示例#1
0
        void ShowDamageMsg(EnemyEntity enemyEntity, int damage)
        {
            float percentDamage = enemyEntity.CurrentHealthPercent * 100;

            if (percentDamage == 0)
            {
                return;
            }

            if ((int)(percentDamage / 20) == (int)(((enemyEntity.CurrentHealth + damage) * 100 / enemyEntity.MaxHealth) / 20))
            {
                return;
            }

            if (percentDamage > 80)
            {
                DaggerfallUI.AddHUDText($"{enemyEntity.Name} is lightly wounded.");
                return;
            }
            if (percentDamage > 60)
            {
                DaggerfallUI.AddHUDText($"{enemyEntity.Name} is wounded.");
                return;
            }
            if (percentDamage > 40)
            {
                DaggerfallUI.AddHUDText($"{enemyEntity.Name} is severely wounded.");
                return;
            }
            if (percentDamage > 20)
            {
                DaggerfallUI.AddHUDText($"{enemyEntity.Name} is critically wounded.");
                return;
            }
            DaggerfallUI.AddHUDText($"{enemyEntity.Name} is nearing death.");
            return;
        }
        // Sets new activation mode
        private void ChangeInteractionMode(PlayerActivateModes newMode)
        {
            // Do nothing if new mode matches current mode
            if (newMode == currentMode)
            {
                return;
            }

            // Set the new mode
            currentMode = newMode;

            // Get output text based on mode
            string modeText = string.Empty;

            switch (currentMode)
            {
            case PlayerActivateModes.Steal:
                modeText = HardStrings.steal;
                break;

            case PlayerActivateModes.Grab:
                modeText = HardStrings.grab;
                break;

            case PlayerActivateModes.Info:
                modeText = HardStrings.info;
                break;

            case PlayerActivateModes.Talk:
                modeText = HardStrings.dialogue;
                break;
            }

            // Present new mode to player
            DaggerfallUI.SetMidScreenText(HardStrings.interactionIsNowInMode.Replace("%s", modeText));
        }
示例#3
0
        public static void CheckOverdueLoans(uint lastGameMinutes)
        {
            uint gameMinutes = DaggerfallUnity.Instance.WorldTime.DaggerfallDateTime.ToClassicDaggerfallTime();

            for (int regionIndex = 0; regionIndex < DaggerfallBankManager.BankAccounts.Length; regionIndex++)
            {
                long paymentDueMinutes = DaggerfallBankManager.GetLoanDueDate(regionIndex);

                if (paymentDueMinutes != 0)
                {
                    if (paymentDueMinutes < gameMinutes)
                    {
                        Debug.Log("loan overdue " + paymentDueMinutes + " < " + gameMinutes);
                        OverdueLoan(regionIndex);
                    }
                    else
                    {
                        long lastRemainingMonths = (paymentDueMinutes - lastGameMinutes) / MinutesPerMonth;
                        long remainingMonths     = (paymentDueMinutes - gameMinutes) / MinutesPerMonth;
                        if (remainingMonths < lastRemainingMonths)
                        {
                            // Months left before due date
                            int[] sendReminderMonths = { 6, 3, 1 };
                            if (Array.Exists(sendReminderMonths, month => lastRemainingMonths >= month && remainingMonths < month))
                            {
                                // Send letters before due date instead?
                                DaggerfallUI.AddHUDText(String.Format(TextManager.Instance.GetLocalizedText("loanReminder"),
                                                                      DaggerfallBankManager.GetLoanedTotal(regionIndex)), loanReminderHUDDelay);
                                DaggerfallUI.AddHUDText(String.Format(TextManager.Instance.GetLocalizedText("loanReminder2"),
                                                                      remainingMonths + 1, MapsFile.RegionNames[regionIndex]), loanReminderHUDDelay);
                            }
                        }
                    }
                }
            }
        }
        // Display a shop quality level
        private DaggerfallMessageBox PresentShopQuality(StaticBuilding building)
        {
            const int qualityLevel1TextId = 266;    // "Incense and soft music soothe your nerves"
            const int qualityLevel2TextId = 267;    // "The shop is better appointed than many"
            const int qualityLevel3TextId = 268;    // "The shop is laid out in a practical"
            const int qualityLevel4TextId = 269;    // "Sturdy shelves, cobbled together"
            const int qualityLevel5TextId = 270;    // "Rusty relics lie wherever they were last tossed"

            // Get building directory for location
            BuildingDirectory buildingDirectory = GameManager.Instance.StreamingWorld.GetCurrentBuildingDirectory();

            if (!buildingDirectory)
            {
                return(null);
            }

            // Get detailed building data from directory
            BuildingSummary buildingSummary;

            if (!buildingDirectory.GetBuildingSummary(building.buildingKey, out buildingSummary))
            {
                return(null);
            }

            // Do nothing if not a shop
            if (!RMBLayout.IsShop(buildingSummary.BuildingType))
            {
                return(null);
            }

            // Set quality level text ID from quality value 01-20
            // UESP states this is building quality / 4 but Daggerfall uses manual thresholds
            int qualityTextId;

            if (buildingSummary.Quality <= 3)
            {
                qualityTextId = qualityLevel5TextId;        // 01 - 03
            }
            else if (buildingSummary.Quality <= 7)
            {
                qualityTextId = qualityLevel4TextId;        // 04 - 07
            }
            else if (buildingSummary.Quality <= 13)
            {
                qualityTextId = qualityLevel3TextId;        // 08 - 13
            }
            else if (buildingSummary.Quality <= 17)
            {
                qualityTextId = qualityLevel2TextId;        // 14 - 17
            }
            else
            {
                qualityTextId = qualityLevel1TextId;        // 18 - 20
            }
            // Log quality of building entered for debugging
            //Debug.Log("Entered store with quality of " + buildingData.Quality);

