示例#1
0
    IEnumerator PerformMove(Quaternion oldOrientation, Vector3 newPos)
    {
        GameController.Instance.SwitchAction(true);

        GetComponent <UnitUI>().ShowMarkers(false);

        StartCoroutine(PlayMoveSound(true));

        var targetRotation = Quaternion.LookRotation(new Vector3(newPos.x, transform.position.y, newPos.z) - transform.position);

        targetRotation.eulerAngles = new Vector3(0, targetRotation.eulerAngles.y, targetRotation.eulerAngles.z);

        //this is offset for Jumpship
        Vector3 offset = transform.position + Vector3.up / 2;

        //this is only for the Grunt model, usually unit.Model is declared as Animator
        Animation anim = unit.Model.GetComponent <Animation>();

        if (anim != null && anim.GetClipCount() > 1)
        {
            unit.Model.GetComponent <Animation>().CrossFade("walk_forward");
        }

        while (Mathf.Abs(transform.rotation.eulerAngles.y - targetRotation.eulerAngles.y) > 1)
        {
            transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, Time.deltaTime * (unit.RotationSpeed * 10));

            if (unit.Type == Unit.UnitType.Jumpship)
            {
                transform.position = Vector3.MoveTowards(transform.position, offset, Time.deltaTime);
            }

            yield return(null);
        }

        while (Vector3.Distance(transform.position, newPos) > 0.01f)
        {
            transform.position = Vector3.MoveTowards(transform.position, newPos, Time.deltaTime * (unit.MovemenSpeed / 10));
            yield return(null);
        }

        if (anim != null && anim.GetClipCount() > 1)
        {
            unit.Model.GetComponent <Animation>().CrossFade("idle");
        }

        targetRotation = oldOrientation;

        while (Mathf.Abs(transform.rotation.eulerAngles.y - targetRotation.eulerAngles.y) > 1)
        {
            transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, Time.deltaTime * (unit.RotationSpeed * 10));
            yield return(null);
        }

        StartCoroutine(PlayMoveSound(false));

        GameController.Instance.SwitchAction(false);

        if (unit.Type == Unit.UnitType.Drone)
        {
            GameController.Instance.CheckEndGame();
        }

        UnitUI unitUI = GetComponent <UnitUI>();

        if (!unit.CanAttack || GetComponent <UnitAttack>().GetAttackTiles(BoardManager.Instance.GetPositionOfUnit(unit), true, BoardManager.TileType.Attack).Count == 0)
        {
            unitUI.ShowActionMarker(false);
            unitUI.ShowTeamIndicator(true);
        }
        else
        {
            unitUI.ShowMarkers(true);
        }
    }
示例#2
0
    IEnumerator PerformAttack(Unit target)
    {
        GameController.Instance.SwitchAction(true);

        unit.CanAttack = false;
        GetComponent <UnitUI>().ShowMarkers(false);

        Transform  rotSource      = transform;
        Quaternion oldOrientation = transform.rotation;

        if (Turret != null)
        {
            rotSource      = Turret;
            oldOrientation = Turret.rotation;
        }

        Vector3 oldPos = rotSource.position;

        var targetRotation = Quaternion.LookRotation(new Vector3(target.transform.position.x, transform.position.y, target.transform.position.z) - rotSource.position);

        targetRotation.eulerAngles = new Vector3(0, targetRotation.eulerAngles.y, targetRotation.eulerAngles.z);

        //this is offset for Jumpship or Dreadnought
        Vector3 offset = rotSource.position + Vector3.up / 2;

        if (unit.Type == Unit.UnitType.Jumpship || unit.Type == Unit.UnitType.Dreadnought)
        {
            while (Vector3.Distance(rotSource.position, offset) > 0.2f)
            {
                rotSource.position = Vector3.MoveTowards(rotSource.position, offset, Time.deltaTime);
                yield return(null);
            }
        }

        while (Mathf.Abs(rotSource.rotation.eulerAngles.y - targetRotation.eulerAngles.y) > 1)
        {
            rotSource.rotation = Quaternion.RotateTowards(rotSource.rotation, targetRotation, Time.deltaTime * (unit.RotationSpeed * 10));

            yield return(null);
        }

        //simulate loading time
        yield return(new WaitForSeconds(0.5f));

        if (unit.Type == Unit.UnitType.Jumpship || unit.Type == Unit.UnitType.Dreadnought)
        {
            foreach (Unit enemy in Unit.UnitsList.Where(x => unit.IsPlayerControlled != x.IsPlayerControlled).ToList())
            {
                if (GetAttackTiles(BoardManager.Instance.GetPositionOfUnit(unit), true, BoardManager.TileType.Attack).Contains(BoardManager.Instance.GetPositionOfUnit(enemy)))
                {
                    FireProjectile(enemy);
                }
            }
        }
        else
        {
            FireProjectile(target);
        }

        targetRotation = oldOrientation;

        yield return(new WaitForSeconds(1f));

        while (Mathf.Abs(rotSource.rotation.eulerAngles.y - targetRotation.eulerAngles.y) > 1)
        {
            rotSource.rotation = Quaternion.RotateTowards(rotSource.rotation, targetRotation, Time.deltaTime * (unit.RotationSpeed * 10));
            yield return(null);
        }

        if (unit.Type == Unit.UnitType.Jumpship || unit.Type == Unit.UnitType.Dreadnought)
        {
            while (Vector3.Distance(rotSource.position, oldPos) > 0.01f)
            {
                rotSource.position = Vector3.MoveTowards(rotSource.position, oldPos, Time.deltaTime);
                yield return(null);
            }
        }

        GameController.Instance.SwitchAction(false);

        UnitUI unitUI = GetComponent <UnitUI>();

        if (!unit.CanMove || GetComponent <UnitMovement>().GetMoveFields(BoardManager.TileType.Move).Count == 0)
        {
            unitUI.ShowActionMarker(false);
            unitUI.ShowTeamIndicator(true);
        }
        else
        {
            unitUI.ShowMarkers(true);
        }

        GameController.Instance.CheckEndGame();
    }