
                targetCharacter.TakeDamage(damage, self);
            }
        }
        else if (srvDoFunc == 17)
        {
            // charged bold, bolt sentry
            int boltCount = 7;
            for (int i = 0; i < boltCount; ++i)
            {
                var offset = new Vector3(Random.Range(-boltCount / 2f, boltCount / 2f), Random.Range(-boltCount / 2f, boltCount / 2f));
                Missile.Create(clientMissileA, self.iso.pos, target + offset, self);
            }
        }
        else
        {
            if (clientMissileA != null)
            {
                Missile.Create(clientMissileA, self.iso.pos, target, self);
            }
        }

        if (clientMissile != null)
        {
            Missile.Create(clientMissile, self.iso.pos, target, self);
        }
    }
示例#9
0
    void Update()
    {
        lifeTime += Time.deltaTime;
        if (lifeTime > info.lifeTime)
        {
            if (info.serverHitFunc == "29")
            {
                Missile.CreateRadially(info.clientHitSubMissileId[0], iso.pos, originator, 16);
            }
            Destroy(gameObject);
        }

        speed += Mathf.Clamp(info.accel * Time.deltaTime, 0, info.maxVelocity);
        float distance = speed * Time.deltaTime;
        var   posDiff  = dir * distance;
        var   newPos   = iso.pos + posDiff;
        var   hit      = CollisionMap.Raycast(iso.pos, newPos, distance, size: info.size, ignore: originator.gameObject);

        if (hit)
        {
            Character hitCharacter = null;
            if (hit.gameObject != null)
            {
                hitCharacter = hit.gameObject.GetComponent <Character>();
                if (hitCharacter != null)
                {
                    int damage = CalcDamage();
                    hitCharacter.TakeDamage(damage, originator);
                    if (info.progOverlay != null)
                    {
                        Overlay.Create(hitCharacter.gameObject, info.progOverlay, false);
                    }
                }
            }
            if (info.explosionMissile != null)
            {
                Missile.Create(info.explosionMissile, hit.pos, hit.pos, originator);
            }

            AudioManager.instance.Play(info.hitSound, Iso.MapToWorld(hit.pos));
            AudioManager.instance.Play(SoundInfo.GetHitSound(info.hitClass, hitCharacter), Iso.MapToWorld(hit.pos));

            if (info.clientHitFunc == "14")
            {
                // glacial spike, freezing arrow
                Missile.Create(info.clientHitSubMissileId[0], hit.pos, hit.pos, originator);
                int subMissileCount = Random.Range(3, 5);
                for (int i = 0; i < subMissileCount; ++i)
                {
                    var offset = new Vector2(Random.Range(-1f, 1f), Random.Range(-1f, 1f));
                    Missile.Create(info.clientHitSubMissileId[1], hit.pos, hit.pos - offset, originator);
                }
            }
            else if (info.serverHitFunc == "29")
            {
                // Frozen orb
                Missile.CreateRadially(info.clientHitSubMissileId[0], iso.pos, originator, 16);
            }

            // todo pierce is actually is pierce skill with a chance to pierce
            if ((!info.pierce || hitCharacter == null) && info.collideKill)
            {
                Destroy(gameObject);
            }
        }

        if (info.serverDoFunc == 15)
        {
            // Frozen orb
            int   frequency          = info.parameters[0].value * 25;
            float spawnPeriod        = 1.0f / frequency;
            float directionIncrement = info.parameters[1].value * 25 * Mathf.PI;
            int   missileToSpawn     = (int)((lifeTime + Time.deltaTime) / spawnPeriod) - (int)(lifeTime / spawnPeriod);
            for (int i = 0; i < missileToSpawn; ++i)
            {
                var dir    = new Vector2(1, 0);
                var rot    = Quaternion.AngleAxis(lifeTime * directionIncrement, new Vector3(0, 0, 1));
                var offset = (Vector2)(rot * dir);
                Missile.Create(info.clientSubMissileId[0], iso.pos, iso.pos + offset, originator);
            }
        }

        iso.pos = newPos;
    }