            // Output quality text based on settings
            switch (DaggerfallUnity.Settings.ShopQualityPresentation)
            {
            case 0:         // Display popup as per classic
                return(DaggerfallUI.MessageBox(qualityTextId));

            case 1:         // Display HUD text only with variable delay
                TextFile.Token[] tokens = DaggerfallUnity.Instance.TextProvider.GetRSCTokens(qualityTextId);
                for (int i = 0; i < tokens.Length; i++)
                {
                    if (tokens[i].formatting == TextFile.Formatting.Text)
                    {
                        DaggerfallUI.AddHUDText(tokens[i].text, DaggerfallUnity.Settings.ShopQualityHUDDelay);
                    }
                }
                break;

            case 2:         // Display nothing about shop quality
            default:
                return(null);
            }

            return(null);
        }
        void Update()
        {
            if (mainCamera == null)
            {
                return;
            }

            // Change activate mode
            if (InputManager.Instance.ActionStarted(InputManager.Actions.StealMode))
            {
                ChangeInteractionMode(PlayerActivateModes.Steal);
            }
            else if (InputManager.Instance.ActionStarted(InputManager.Actions.GrabMode))
            {
                ChangeInteractionMode(PlayerActivateModes.Grab);
            }
            else if (InputManager.Instance.ActionStarted(InputManager.Actions.InfoMode))
            {
                ChangeInteractionMode(PlayerActivateModes.Info);
            }
            else if (InputManager.Instance.ActionStarted(InputManager.Actions.TalkMode))
            {
                ChangeInteractionMode(PlayerActivateModes.Talk);
            }

            // Fire ray into scene
            if (InputManager.Instance.ActionStarted(InputManager.Actions.ActivateCenterObject))
            {
                // TODO: Clean all this up

                // Ray origin is slightly below camera height to ensure it originates inside player's own collider
                // This prevents ray from intersecting with player's own collider and blocking looting or low triggers
                Ray        ray = new Ray(transform.position + Vector3.up * 0.7f, mainCamera.transform.forward);
                RaycastHit hit;
                RayDistance = 75f; // Approximates classic at full view distance (default setting). Classic seems to do raycasts for as far as it can render objects.
                bool hitSomething = Physics.Raycast(ray, out hit, RayDistance);
                if (hitSomething)
                {
                    bool hitBuilding      = false;
                    bool buildingUnlocked = false;
                    DFLocation.BuildingTypes buildingType = DFLocation.BuildingTypes.AllValid;
                    StaticBuilding           building     = new StaticBuilding();

                    #region Hit Checks

                    // Trigger quest resource behaviour click on anything but NPCs
                    QuestResourceBehaviour questResourceBehaviour;
                    if (QuestResourceBehaviourCheck(hit, out questResourceBehaviour))
                    {
                        if (!(questResourceBehaviour.TargetResource is Person))
                        {
                            if (hit.distance > (DefaultActivationDistance * MeshReader.GlobalScale))
                            {
                                DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway);
                                return;
                            }

                            // Only trigger click when not in info mode
                            if (currentMode != PlayerActivateModes.Info)
                            {
                                TriggerQuestResourceBehaviourClick(questResourceBehaviour);
                            }
                        }
                    }

                    // Check for a static building hit
                    Transform buildingOwner;
                    DaggerfallStaticBuildings buildings = GetBuildings(hit.transform, out buildingOwner);
                    if (buildings)
                    {
                        if (buildings.HasHit(hit.point, out building))
                        {
                            hitBuilding = true;

                            // Get building directory for location
                            BuildingDirectory buildingDirectory = GameManager.Instance.StreamingWorld.GetCurrentBuildingDirectory();
                            if (!buildingDirectory)
                            {
                                return;
                            }

                            // Get detailed building data from directory
                            BuildingSummary buildingSummary;
                            if (!buildingDirectory.GetBuildingSummary(building.buildingKey, out buildingSummary))
                            {
                                return;
                            }

                            // Check if door is unlocked
                            buildingUnlocked = BuildingIsUnlocked(buildingSummary);

                            // Store building type
                            buildingType = buildingSummary.BuildingType;

                            if (currentMode == PlayerActivateModes.Info)
                            {
                                // Discover building
                                GameManager.Instance.PlayerGPS.DiscoverBuilding(building.buildingKey);

                                // Get discovered building
                                PlayerGPS.DiscoveredBuilding db;
                                if (GameManager.Instance.PlayerGPS.GetDiscoveredBuilding(building.buildingKey, out db))
                                {
                                    // TODO: Check against quest system for an overriding quest-assigned display name for this building
                                    DaggerfallUI.AddHUDText(db.displayName);

                                    if (!buildingUnlocked && buildingType < DFLocation.BuildingTypes.Temple &&
                                        buildingType != DFLocation.BuildingTypes.HouseForSale)
                                    {
                                        string storeClosedMessage = HardStrings.storeClosed;
                                        storeClosedMessage = storeClosedMessage.Replace("%d1", openHours[(int)buildingType].ToString());
                                        storeClosedMessage = storeClosedMessage.Replace("%d2", closeHours[(int)buildingType].ToString());
                                        DaggerfallUI.Instance.PopupMessage(storeClosedMessage);
                                    }
                                }
                            }
                        }
                    }

                    // Check for a static door hit
                    Transform             doorOwner;
                    DaggerfallStaticDoors doors = GetDoors(hit.transform, out doorOwner);
                    if (doors && playerEnterExit)
                    {
                        StaticDoor door;
                        if (doors.HasHit(hit.point, out door))
                        {
                            // Check if close enough to activate
                            if (hit.distance > (DoorActivationDistance * MeshReader.GlobalScale))
                            {
                                DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway);
                                return;
                            }

                            if (door.doorType == DoorTypes.Building && !playerEnterExit.IsPlayerInside)
                            {
                                // Discover building
                                GameManager.Instance.PlayerGPS.DiscoverBuilding(building.buildingKey);

                                // TODO: Implement lockpicking and door bashing for exterior doors
                                // For now, any locked building door can be entered by using steal mode
                                if (!buildingUnlocked)
                                {
                                    if (currentMode != PlayerActivateModes.Steal)
                                    {
                                        string Locked = "Locked.";
                                        DaggerfallUI.Instance.PopupMessage(Locked);
                                        return;
                                    }
                                    else     // Breaking into building
                                    {
                                        PlayerEntity player = GameManager.Instance.PlayerEntity;
                                        //player.TallyCrimeGuildRequirements(true, 1);
                                    }
                                }

