private void SendExplosionPositionToAll(Vector3 position)
 {
     if (StatMaster.isHosting)
     {
         Message explosionPositionMsg = Messages.rocketHighExploPosition.CreateMessage(position, bombExplosiveCharge);
         ModNetworking.SendToAll(explosionPositionMsg);
     }
 }
示例#2
0
 protected void SendPortalPlacement(Portal portal, ShootState state, Vector3 impact, Vector3 pos, Vector3 normal)
 {
     MuzzlePlarticle(portal);
     VidyaMod.PlayAudio(audioSource, state == ShootState.Place ? clips[portal.index] : clips[2], 0.9f);
     if (!StatMaster.isLocalSim)
     {
         Message targetMessage = portalShotMessageType.CreateMessage(Block.From(this), portal.index, (int)state, impact, pos, normal);
         ModNetworking.SendToAll(targetMessage);
     }
 }
示例#3
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 protected void SendTargetPos()
 {
     if (!simulationStarted)
     {
         return;
     }
     if (!StatMaster.isLocalSim)
     {
         Message targetMessage = targetingMessageType.CreateMessage(Block.From(this), targeter.transform.position);
         ModNetworking.SendToAll(targetMessage);
     }
 }
示例#4
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 private void SendClientTargetNull()
 {
     if (StatMaster.isHosting)
     {
         Message rocketTargetNullMsg = Messages.rocketTargetNullMsg.CreateMessage(parentBlock);
         Player  player1             = Player.GetAllPlayers().Find(player => player.NetworkId == parentBlock.ParentMachine.PlayerID);
         if (player1 != null)
         {
             ModNetworking.SendTo(player1, rocketTargetNullMsg);
         }
         ModNetworking.SendToAll(Messages.rocketLostTargetMsg.CreateMessage(parentBlock));
     }
     RocketsController.Instance.RemoveRocketTarget(parentBlock);
 }
示例#5
0
 protected void SendPolymorph(MonoBehaviour m, bool heated)
 {
     if (!StatMaster.isLocalSim)
     {
         LevelEntity le = m.GetComponent <LevelEntity>();
         if (le == null)
         {
             return;
         }
         Entity  e             = Entity.From(le);
         Message targetMessage = polymorphMessageType.CreateMessage(Block.From(poultryizer), e, heated);
         ModNetworking.SendToAll(targetMessage);
     }
 }
        private void fire()
        {
            if (!LaunchEnable && Time.timeScale != 0)
            {
                LaunchEnable = true;
                StartCoroutine(Launch(BulletParticleEffectEvent));
            }

            void BulletParticleEffectEvent()
            {
                fireBaseMethod((bullet) =>
                {
                    var message = FireMessage.CreateMessage(BlockBehaviour, Rigidbody.velocity, bullet.GetComponent <RayBulletScript>().Guid.ToString());
                    ModNetworking.SendToAll(message);
                });
            }
        }
示例#7
0
        public override void SimulateUpdateAlways()
        {
            if ((launch_key.IsPressed || launch_key.EmulationPressed()) && !rocketScript.Launched)
            {
                rocketScript.LaunchEnabled = true;
                if (StatMaster.isHosting)
                {
                    var message = LaunchMessage.CreateMessage(BlockBehaviour, rocketScript.Guid.ToString());
                    ModNetworking.SendToAll(message);
                }
            }

            if (healthBar.health <= 0 && isExploded == false)
            {
                rocketScript.Explody();
            }
        }
        public void Explody()
        {
            if (!StatMaster.isClient)
            {
                var message = ExplodeMessage.CreateMessage(Guid.ToString());
                ModNetworking.SendToAll(message);

                rigidbody.isKinematic = true;

                exploder.Explodey(transform.position);

                gameObject.GetComponentInChildren <CapsuleCollider>().isTrigger = true;
                gameObject.GetComponentsInChildren <MeshRenderer>().ToList().Find(match => match.name == "Vis").enabled = false;

                enabled = false;
            }
        }
        public void Fire()
        {
            if (StatMaster.isClient)
            {
                return;
            }
            StartCoroutine(Launch(fireEvent));

            void fireEvent()
            {
                GameObject gameObject = rocketPool.Work.GetChild(0).gameObject;

