void Start() { player = GetComponent <Player>(); boxRect = selectionBox.GetComponent <RectTransform>(); selectionBox.SetActive(false); cameraController = FindObjectOfType <RTSCamera>(); }
// Use this for initialization void Start() { selected = false; camera = GameObject.Find("Main Camera").GetComponent <RTSCamera>(); rb = GetComponent <Rigidbody> (); if (name == "Rhino") { fireLocation = transform.Find("medium 1").Find("mediumvehicle_gun").Find("gunmount").Find("gun_fx_mount"); gun = transform.Find("medium 1").Find("mediumvehicle_gun").Find("gunmount"); } moving = false; invalidPosition = new Vector3(-99999, -99999, -99999); if (!building) { nav = GetComponent <NavMeshAgent> (); nav.updateRotation = true; } anim = GetComponentInChildren <Animator> (); if (team == 2) { gameObject.GetComponentInChildren <Renderer>().material = enemyMat; gameObject.tag = "Enemy"; } targetSearchTimer = 0f; target = null; //<null if there is no target in range reloadTimer = 0f; }
public void InitializeSettings() { camera = Camera.main.GetComponent<RTSCamera>(); int invertPan = PlayerPrefs.GetInt(CameraSettings.Instance.RTS_INVERT_PAN); if (invertPan == 1) invertPanField.isOn = true; else invertPanField.isOn = false; panSmoothField.value = PlayerPrefs.GetFloat(CameraSettings.Instance.RTS_PAN_SMOOTH); panInputField.text = PlayerPrefs.GetString(CameraSettings.Instance.RTS_PAN_INPUT); distanceField.value = PlayerPrefs.GetFloat(CameraSettings.Instance.RTS_DISTANCE); int allowZoom = PlayerPrefs.GetInt(CameraSettings.Instance.RTS_ALLOW_ZOOM); if (allowZoom == 1) allowZoomField.isOn = true; else allowZoomField.isOn = false; zoomSmoothField.value = PlayerPrefs.GetFloat(CameraSettings.Instance.RTS_ZOOM_SMOOTH); zoomStepField.value = PlayerPrefs.GetFloat(CameraSettings.Instance.RTS_ZOOM_STEP); maxZoomField.value = PlayerPrefs.GetFloat(CameraSettings.Instance.RTS_MAX_ZOOM); minZoomField.value = PlayerPrefs.GetFloat(CameraSettings.Instance.RTS_MIN_ZOOM); xRotationField.value = PlayerPrefs.GetFloat(CameraSettings.Instance.RTS_X_ROTATION); yOrbitSmoothField.value = PlayerPrefs.GetFloat(CameraSettings.Instance.RTS_Y_ORBIT_SMOOTH); int allowOrbit = PlayerPrefs.GetInt(CameraSettings.Instance.RTS_ALLOW_ORBIT); if (allowOrbit == 1) allowOrbitField.isOn = true; else allowOrbitField.isOn = false; orbitInputField.text = PlayerPrefs.GetString(CameraSettings.Instance.RTS_ORBIT_INPUT); }
protected override void OnStart() { if (this.Mine) { //Setup this.Units = Array.AsReadOnly(this.units); this.visibleSandpit.Visible = true; Camera cam = Camera.main; RTSCamera rtsCam = cam.GetComponent <RTSCamera>(); Transform parent = cam.transform.parent; cam.orthographicSize = 15; parent.position = this.startCameraPosition; parent.rotation = Quaternion.Euler(this.startCameraRotation); rtsCam.enabled = true; GameEvents.OnUnitRemovedFromQueue.AddListener(OnUnitRemovedFromQueue); //Create a farmer Unit farmer = this.units[5]; if (PhotonNetwork.IsConnected) { GameObject go = PhotonNetwork.Instantiate(farmer.name, this.spawnLocation.position, farmer.transform.rotation); go.transform.SetParent(this.transform.parent, true); Unit u = go.GetComponent <Unit>(); u.MoveUnit(u.Position + this.transform.forward * 2f, u.Position); GameEvents.OnUnitCreated.Invoke(go.GetComponent <Unit>()); } else { Unit u = Instantiate(farmer, this.spawnLocation.position + Vector3.forward * 2f, farmer.transform.rotation, this.transform.parent); u.MoveUnit(u.Position + this.transform.forward, u.Position); GameEvents.OnUnitCreated.Invoke(u); } } }
void Start() { rtsCamera = Camera.main.GetComponent <RTSCamera>(); outline = Camera.main.GetComponent <RenderBlurOutline>(); aiFreeBattle = transform.Find("AIFreeBattle").GetComponent <AIFreeBattle>(); preloadDrama(); }
void Start() { standard = GetComponent<StandardCamera>(); topDown = GetComponent<TopDownCamera>(); rts = GetComponent<RTSCamera>(); //SwitchToStandard(); }
void Start() { standard = GetComponent <StandardCamera>(); topDown = GetComponent <TopDownCamera>(); rts = GetComponent <RTSCamera>(); SwitchToStandard(); }