                                // If entering a shop let player know the quality level
                                // If entering an open home, show greeting
                                if (hitBuilding)
                                {
                                    const int houseGreetingsTextId = 256;

                                    DaggerfallMessageBox mb;

                                    if (buildingUnlocked && buildingType >= DFLocation.BuildingTypes.House1 &&
                                        buildingType <= DFLocation.BuildingTypes.House4)
                                    {
                                        string greetingText = DaggerfallUnity.Instance.TextProvider.GetRandomText(houseGreetingsTextId);
                                        mb = DaggerfallUI.MessageBox(greetingText);
                                    }
                                    else
                                    {
                                        mb = PresentShopQuality(building);
                                    }

                                    if (mb != null)
                                    {
                                        // Defer transition to interior to after user closes messagebox
                                        deferredInteriorDoorOwner = doorOwner;
                                        deferredInteriorDoor      = door;
                                        mb.OnClose += Popup_OnClose;
                                        return;
                                    }
                                }

                                // Hit door while outside, transition inside
                                TransitionInterior(doorOwner, door, true);
                                return;
                            }
                            else if (door.doorType == DoorTypes.Building && playerEnterExit.IsPlayerInside)
                            {
                                // Hit door while inside, transition outside
                                playerEnterExit.TransitionExterior(true);
                                return;
                            }
                            else if (door.doorType == DoorTypes.DungeonEntrance && !playerEnterExit.IsPlayerInside)
                            {
                                if (playerGPS)
                                {
                                    // Hit dungeon door while outside, transition inside
                                    playerEnterExit.TransitionDungeonInterior(doorOwner, door, playerGPS.CurrentLocation, true);
                                    return;
                                }
                            }
                            else if (door.doorType == DoorTypes.DungeonExit && playerEnterExit.IsPlayerInside)
                            {
                                // Hit dungeon exit while inside, ask if access wagon or transition outside
                                if (GameManager.Instance.PlayerEntity.Items.Contains(ItemGroups.Transportation, (int)Transportation.Small_cart))
                                {
                                    DaggerfallMessageBox messageBox = new DaggerfallMessageBox(DaggerfallUI.UIManager, DaggerfallMessageBox.CommonMessageBoxButtons.YesNo, 38, DaggerfallUI.UIManager.TopWindow);
                                    messageBox.OnButtonClick += DungeonWagonAccess_OnButtonClick;
                                    DaggerfallUI.UIManager.PushWindow(messageBox);
                                    return;
                                }
                                else
                                {
                                    playerEnterExit.TransitionDungeonExterior(true);
                                }
                            }
                        }
                    }

                    // Check for an action door hit
                    DaggerfallActionDoor actionDoor;
                    if (ActionDoorCheck(hit, out actionDoor))
                    {
                        // Check if close enough to activate
                        if (hit.distance > (DoorActivationDistance * MeshReader.GlobalScale))
                        {
                            DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway);
                            return;
                        }

                        if (currentMode == PlayerActivateModes.Steal && actionDoor.IsLocked && !actionDoor.IsOpen)
                        {
                            actionDoor.AttemptLockpicking();
                        }
                        else
                        {
                            actionDoor.ToggleDoor(true);
                        }
                    }

                    // Check for action record hit
                    DaggerfallAction action;
                    if (ActionCheck(hit, out action))
                    {
                        if (hit.distance <= (DefaultActivationDistance * MeshReader.GlobalScale))
                        {
                            action.Receive(this.gameObject, DaggerfallAction.TriggerTypes.Direct);
                        }
                    }

                    // Check for lootable object hit
                    DaggerfallLoot loot;
                    if (LootCheck(hit, out loot))
                    {
                        switch (currentMode)
                        {
                        case PlayerActivateModes.Info:
                            if (loot.ContainerType == LootContainerTypes.CorpseMarker && !string.IsNullOrEmpty(loot.entityName))
                            {
                                string message = string.Empty;
                                if (loot.isEnemyClass)
                                {
                                    message = HardStrings.youSeeADeadPerson;
                                }
                                else
                                {
                                    message = HardStrings.youSeeADead;
                                    message = message.Replace("%s", loot.entityName);
                                }
                                DaggerfallUI.Instance.PopupMessage(message);
                            }
                            break;

                        case PlayerActivateModes.Grab:
                        case PlayerActivateModes.Talk:
                        case PlayerActivateModes.Steal:
                            // Check if close enough to activate
                            if (loot.ContainerType == LootContainerTypes.CorpseMarker)
                            {
                                if (hit.distance > CorpseActivationDistance * MeshReader.GlobalScale)
                                {
                                    DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway);
                                    break;
                                }
                            }
                            else if (hit.distance > TreasureActivationDistance * MeshReader.GlobalScale)
                            {
                                DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway);
                                break;
                            }

                            // For bodies, check has treasure first
                            if (loot.ContainerType == LootContainerTypes.CorpseMarker && loot.Items.Count == 0)
                            {
                                DaggerfallUI.AddHUDText(HardStrings.theBodyHasNoTreasure);
                                break;
                            }

                            // Open inventory window with loot as remote target
                            DaggerfallUI.Instance.InventoryWindow.LootTarget = loot;
                            DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenInventoryWindow);
                            break;
                        }
                    }

                    // Check for static NPC hit
                    StaticNPC npc;
                    if (NPCCheck(hit, out npc))
                    {
                        switch (currentMode)
                        {
                        case PlayerActivateModes.Info:
                            PresentNPCInfo(npc);
                            break;

                        case PlayerActivateModes.Grab:
                        case PlayerActivateModes.Talk:
                        case PlayerActivateModes.Steal:
                            if (hit.distance > (StaticNPCActivationDistance * MeshReader.GlobalScale))
                            {
                                DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway);
                                break;
                            }
                            StaticNPCClick(npc);
                            break;
                        }
                    }