                Vector3 position = Vector3.right * Vector3.Project(Rigidbody.velocity, transform.right).magnitude *transform.localScale.x *Time.fixedDeltaTime * 3f;

                gameObject.transform.localPosition += position;
                gameObject.transform.SetParent(/*transform.parent*/ Machine.InternalObject.transform);
                gameObject.SetActive(true);

                Rigidbody rigidbody = gameObject.GetComponent <Rigidbody>();

                rigidbody.isKinematic = false;
                rigidbody.velocity    = Rigidbody.velocity;
                rigidbody.AddRelativeForce(Vector3.right * 25f, ForceMode.Impulse);
                RocketScript rocketScript = gameObject.GetComponent <RocketScript>();

                rocketScript.LaunchEnabled = true;

                if (StatMaster.isHosting)
                {
                    var message = LaunchMessage.CreateMessage(BlockBehaviour, BulletCurrentNumber, rocketScript.Guid.ToString(), position);
                    ModNetworking.SendToAll(message);
                }

                StartCoroutine(delay());
                IEnumerator delay()
                {
                    yield return(new WaitForSeconds(rocketScript.DelayEnableCollisionTime));

                    rigidbody.detectCollisions = true;
                    gameObject.GetComponentInChildren <CapsuleCollider>().isTrigger = false;
                    yield break;
                }
            }
        }
        void fire()
        {
            if (!LaunchEnable && Time.timeScale != 0)
            {
                LaunchEnable = true;
                StartCoroutine(Launch(BulletParticleEffectEvent));
            }

            void BulletParticleEffectEvent()
            {
                var bullet = (GameObject)Instantiate(BulletObject, transform.TransformPoint(SpawnPoint + Direction), transform.rotation);

                bullet.SetActive(true);

                var bs = bullet.GetComponent <BulletScript>();

                bs.Fire(null, (value) =>
                {
                    bs.gameObject.AddComponent <ExplodeScript>().Explodey(ExplodeScript.explosionType.Small, bullet.transform.position, bulletPowerSlider.Value, 3f);
                    bs.GetComponent <TimedSelfDestruct>().Begin(5f);
                }
                        );


                if (StatMaster.isMP && Modding.Common.Player.GetAllPlayers().Count > 1)
                {
                    var message = FireMessage.CreateMessage(BlockBehaviour, Rigidbody.velocity, bs.Guid.ToString());
                    ModNetworking.SendToAll(message);
                }

                fireAudioSource.PlayOneShot(fireAudioSource.clip);
                fireAudioSource.pitch = UnityEngine.Random.Range(0.8f, 1.2f);

                EffectsObject.SetActive(true);
                EffectsObject.GetComponent <Reactivator>().Switch = true;
            }
        }
        private IEnumerator explodey(explosionType explosiontype, Vector3 position, float power, float radius)
        {
            if (StatMaster.isClient)
            {
                yield break;
            }

            if (isExplodey)
            {
                yield break;
            }
            else
            {
                fireEffect = getExplodeEffectObject(explosiontype);
                if (ExplosionType == explosionType.Big)
                {
                    fireEffect.transform.FindChild("Debris").localRotation = Quaternion.AngleAxis(UnityEngine.Random.Range(0f, 360f), Vector3.up);
                }
                fireEffect.transform.position = position;

                if (!StatMaster.isClient)
                {
                    var message = ExplodyMessage.CreateMessage((int)explosiontype, position);
                    ModNetworking.SendToAll(message);
                }
            }

            yield return(new WaitForFixedUpdate());

            isExplodey = true;
            fireEffect.SetActive(true);
            OnExplode?.Invoke();

            //定义爆炸位置为炸弹位置
            Vector3 explosionPos = position;

            //这个方法用来返回球型半径之内(包括半径)的所有碰撞体collider[]
            Collider[] colliders = Physics.OverlapSphere(explosionPos, radius);

            //遍历返回的碰撞体,如果是刚体,则给刚体添加力
            foreach (Collider hit in colliders)
            {
                if (hit.attachedRigidbody != null)
                {
                    float force = UnityEngine.Random.Range(30000f, 50000f) * power * (Vector3.Distance(hit.transform.position, explosionPos) / (radius + 0.25f));
                    hit.attachedRigidbody.AddExplosionForce(force, explosionPos, radius);
                    hit.attachedRigidbody.AddTorque(force * Vector3.Cross((hit.transform.position - explosionPos), Vector3.up));

                    reduceBlockHealth(hit.attachedRigidbody.gameObject);
                }
            }