void Awake () { if (instance == null) instance = this; newPosition = contextMenu.position; rtsCamera = Camera.main.GetComponent<RTSCamera> (); }
/// <summary> /// /// </summary> public override void Draw(RTSCamera camera) { // TODO: Add your drawing code here CopyMatrix(camera); DrawModel(tankBody, tankTexture, tankBodyTransform); DrawModel(tankTurret, tankTexture, tankTurretTransform); DrawModel(tankBarrel, tankTexture, tankBarrelTransform); }
void Start() { clientNetworkManager = ClientNetworkManager.Instance; clientGameManager = ClientGameManager.Instance; clientEntityManager = ClientEntityManager.Instance; uiManager = UIManager.Instance; rtsCamera = FindObjectOfType <RTSCamera>(); }
public void GenerateMap(MapSize mapSize) { mapGrid.Create(mapSize.x, mapSize.y); RTSCamera cam = Camera.main.GetComponent <RTSCamera>(); cam.minY = mapSize.minScrollY; cam.maxY = mapSize.maxScrollY; cam.panLimit = mapSize.panLimit; }
public void Init() { Profiler.maxNumberOfSamplesPerFrame = -1; standard = Camera.main.GetComponent<StandardCamera>(); topDown = Camera.main.GetComponent<TopDownCamera>(); rts = Camera.main.GetComponent<RTSCamera>(); fps = Camera.main.GetComponent<FPSCamera>(); SwitchToCamera(PlayerPrefs.GetInt(CameraSettings.Instance.CAMERA_TYPE)); }
public void Init() { Profiler.maxNumberOfSamplesPerFrame = -1; standard = Camera.main.GetComponent <StandardCamera>(); topDown = Camera.main.GetComponent <TopDownCamera>(); rts = Camera.main.GetComponent <RTSCamera>(); fps = Camera.main.GetComponent <FPSCamera>(); SwitchToCamera(PlayerPrefs.GetInt(CameraSettings.Instance.CAMERA_TYPE)); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { rand = new Random(); // TODO: Add your initialization logic here floor = new Box(0, 0, 0, worldSize, 1, worldSize); camera = new RTSCamera(this, new Vector3(0, 560, 0), 5, -10); reset(); base.Initialize(); }
internal IEnumerator ActivateAITree(Unit _aiUnit) { aiUnit = _aiUnit; rtsCamera = Camera.main.GetComponent <RTSCamera>(); outline = Camera.main.GetComponent <RenderBlurOutline>(); //create move Range and Delete() it after AINodeMoveAI moveRange = new MoveRange(); moveRange.CreateMoveRange(aiUnit.transform); yield return(StartCoroutine(ActionNode(root))); }
public override void FetchCamera() { base.FetchCamera(); if (MainCamera != null) { RTSCamera = MainCamera.GetComponentInChildren <RTSCamera>(); if (RTSCamera == null) { RTSCamera = MainCamera.gameObject.AddComponent <RTSCamera>(); } } }
void Start() { rtsCamera = Camera.main.GetComponent <RTSCamera>(); outline = Camera.main.GetComponent <RenderBlurOutline>(); var temp = rocksTransform.GetComponentsInChildren <CharacterStatus>(); foreach (var c in temp) { rocks.Add(c); } RoundManager.GetInstance().GameStarted += OnGameStarted; }
public void OnConfirm() { if (selectedUnits.Count > 0 && squadCost <= MaxSquadCost) { ClientNetworkManager.Instance.SendSquadSelection(selectedUnits.Select(x => x.SelectedPlayerUnit).ToList()); CloseMenu(); RTSCamera rtsCam = FindObjectOfType <RTSCamera>(); if (rtsCam != null) { rtsCam.RefocusOn(ClientGameManager.Instance.TeamSpawns[ClientGameManager.Instance.MyPlayer.teamId].transform.position); } } }
//AI public override void Play(RoundManager roundManager) { rtsCamera = Camera.main.GetComponent <RTSCamera>(); outline = Camera.main.GetComponent <RenderBlurOutline>(); if (AI) { roundManager.RoundState = new RoundStateAITurn(roundManager); StartCoroutine(Play()); } else { roundManager.RoundState = new RoundStateWaitingForInput(roundManager); } }
void Awake() { if (instance == null) instance = this; else{ Destroy(gameObject); Debug.LogError("There were two tactical cameras"); } tacticalCamera = GetComponent<Camera> (); offset = tacticalCamera.transform.position; rtsCamControls = GetComponent<RTSCamera> (); normalRadar = GameObject.Find ("Camera (Radar)"); player = GameObject.FindGameObjectWithTag ("PlayerFighter"); DrawMapLines(); }