                    // Check for mobile NPC hit
                    MobilePersonNPC mobileNpc = null;
                    if (MobilePersonMotorCheck(hit, out mobileNpc))
                    {
                        switch (currentMode)
                        {
                        case PlayerActivateModes.Info:
                        case PlayerActivateModes.Grab:
                        case PlayerActivateModes.Talk:
                            if (hit.distance > (MobileNPCActivationDistance * MeshReader.GlobalScale))
                            {
                                DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway);
                                break;
                            }
                            GameManager.Instance.TalkManager.TalkToMobileNPC(mobileNpc);
                            break;

                        case PlayerActivateModes.Steal:
                            if (!mobileNpc.PickpocketByPlayerAttempted)
                            {
                                if (hit.distance > (PickpocketDistance * MeshReader.GlobalScale))
                                {
                                    DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway);
                                    break;
                                }
                                mobileNpc.PickpocketByPlayerAttempted = true;
                                Pickpocket();
                            }
                            break;
                        }
                    }

                    // Check for mobile enemy hit
                    DaggerfallEntityBehaviour mobileEnemyBehaviour;
                    if (MobileEnemyCheck(hit, out mobileEnemyBehaviour))
                    {
                        EnemyEntity enemyEntity = mobileEnemyBehaviour.Entity as EnemyEntity;
                        switch (currentMode)
                        {
                        case PlayerActivateModes.Info:
                        case PlayerActivateModes.Grab:
                        case PlayerActivateModes.Talk:
                            if (enemyEntity != null)
                            {
                                MobileEnemy mobileEnemy     = enemyEntity.MobileEnemy;
                                bool        startsWithVowel = "aeiouAEIOU".Contains(mobileEnemy.Name[0].ToString());
                                string      message;
                                if (startsWithVowel)
                                {
                                    message = HardStrings.youSeeAn;
                                }
                                else
                                {
                                    message = HardStrings.youSeeA;
                                }
                                message = message.Replace("%s", mobileEnemy.Name);
                                DaggerfallUI.Instance.PopupMessage(message);
                            }
                            break;

                        case PlayerActivateModes.Steal:
                            // Classic allows pickpocketing of NPC mobiles and enemy mobiles.
                            // In early versions the only enemy mobiles that can be pickpocketed are classes,
                            // but patch 1.07.212 allows pickpocketing of creatures.
                            // For now, the only enemy mobiles being allowed by DF Unity are classes.
                            if (mobileEnemyBehaviour && (mobileEnemyBehaviour.EntityType != EntityTypes.EnemyClass))
                            {
                                break;
                            }
                            // Classic doesn't set any flag when pickpocketing enemy mobiles, so infinite attempts are possible
                            if (enemyEntity != null && !enemyEntity.PickpocketByPlayerAttempted)
                            {
                                if (hit.distance > (PickpocketDistance * MeshReader.GlobalScale))
                                {
                                    DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway);
                                    break;
                                }
                                enemyEntity.PickpocketByPlayerAttempted = true;
                                Pickpocket(mobileEnemyBehaviour);
                            }
                            break;
                        }
                    }

                    // Trigger ladder hit
                    DaggerfallLadder ladder = hit.transform.GetComponent <DaggerfallLadder>();
                    if (ladder)
                    {
                        if (hit.distance > (DefaultActivationDistance * MeshReader.GlobalScale))
                        {
                            DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway);
                            return;
                        }

                        ladder.ClimbLadder();
                    }

                    #endregion
                }
            }
        }
        // Player has clicked on a pickpocket target in steal mode
        void Pickpocket(DaggerfallEntityBehaviour target = null)
        {
            const int foundNothingValuableTextId = 8999;

            PlayerEntity player      = GameManager.Instance.PlayerEntity;
            EnemyEntity  enemyEntity = null;

            if (target != null)
            {
                enemyEntity = target.Entity as EnemyEntity;
            }
            player.TallySkill(DFCareer.Skills.Pickpocket, 1);

            int chance = Formulas.FormulaHelper.CalculatePickpocketingChance(player, enemyEntity);

            if (UnityEngine.Random.Range(0, 101) <= chance)
            {
                if (UnityEngine.Random.Range(0, 101) >= 33)
                {
                    int pinchedGoldPieces = UnityEngine.Random.Range(0, 6) + 1;
                    player.GoldPieces += pinchedGoldPieces;
                    string gotGold;
                    if (pinchedGoldPieces == 1)
                    {
                        // Classic doesn't have this string, it only has the plural one
                        gotGold = HardStrings.youPinchedGoldPiece;
                    }
                    else
                    {
                        gotGold = HardStrings.youPinchedGoldPieces;
                        gotGold = gotGold.Replace("%d", pinchedGoldPieces.ToString());
                    }
                    DaggerfallUI.MessageBox(gotGold);
                    //player.TallyCrimeGuildRequirements(true, 1);
                }
                else
                {
                    string noGoldFound = DaggerfallUnity.Instance.TextProvider.GetRandomText(foundNothingValuableTextId);
                    DaggerfallUI.MessageBox(noGoldFound, true);
                }
            }
            else
            {
                string notSuccessfulMessage = HardStrings.youAreNotSuccessful;
                DaggerfallUI.Instance.PopupMessage(notSuccessfulMessage);

                // Make enemies in an area aggressive if player failed to pickpocket a non-hostile one.
                EnemyMotor enemyMotor = null;
                if (target != null)
                {
                    enemyMotor = target.GetComponent <EnemyMotor>();
                }
                if (enemyMotor)
                {
                    if (!enemyMotor.IsHostile)
                    {
                        GameManager.Instance.MakeEnemiesHostile();
                    }
                    enemyMotor.MakeEnemyHostileToPlayer(gameObject);
                }
            }
        }
示例#7
0
        /// <summary>
        /// Transition player through an exterior door into building interior.
        /// </summary>
        /// <param name="doorOwner">Parent transform owning door array..</param>
        /// <param name="door">Exterior door player clicked on.</param>
        public void TransitionInterior(Transform doorOwner, StaticDoor door, bool doFade = false, bool start = true)
        {
            // Ensure we have component references
            if (!ReferenceComponents())
            {
                return;
            }

