示例#1
0
    public GameObject fireSpread(Vector2 goalPos)
    {
        GameObject target    = null;
        float      minDist   = 0;
        bool       minStatus = true;

        foreach (GameObject creep in GameObject.FindGameObjectsWithTag("Creep"))
        {
            float creepDist = Mathf.Pow((creep.transform.position.x - this.transform.position.x), 2.0f) + Mathf.Pow((creep.transform.position.z - this.transform.position.z), 2.0f);
            if (creepDist < (Mathf.Pow(range, 2)))
            {
                float targetDist = Mathf.Pow((creep.transform.position.x - goalPos.x), 2.0f) + Mathf.Pow((creep.transform.position.z - goalPos.y), 2.0f);
                creep c          = (creep)creep.GetComponent("creep");
                bool  hasStatus  = false;
                for (int i = 1; i < c.currentStatuses.Length; i++)
                {
                    if (c.currentStatuses[i] > 0)
                    {
                        hasStatus = true;
                        break;
                    }
                }
                //we assign a new target if it is closer to the goal or we don't have a target yet
                if ((minStatus && !hasStatus) || ((minStatus || (!minStatus && !hasStatus)) && (targetDist < minDist)) || minDist == 0)
                {
                    target    = creep;
                    minDist   = targetDist;
                    minStatus = hasStatus;
                }
            }
        }
        return(target);
    }
示例#2
0
    // Update is called once per frame
    void Update()
    {
        if ((int)state == (int)gameState.battlePhase)
        {
            //continue spawning current wave
            sm.UpdateSpawn();

            //execute turret AI
            foreach (GameObject currentTurret in GameObject.FindGameObjectsWithTag("Turret"))
            {
                turret t = (turret)currentTurret.GetComponent("turret");
                t.Fire(new Vector2(9, 9));
            }

            //execute creep AI
            GameObject[] creeps = GameObject.FindGameObjectsWithTag("Creep");
            foreach (GameObject currentCreep in creeps)
            {
                creep c = (creep)currentCreep.GetComponent("creep");
                c.Seek(new Vector2(9, 9), currentPath, 10);
                c.updateStatuses();
            }

            //update missiles
            foreach (GameObject currentMissile in GameObject.FindGameObjectsWithTag("Missile"))
            {
                missile m = (missile)currentMissile.GetComponent("missile");
                m.Fly();
            }

            //check if wave is defeated
            if (creeps == null || creeps.Length == 0)
            {
                Debug.Log("here");
                if (sm.isWaveDefeated())
                {
                    updateAvailableUnits(sm.currentWave);
                    if (sm.currentWave == sm.totalWaves)
                    {
                        totalWin();
                    }
                    else
                    {
                        win();
                    }
                }
            }
            if (tm.selected == selectedState.creep && tm.selectedObject != null)
            {
                //apply stun
                creep c = (creep)tm.selectedObject.GetComponent("creep");
                c.applyStatus(creepStatus.stun, 3 * c.durationMultipliers[1]);
                //tm.selected = selectedState.none;
            }
            tm.selected  = selectedState.none;
            tm.clickable = true;
        }
    }
示例#3
0
    void InitGridVal(int x, int y)
    {
        cellVal elem = (cellVal)Enum.Parse(typeof(cellVal), m_gridarr[x, y].m_val.ToString());

        Console.WriteLine(elem.ToString());
        var temp = elem.ToString();

        if (temp != "empty")
        {
            var newobj = Instantiate(GameObject.Find(elem.ToString()), m_gridarr[x, y].m_pos, Quaternion.identity);
            if (temp == "creep")
            {
                creep newcreep = newobj.GetComponent <creep>();
                newcreep.InitGrid(m_gridarr);
            }
        }
    }
示例#4
0
    public GameObject fireStrong()
    {
        GameObject target    = null;
        float      maxHealth = 0;

        foreach (GameObject creep in GameObject.FindGameObjectsWithTag("Creep"))
        {
            float creepDist = Mathf.Pow((creep.transform.position.x - this.transform.position.x), 2.0f) + Mathf.Pow((creep.transform.position.z - this.transform.position.z), 2.0f);
            if (creepDist < (Mathf.Pow(range, 2)))
            {
                creep c            = (creep)creep.GetComponent("creep");
                float targetHealth = c.health;
                //we assign a new target if it is closer to the goal or we don't have a target yet
                if ((targetHealth > maxHealth) || maxHealth == 0)
                {
                    target    = creep;
                    maxHealth = targetHealth;
                }
            }
        }
        return(target);
    }
示例#5
0
    void onHit()
    {
        GameObject[] creeps = GameObject.FindGameObjectsWithTag("Creep");
        foreach (GameObject creep in creeps)
        {
            if (creep != null)
            {
                float dFromCenter = Vector3.Distance(creep.transform.position, this.transform.position);
                //Debug.Log(dFromCenter);
                if (dFromCenter < radius)
                {
                    //splash removed
                    //float splashDamage = ((radius - dFromCenter)/radius)*damage;
                    creep c = (creep)creep.GetComponent("creep");
                    c.hit(damage);
                    c.applyStatus((creepStatus)statusEffect, potency);
                }
            }
        }


        Destroy(this.gameObject);
    }
示例#6
0
文件: State.cs 项目: izakfhy/Outsmart
 public State(creep cp)
 {
     m_creep = cp;
 }
示例#7
0
文件: Idle.cs 项目: izakfhy/Outsmart
 public Idle(creep cp) : base(cp)
 {
 }
示例#8
0
 public FindPathState(creep cp) : base(cp)
 {
 }
示例#9
0
 public MovingState(creep cp) : base(cp)
 {
 }