public void InitializeSettings() { camera = Camera.main.GetComponent <RTSCamera>(); int invertPan = PlayerPrefs.GetInt(CameraSettings.Instance.RTS_INVERT_PAN); if (invertPan == 1) { invertPanField.isOn = true; } else { invertPanField.isOn = false; } panSmoothField.value = PlayerPrefs.GetFloat(CameraSettings.Instance.RTS_PAN_SMOOTH); panInputField.text = PlayerPrefs.GetString(CameraSettings.Instance.RTS_PAN_INPUT); distanceField.value = PlayerPrefs.GetFloat(CameraSettings.Instance.RTS_DISTANCE); int allowZoom = PlayerPrefs.GetInt(CameraSettings.Instance.RTS_ALLOW_ZOOM); if (allowZoom == 1) { allowZoomField.isOn = true; } else { allowZoomField.isOn = false; } zoomSmoothField.value = PlayerPrefs.GetFloat(CameraSettings.Instance.RTS_ZOOM_SMOOTH); zoomStepField.value = PlayerPrefs.GetFloat(CameraSettings.Instance.RTS_ZOOM_STEP); maxZoomField.value = PlayerPrefs.GetFloat(CameraSettings.Instance.RTS_MAX_ZOOM); minZoomField.value = PlayerPrefs.GetFloat(CameraSettings.Instance.RTS_MIN_ZOOM); xRotationField.value = PlayerPrefs.GetFloat(CameraSettings.Instance.RTS_X_ROTATION); yOrbitSmoothField.value = PlayerPrefs.GetFloat(CameraSettings.Instance.RTS_Y_ORBIT_SMOOTH); int allowOrbit = PlayerPrefs.GetInt(CameraSettings.Instance.RTS_ALLOW_ORBIT); if (allowOrbit == 1) { allowOrbitField.isOn = true; } else { allowOrbitField.isOn = false; } orbitInputField.text = PlayerPrefs.GetString(CameraSettings.Instance.RTS_ORBIT_INPUT); }
//private Vector3 curvePosition; //private Vector3 curveDestination; //private float curveHeight = 0.25f; public void SetMovement(List <Vector3> path, Transform character) { this.character = character; camera = Camera.main.GetComponent <RTSCamera>(); //audio = character.GetComponent<AudioSource>(); Pos = path; moveState = MoveState.startPoint; startPosition = character.position; startRotation = character.rotation; animator = character.GetComponent <Animator>(); runningHash = Animator.StringToHash("isRunning"); runHash = Animator.StringToHash("Run"); idleHash = Animator.StringToHash("Idle"); animator.applyRootMotion = false; animator.SetBool(runningHash, false); }
internal IEnumerator ActivateAITree(Unit _aiUnit) { rtsCamera = Camera.main.GetComponent <RTSCamera>(); outline = Camera.main.GetComponent <RenderBlurOutline>(); //init aiUnit = _aiUnit; aiTarget = null; moveTarget = aiUnit.transform.position; skillName = ""; dodgeSkillName = ""; finalDirection = "forward"; //create move Range and Delete() it after AINodeMoveAI moveRange = new MoveRange(); moveRange.CreateMoveRange(aiUnit.transform, false); yield return(StartCoroutine(ActionNode(root))); }
public bool DramaOrFree = false; //it's taken over by AIManager; otherwise =true it's taken over by Drama public override void Play(RoundManager roundManager) { rtsCamera = Camera.main.GetComponent <RTSCamera>(); outline = Camera.main.GetComponent <RenderBlurOutline>(); if (AIControl) { roundManager.RoundState = new RoundStateAITurn(roundManager); if (DramaOrFree) { StartCoroutine(AIManager.GetInstance().playDrama()); } else { StartCoroutine(AIManager.GetInstance().playFree(playerNumber)); } } else { roundManager.RoundState = new RoundStateWaitingForInput(roundManager); } }
public void SetUp() { camera = Substitute.ForPartsOf <RTSCamera>(); }
void Update() { //target things targetSearchTimer += Time.deltaTime; reloadTimer += Time.deltaTime; if (target && team != 2) { rangeToTarget = (target.position - transform.position).magnitude; if (rangeToTarget < range) { nav.enabled = false; Vector3 targetDirHor = new Vector3(target.position.x, transform.position.y, target.position.z) - transform.position; float angleHor = Vector3.Angle(targetDirHor, transform.forward); Vector3 targetDirVert = target.position - gun.position; float angleVert = Vector3.Angle(targetDirVert, gun.forward); if (angleHor < 30 && angleVert < 30 && reloadTimer > reloadTime) { moving = false; //fire GameObject shot = (GameObject)Instantiate(RhinoShot, fireLocation.position, gun.rotation); shot.GetComponent <RhinoShotScript>().team = team; reloadTimer = 0f; } if (angleHor > 1) { //turn toward target Quaternion lookAtRotation = Quaternion.LookRotation(new Vector3(target.position.x, transform.position.y, target.position.z) - transform.position); // Will assume you mean to divide by damping meanings it will take damping seconds to face target assuming it doesn't move transform.rotation = Quaternion.Slerp(transform.rotation, lookAtRotation, Time.deltaTime / 1.0f); } if (angleVert > 1) { Quaternion lookAtRotation = Quaternion.LookRotation(target.position - gun.position); gun.rotation = Quaternion.Slerp(gun.rotation, lookAtRotation, Time.deltaTime / 1.0f); } } else { nav.enabled = true; } } //find targets in range //only looks for target every second if it does not already have a target in range. if (targetSearchTimer > targetSearchTime && team == 1 && !building && rangeToTarget < range) { targetSearchTimer = 0f; GameObject[] targets = GameObject.FindGameObjectsWithTag("Enemy"); int minRangeIndex = -1; float minRange = Mathf.Infinity; for (int i = 0; i < targets.Length; i++) { float targetRange = (targets [i].GetComponent <Transform> ().position - transform.position).magnitude; if (targetRange < minRange) { minRange = targetRange; minRangeIndex = i; } } if (minRange < range) { target = targets[minRangeIndex].GetComponent <Transform>(); } else //<There is no target in range { target = null; } } //handes movable unit specific things if (!building) { //set animation state anim.SetBool("moving", moving); //sets moving to false if reached target destination if (transform.position == destination) { moving = false; } if (moving) { //turns slowly until facing is within tolerance of desired facing Vector3 targetDir = new Vector3(nav.steeringTarget.x, transform.position.y, nav.steeringTarget.z) - transform.position; float angle = Vector3.Angle(targetDir, transform.forward); if (angle < 5.0f) { nav.speed = 5f; } else if (angle < 45.0f) { nav.speed = 3.5f; } else if (angle > 150) { nav.speed = 0.5f; } else { nav.speed = 2; } } } //if right mouse button is clicked, set the mouse position as the destination for the nav mesh agent. if (selected && Input.GetMouseButtonDown(1) && !building && Input.mousePosition.y > RTSCamera.mouseYLowerBound && team == 1) { if (moving && nav.enabled == true) { nav.SetDestination(transform.position); } startPosition = transform.position - camera.GetGroupCenter(); Vector3 hitPoint = FindHitPoint(); if (hitPoint != null) { float x = hitPoint.x; float y = hitPoint.y; float z = hitPoint.z; destination = new Vector3(x, y, z) + startPosition; MakeMove(); } } //If the unit is within the selection drag box when the left mouse button is released then select the unit if (GetComponentInChildren <Renderer>().isVisible&& Input.GetMouseButtonUp(0) && RTSCamera.selecting && team == 1) { Vector3 camPos = Camera.main.WorldToScreenPoint(transform.position); camPos.y = RTSCamera.InvertMouseY(camPos.y); bool s; if (RTSCamera.selection.width > 0 && RTSCamera.selection.height > 0) { s = RTSCamera.selection.Contains(camPos); } else { s = new Rect(camera.mousePosX, RTSCamera.InvertMouseY(camera.mousePosY), -RTSCamera.selection.width, -RTSCamera.selection.height).Contains(camPos); } if (s != selected) { setSelected(); } } //unselects the unit if the left mouse button is clicked, can be reselected in the same click if (Input.GetMouseButtonDown(0) && selected && team == 1) { GameObject hitObject = FindHitObject(); if (hitObject != transform.gameObject) { setSelected(); } } }
private StrategyType strategy; //use which strategy to deal with enemy #region Mono void Start() { rtsCamera = Camera.main.GetComponent <RTSCamera>(); outline = Camera.main.GetComponent <RenderBlurOutline>(); enemyList = new List <Unit>(); }
public virtual void Draw(RTSCamera camera) { CopyMatrix(camera); DrawModel(defaultModel, defaultTex, world); }
protected void CopyMatrix(RTSCamera camera) { view = camera.ViewMatrix; projection = camera.ProjectionMatrix; }
public void Start() { _RTSCamera = this.GetComponentInChildren<RTSCamera>(); activeCamera = _RTSCamera.camera; _followCamera = this.GetComponentInChildren<FollowCamera>(); _followCamera.gameObject.SetActive(false); _player = this.GetComponent<Player>(); }
public void OnEnable() { cam = Selection.activeGameObject.GetComponent <RTSCamera>(); }
private void Awake() { instance = this; }
public override void OnEnable() { base.OnEnable(); RTSCamera = MainCamera.GetComponentInChildren <RTSCamera>(); }