            // Copy owner position to door
            // This ensures the door itself is all we need to reposition interior
            // Useful when loading a save and doorOwner is null (as outside world does not exist)
            if (doorOwner)
            {
                door.ownerPosition = doorOwner.position;
                door.ownerRotation = doorOwner.rotation;
            }

            if (!start)
            {
                // Update scene cache from serializable state for exterior->interior transition
                SaveLoadManager.CacheScene(world.SceneName);
                // Explicitly deregister all stateful objects since exterior isn't destroyed
                SaveLoadManager.DeregisterAllSerializableGameObjects(true);
                // Clear all stateful objects from world loose object tracking
                world.ClearStatefulLooseObjects();
            }

            // Raise event
            RaiseOnPreTransitionEvent(TransitionType.ToBuildingInterior, door);

            // Ensure expired rooms are removed
            GameManager.Instance.PlayerEntity.RemoveExpiredRentedRooms();

            // Get climate
            ClimateBases climateBase = ClimateBases.Temperate;

            if (OverrideLocation)
            {
                climateBase = OverrideLocation.Summary.Climate;
            }
            else if (playerGPS)
            {
                climateBase = ClimateSwaps.FromAPIClimateBase(playerGPS.ClimateSettings.ClimateType);
            }

            // Layout interior
            // This needs to be done first so we know where the enter markers are
            GameObject newInterior = new GameObject(DaggerfallInterior.GetSceneName(playerGPS.CurrentLocation, door));

            newInterior.hideFlags = defaultHideFlags;
            interior = newInterior.AddComponent <DaggerfallInterior>();

            // Try to layout interior
            // If we fail for any reason, use that old chestnut "this house has nothing of value"
            try
            {
                interior.DoLayout(doorOwner, door, climateBase, buildingDiscoveryData);
            }
            catch
            {
                DaggerfallUI.AddHUDText(HardStrings.thisHouseHasNothingOfValue);
                Destroy(newInterior);
                return;
            }

            // Position interior directly inside of exterior
            // This helps with finding closest enter/exit point relative to player position
            interior.transform.position = door.ownerPosition + (Vector3)door.buildingMatrix.GetColumn(3);
            interior.transform.rotation = GameObjectHelper.QuaternionFromMatrix(door.buildingMatrix);

            // Position player above closest enter marker
            Vector3 marker;

            if (!interior.FindClosestEnterMarker(transform.position, out marker))
            {
                // Could not find an enter marker, probably not a valid interior
                Destroy(newInterior);
                return;
            }

            // Enumerate all exterior doors belonging to this building
            DaggerfallStaticDoors exteriorStaticDoors = interior.ExteriorDoors;

            if (exteriorStaticDoors && doorOwner)
            {
                List <StaticDoor> buildingDoors = new List <StaticDoor>();
                for (int i = 0; i < exteriorStaticDoors.Doors.Length; i++)
                {
                    if (exteriorStaticDoors.Doors[i].recordIndex == door.recordIndex)
                    {
                        StaticDoor newDoor = exteriorStaticDoors.Doors[i];
                        newDoor.ownerPosition = doorOwner.position;
                        newDoor.ownerRotation = doorOwner.rotation;
                        buildingDoors.Add(newDoor);
                    }
                }
                SetExteriorDoors(buildingDoors.ToArray());
            }

            // Assign new interior to parent
            if (InteriorParent != null)
            {
                newInterior.transform.parent = InteriorParent.transform;
            }

            // Cache some information about this interior
            buildingType = interior.BuildingData.BuildingType;
            factionID    = interior.BuildingData.FactionId;

            // Set player to marker position
            // TODO: Find closest door for player facing
            transform.position = marker + Vector3.up * (controller.height * 0.6f);
            SetStanding();

            EnableInteriorParent();

            // Add quest resources
            GameObjectHelper.AddQuestResourceObjects(SiteTypes.Building, interior.transform, interior.EntryDoor.buildingKey);

            // Update serializable state from scene cache for exterior->interior transition (unless new/load game)
            if (!start)
            {
                SaveLoadManager.RestoreCachedScene(interior.name);
            }

            // Raise event
            RaiseOnTransitionInteriorEvent(door, interior);

            // Fade in from black
            if (doFade)
            {
                DaggerfallUI.Instance.FadeHUDFromBlack();
            }
        }
示例#8
0
        void FixedUpdate()
        {
            if (GameManager.Instance.DisableAI)
            {
                return;
            }

            targetPosPredictTimer += Time.deltaTime;
            if (targetPosPredictTimer >= predictionInterval)
            {
                targetPosPredictTimer = 0f;
                targetPosPredict      = true;
            }
            else
            {
                targetPosPredict = false;
            }

            // Update whether enemy would be spawned or not in classic.
            // Only check if within the maximum possible distance (Just under 1094 classic units)
            if (GameManager.ClassicUpdate)
            {
                if (distanceToPlayer < 1094 * MeshReader.GlobalScale)
                {
                    float upperXZ      = 0;
                    float upperY       = 0;
                    float lowerY       = 0;
                    bool  playerInside = GameManager.Instance.PlayerGPS.GetComponent <PlayerEnterExit>().IsPlayerInside;

                    if (!playerInside)
                    {
                        upperXZ = classicSpawnDespawnExterior;
                    }
                    else
                    {
                        if (!wouldBeSpawnedInClassic)
                        {
                            upperXZ = classicSpawnXZDist;
                            upperY  = classicSpawnYDistUpper;
                            lowerY  = classicSpawnYDistLower;
                        }
                        else
                        {
                            upperXZ = classicDespawnXZDist;
                            upperY  = classicDespawnYDist;
                        }
                    }

                    float YDiffToPlayer      = transform.position.y - Player.transform.position.y;
                    float YDiffToPlayerAbs   = Mathf.Abs(YDiffToPlayer);
                    float distanceToPlayerXZ = Mathf.Sqrt(distanceToPlayer * distanceToPlayer - YDiffToPlayerAbs * YDiffToPlayerAbs);

                    wouldBeSpawnedInClassic = true;

                    if (distanceToPlayerXZ > upperXZ)
                    {
                        wouldBeSpawnedInClassic = false;
                    }

                    if (playerInside)
                    {
                        if (lowerY == 0)
                        {
                            if (YDiffToPlayerAbs > upperY)
                            {
                                wouldBeSpawnedInClassic = false;
                            }
                        }
                        else if (YDiffToPlayer < lowerY || YDiffToPlayer > upperY)
                        {
                            wouldBeSpawnedInClassic = false;
                        }
                    }
                }
                else
                {
                    wouldBeSpawnedInClassic = false;
                }
            }

            if (GameManager.ClassicUpdate)
            {
                classicTargetUpdateTimer += Time.deltaTime / systemTimerUpdatesDivisor;

                if (target != null && target.Entity.CurrentHealth <= 0)
                {
                    target = null;
                }