            OnExploded?.Invoke(colliders);
            yield return(new WaitForSeconds(3f));

            fireEffect.SetActive(false);
            OnExplodeFinal?.Invoke();
            //-------------------------------------------------------------
            void reduceBlockHealth(GameObject gameObject)
            {
                var bhb = gameObject.GetComponent <BlockHealthBar>();

                if (bhb != null)
                {
                    bhb.DamageBlock(1);
                }
            }

            //---------------------------------------------------------------
        }
        private void Update()
        {
            if (!isCollision)
            {
                if (Time.timeScale == 0f)
                {
                    return;
                }

                _deltaTime = Time.smoothDeltaTime / Time.timeScale;
                Vector3 gravityVelocity = (!StatMaster.GodTools.GravityDisabled) ? (bulletPropertise.GravityAcceleration) : Vector3.zero;
                Vector3 dragVelocity    = -(bulletPropertise.Velocity.normalized * bulletPropertise.Drag);
                bulletPropertise.Velocity += gravityVelocity + dragVelocity;
                ePoint = sPoint + bulletPropertise.Velocity * _deltaTime;

                lineRenderer.SetPosition(0, sPoint);

                if (Physics.Raycast(sPoint, bulletPropertise.Velocity, out hitInfo, (sPoint - ePoint).magnitude) && bulletPropertise.ColliderEnabled == true)
                {
                    if ((hitInfo.transform == gunbodyTransform && gunbodyTransform != null))
                    {
                        shootingNothing();
                    }
                    else
                    {
                        if (hasRigidbody(hitInfo, out rigidbody_Aim))
                        {
                            shootingSomething();
                        }
                        else if (hitInfo.collider.isTrigger == false)
                        {
                            shootingSomething();
                        }
                        else
                        {
                            shootingNothing();
                        }
                    }
                }
                else
                {
                    shootingNothing();
                }
            }
            else
            {
                lineRenderer.enabled = false;
                Destroy(gameObject);
            }

            bool hasRigidbody(RaycastHit hit, out Rigidbody rigidbody)
            {
                var value = false;

                rigidbody = null;

                if (hit.rigidbody != null && hit.rigidbody.isKinematic == false)
                {
                    value     = true;
                    rigidbody = hit.rigidbody;
                    return(value);
                }
                else if (hit.collider.attachedRigidbody != null && hit.collider.attachedRigidbody.isKinematic == false)
                {
                    value     = true;
                    rigidbody = hit.collider.attachedRigidbody;
                    return(value);
                }
                else
                {
                    var blockBehaviour = hit.transform.GetComponentInParent <BlockBehaviour>() ?? hit.transform.GetComponentInChildren <BlockBehaviour>();
                    if (blockBehaviour != null)
                    {
                        rigidbody = blockBehaviour.transform.GetComponent <Rigidbody>();
                        if (rigidbody != null && rigidbody.isKinematic == false)
                        {
                            value = true;
                            return(value);
                        }
                    }

                    var levelEntity = hit.transform.GetComponentInParent <LevelEntity>() ?? hit.transform.GetComponentInChildren <LevelEntity>();
                    if (levelEntity != null)
                    {
                        rigidbody = levelEntity.transform.GetComponent <Rigidbody>();
                        if (rigidbody != null && rigidbody.isKinematic == false)
                        {
                            value = true;
                            return(value);
                        }
                    }
                    return(value);
                }
            }

            void shootingSomething()
            {
                var targetType = "stone";

                lineRenderer.SetPosition(1, hitInfo.point);
                isCollision = true;

                if (!StatMaster.isClient)
                {
                    OnCollisionEvent?.Invoke(rigidbody_Aim);
                    targetType = createImpactEffect();

                    var message = ImpactMessage.CreateMessage(Guid.ToString(), targetType, hitInfo.point, hitInfo.normal);
                    ModNetworking.SendToAll(message);
                }
            }

            void shootingNothing()
            {
                lineRenderer.SetPosition(1, ePoint);
                sPoint = ePoint;
            }
        }