                // Non-hostile mode
                if (GameManager.Instance.PlayerEntity.NoTargetMode || !motor.IsHostile)
                {
                    if (target == Player)
                    {
                        target = null;
                    }
                    if (secondaryTarget == Player)
                    {
                        secondaryTarget = null;
                    }
                }

                // Reset these values if no target
                if (target == null)
                {
                    lastKnownTargetPos   = ResetPlayerPos;
                    predictedTargetPos   = ResetPlayerPos;
                    directionToTarget    = ResetPlayerPos;
                    lastDistanceToTarget = 0;
                    targetRateOfApproach = 0;
                    distanceToTarget     = 0;
                    targetSenses         = null;

                    // If we have a valid secondary target that we acquired when we got the primary, switch to it.
                    // There will only be a secondary target if using enhanced combat AI.
                    if (secondaryTarget != null && secondaryTarget.Entity.CurrentHealth > 0)
                    {
                        target = secondaryTarget;

                        // If the secondary target was actually seen, use the last place we saw it to begin pursuit.
                        if (sawSecondaryTarget)
                        {
                            lastKnownTargetPos = secondaryTargetPos;
                        }
                        awareOfTargetForLastPrediction = false;
                    }
                }

                // Compare change in target position to give AI some ability to read opponent's movements
                if (target != null && target == targetOnLastUpdate)
                {
                    if (DaggerfallUnity.Settings.EnhancedCombatAI)
                    {
                        targetRateOfApproach = (lastDistanceToTarget - distanceToTarget);
                    }
                }
                else
                {
                    lastDistanceToTarget = 0;
                    targetRateOfApproach = 0;
                }

                if (target != null)
                {
                    lastDistanceToTarget = distanceToTarget;
                    targetOnLastUpdate   = target;
                }
            }

            if (Player != null)
            {
                // Get distance to player
                Vector3 toPlayer = Player.transform.position - transform.position;
                distanceToPlayer = toPlayer.magnitude;

                // If out of classic spawn range, still check for direct LOS to player so that enemies who see player will
                // try to attack.
                if (!wouldBeSpawnedInClassic)
                {
                    distanceToTarget  = distanceToPlayer;
                    directionToTarget = toPlayer.normalized;
                    playerInSight     = CanSeeTarget(Player);
                }

                if (classicTargetUpdateTimer > 5)
                {
                    classicTargetUpdateTimer = 0f;

                    // Is enemy in area around player or can see player?
                    if (wouldBeSpawnedInClassic || playerInSight)
                    {
                        GetTargets();

                        if (target != null && target != Player)
                        {
                            targetSenses = target.GetComponent <EnemySenses>();
                        }
                        else
                        {
                            targetSenses = null;
                        }
                    }

                    // Make targeted character also target this character if it doesn't have a target yet.
                    if (target != null && targetSenses && targetSenses.Target == null)
                    {
                        targetSenses.Target = entityBehaviour;
                    }
                }

                if (target == null)
                {
                    targetInSight  = false;
                    detectedTarget = false;
                    return;
                }

                if (!wouldBeSpawnedInClassic && target == Player)
                {
                    distanceToTarget  = distanceToPlayer;
                    directionToTarget = toPlayer.normalized;
                    targetInSight     = playerInSight;
                }
                else
                {
                    Vector3 toTarget = ResetPlayerPos;
                    toTarget = target.transform.position - transform.position;

                    if (toTarget != ResetPlayerPos)
                    {
                        distanceToTarget  = toTarget.magnitude;
                        directionToTarget = toTarget.normalized;
                    }
                    targetInSight = CanSeeTarget(target);
                }

                // Classic stealth mechanics would be interfered with by hearing, so only enable
                // hearing if the enemy has detected the target. If target is visible we can omit hearing.
                if (detectedTarget && !targetInSight)
                {
                    targetInEarshot = CanHearTarget(target);
                }
                else
                {
                    targetInEarshot = false;
                }

                // Note: In classic an enemy can continue to track the player as long as their
                // giveUpTimer is > 0. Since the timer is reset to 200 on every detection this
                // would make chameleon and shade essentially useless, since the enemy is sure
                // to detect the player during one of the many AI updates. Here, the enemy has to
                // successfully see through the illusion spell each classic update to continue
                // to know where the player is.
                if (GameManager.ClassicUpdate)
                {
                    blockedByIllusionEffect = BlockedByIllusionEffect();
                    if (lastHadLOSTimer > 0)
                    {
                        lastHadLOSTimer--;
                    }
                }

                if (!blockedByIllusionEffect && (targetInSight || targetInEarshot))
                {
                    detectedTarget     = true;
                    lastKnownTargetPos = target.transform.position;
                    lastHadLOSTimer    = 200f;
                }
                else if (!blockedByIllusionEffect && StealthCheck())
                {
                    detectedTarget = true;

                    // Only get the target's location from the stealth check if we haven't had
                    // actual LOS for a while. This gives better pursuit behavior since enemies
                    // will go to the last spot they saw the player instead of walking into walls.
                    if (lastHadLOSTimer <= 0)
                    {
                        lastKnownTargetPos = target.transform.position;
                    }
                }
                else
                {
                    detectedTarget = false;
                }

                if (oldLastKnownTargetPos == ResetPlayerPos)
                {
                    oldLastKnownTargetPos = lastKnownTargetPos;
                }

                if (predictedTargetPos == ResetPlayerPos || !DaggerfallUnity.Settings.EnhancedCombatAI)
                {
                    predictedTargetPos = lastKnownTargetPos;
                }

                // Predict target's next position
                if (targetPosPredict && lastKnownTargetPos != ResetPlayerPos)
                {
                    // Be sure to only take difference of movement if we've seen the target for two consecutive prediction updates
                    if (!blockedByIllusionEffect && (targetInSight || targetInEarshot))
                    {
                        if (awareOfTargetForLastPrediction)
                        {
                            lastPositionDiff = lastKnownTargetPos - oldLastKnownTargetPos;
                        }

                        // Store current last known target position for next prediction update
                        oldLastKnownTargetPos = lastKnownTargetPos;

                        awareOfTargetForLastPrediction = true;
                    }
                    else
                    {
                        awareOfTargetForLastPrediction = false;
                    }

                    if (DaggerfallUnity.Settings.EnhancedCombatAI)
                    {
                        float moveSpeed = (enemyEntity.Stats.LiveSpeed + PlayerSpeedChanger.dfWalkBase) * MeshReader.GlobalScale;
                        predictedTargetPos = PredictNextTargetPos(moveSpeed);
                    }
                }

                if (detectedTarget && !hasEncounteredPlayer && target == Player)
                {
                    hasEncounteredPlayer = true;

                    // Check appropriate language skill to see if player can pacify enemy
                    if (!questBehaviour && entityBehaviour && motor &&
                        (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass))
                    {
                        DFCareer.Skills languageSkill = enemyEntity.GetLanguageSkill();
                        if (languageSkill != DFCareer.Skills.None)
                        {
                            PlayerEntity player = GameManager.Instance.PlayerEntity;
                            if (FormulaHelper.CalculateEnemyPacification(player, languageSkill))
                            {
                                motor.IsHostile = false;
                                DaggerfallUI.AddHUDText(HardStrings.languagePacified.Replace("%e", enemyEntity.Name).Replace("%s", languageSkill.ToString()), 5);
                                player.TallySkill(languageSkill, 3);    // BCHG: increased skill uses from 1 in classic on success to make raising language skills easier
                            }
                            else if (languageSkill != DFCareer.Skills.Etiquette && languageSkill != DFCareer.Skills.Streetwise)
                            {
                                player.TallySkill(languageSkill, 1);
                            }
                        }
                    }
                }
            }
        }
        void Update()
        {
            if (!dfUnity.IsReady || !playerEnterExit || !PlayerTorch || playerEntity == null || GameManager.IsGamePaused)
            {
                return;
            }

            bool enableTorch = false;

            if (DaggerfallUnity.Settings.PlayerTorchFromItems)
            {
                DaggerfallUnityItem lightSource = playerEntity.LightSource;
                if (lightSource != null)
                {
                    enableTorch      = true;
                    torchLight.range = lightSource.ItemTemplate.capacityOrTarget;
                    // Consume durability / fuel
                    if (Time.realtimeSinceStartup > lastTickTime + tickTimeInterval)
                    {
                        lastTickTime = Time.realtimeSinceStartup;
                        if (lightSource.currentCondition > 0)
                        {
                            lightSource.currentCondition--;
                        }

                        if (lightSource.currentCondition == 0 && DaggerfallUnityItem.CompareItems(playerEntity.LightSource, lightSource))
                        {
                            DaggerfallUI.MessageBox(TextManager.Instance.GetText(textDatabase, "lightDies"), false, lightSource);
                            enableTorch = false;
                            playerEntity.LightSource = null;
                            if (!lightSource.IsOfTemplate(ItemGroups.UselessItems2, (int)UselessItems2.Lantern))
                            {
                                playerEntity.Items.RemoveItem(lightSource);
                            }
                        }
                    }

                    if (lightSource.currentCondition < 3)
                    {
                        // Give warning signs if running low of fuel
                        intensityMod = 0.6f + (Mathf.Cos(guttering) * 0.2f);
                        guttering   += Random.Range(-0.02f, 0.06f);
                    }
                    else
                    {
                        intensityMod = 1;
                        guttering    = 0;
                    }
                }
            }
            else
            {
                enableTorch = (!playerEnterExit.IsPlayerInside && dfUnity.WorldTime.Now.IsCityLightsOn) || playerEnterExit.IsPlayerInsideDungeon;
            }
            if (torchLight)
            {
                torchLight.intensity = torchIntensity * DaggerfallUnity.Settings.PlayerTorchLightScale * intensityMod;
            }

            PlayerTorch.SetActive(enableTorch);
        }
        /// <summary>
        /// Transition player through an exterior door into building interior.
        /// </summary>
        /// <param name="doorOwner">Parent transform owning door array..</param>
        /// <param name="door">Exterior door player clicked on.</param>
        public void TransitionInterior(Transform doorOwner, StaticDoor door, bool doFade = false)
        {
            // Ensure we have component references
            if (!ReferenceComponents())
            {
                return;
            }

            // Copy owner position to door
            // This ensures the door itself is all we need to reposition interior
            // Useful when loading a save and doorOwner is null (as outside world does not exist)
            if (doorOwner)
            {
                door.ownerPosition = doorOwner.position;
                door.ownerRotation = doorOwner.rotation;
            }

            // Raise event
            RaiseOnPreTransitionEvent(TransitionType.ToBuildingInterior, door);

            // Get climate
            ClimateBases climateBase = ClimateBases.Temperate;

            if (OverrideLocation)
            {
                climateBase = OverrideLocation.Summary.Climate;
            }
            else if (playerGPS)
            {
                climateBase = ClimateSwaps.FromAPIClimateBase(playerGPS.ClimateSettings.ClimateType);
            }

            // Layout interior
            // This needs to be done first so we know where the enter markers are
            GameObject newInterior = new GameObject(string.Format("DaggerfallInterior [Block={0}, Record={1}]", door.blockIndex, door.recordIndex));

            newInterior.hideFlags = defaultHideFlags;
            interior = newInterior.AddComponent <DaggerfallInterior>();

            // Try to layout interior
            // If we fail for any reason, use that old chestnut "this house has nothing of value"
            try
            {
                interior.DoLayout(doorOwner, door, climateBase);
            }
            catch
            {
                DaggerfallUI.AddHUDText(UserInterfaceWindows.HardStrings.thisHouseHasNothingOfValue);
                Destroy(newInterior);
                return;
            }

            // Position interior directly inside of exterior
            // This helps with finding closest enter/exit point relative to player position
            interior.transform.position = door.ownerPosition + (Vector3)door.buildingMatrix.GetColumn(3);
            interior.transform.rotation = GameObjectHelper.QuaternionFromMatrix(door.buildingMatrix);

            // Position player above closest enter marker
            Vector3 marker;

            if (!interior.FindClosestEnterMarker(transform.position, out marker))
            {
                // Could not find an enter marker, probably not a valid interior
                Destroy(newInterior);
                return;
            }

            // Enumerate all exterior doors belonging to this building
            DaggerfallStaticDoors exteriorStaticDoors = interior.ExteriorDoors;

            if (exteriorStaticDoors && doorOwner)
            {
                List <StaticDoor> buildingDoors = new List <StaticDoor>();
                for (int i = 0; i < exteriorStaticDoors.Doors.Length; i++)
                {
                    if (exteriorStaticDoors.Doors[i].recordIndex == door.recordIndex)
                    {
                        StaticDoor newDoor = exteriorStaticDoors.Doors[i];
                        newDoor.ownerPosition = doorOwner.position;
                        newDoor.ownerRotation = doorOwner.rotation;
                        buildingDoors.Add(newDoor);
                    }
                }
                exteriorDoors = buildingDoors.ToArray();
            }

            // Assign new interior to parent
            if (InteriorParent != null)
            {
                newInterior.transform.parent = InteriorParent.transform;
            }

            // Cache some information about this interior
            buildingType = interior.BuildingData.BuildingType;

            // Set player to marker position
            // TODO: Find closest door for player facing
            transform.position = marker + Vector3.up * (controller.height * 0.6f);
            SetStanding();

            EnableInteriorParent();

            // Raise event
            RaiseOnTransitionInteriorEvent(door, interior);

            // Fade in from black
            if (doFade)
            {
                DaggerfallUI.Instance.FadeHUDFromBlack();
            }
        }
示例#11
0
        private void UpdateWeapon()
        {
            // Do nothing if weapon not ready
            if (weaponAtlas == null || weaponAnims == null ||
                weaponRects == null || weaponIndices == null)
            {
                return;
            }

            // Reset state if weapon not visible
            if (!ShowWeapon || WeaponType == WeaponTypes.None)
            {
                weaponState  = WeaponStates.Idle;
                currentFrame = 0;
            }

            // Handle bow with no arrows
            if (!GameManager.Instance.WeaponManager.Sheathed && WeaponType == WeaponTypes.Bow && GameManager.Instance.PlayerEntity.Items.GetItem(Items.ItemGroups.Weapons, (int)Items.Weapons.Arrow) == null)
            {
                GameManager.Instance.WeaponManager.SheathWeapons();
                DaggerfallUI.SetMidScreenText(UserInterfaceWindows.HardStrings.youHaveNoArrows);
            }

            // Store rect and anim
            int weaponAnimRecordIndex;

            if (WeaponType == WeaponTypes.Bow)
            {
                weaponAnimRecordIndex = 0; // Bow has only 1 animation
            }
            else
            {
                weaponAnimRecordIndex = (int)weaponState;
            }

            if (FlipHorizontal && (weaponState == WeaponStates.Idle || weaponState == WeaponStates.StrikeDown || weaponState == WeaponStates.StrikeUp))
            {
                // Mirror weapon rect
                Rect rect = weaponRects[weaponIndices[weaponAnimRecordIndex].startIndex + currentFrame];
                curAnimRect = new Rect(rect.xMax, rect.yMin, -rect.width, rect.height);
            }
            else
            {
                curAnimRect = weaponRects[weaponIndices[weaponAnimRecordIndex].startIndex + currentFrame];
            }
            WeaponAnimation anim = weaponAnims[(int)weaponState];

            // Get weapon dimensions
            int width  = weaponIndices[weaponAnimRecordIndex].width;
            int height = weaponIndices[weaponAnimRecordIndex].height;

            // Get weapon scale
            weaponScaleX = (float)Screen.width / (float)nativeScreenWidth;
            weaponScaleY = (float)Screen.height / (float)nativeScreenHeight;

            // Adjust scale to be slightly larger when not using point filtering
            // This reduces the effect of filter shrink at edge of display
            if (dfUnity.MaterialReader.MainFilterMode != FilterMode.Point)
            {
                weaponScaleX *= 1.01f;
                weaponScaleY *= 1.01f;
            }

            // Source weapon images are designed to overlay a fixed 320x200 display.
            // Some weapons need to align with both top, bottom, and right of display.
            // This means they might be a little stretched on widescreen displays.
            switch (anim.Alignment)
            {
            case WeaponAlignment.Left:
                AlignLeft(anim, width, height);
                break;

            case WeaponAlignment.Center:
                AlignCenter(anim, width, height);
                break;

            case WeaponAlignment.Right:
                AlignRight(anim, width, height);
                break;
            }
        }
示例#12
0
 private void SetupSingleton()
 {
     if (instance == null)
         instance = this;
     else if (instance != this)
     {
         if (Application.isPlaying)
         {
             DaggerfallUnity.LogMessage("Multiple DaggerfallUI instances detected in scene!", true);
             Destroy(gameObject);
         }
     }
 }
示例#13
0
        public static bool FindDaggerfallUI(out DaggerfallUI dfUnityOut)
        {
            dfUnityOut = GameObject.FindObjectOfType(typeof(DaggerfallUI)) as DaggerfallUI;
            if (dfUnityOut == null)
            {
                DaggerfallUnity.LogMessage("Could not locate DaggerfallUI GameObject instance in scene!", true);
                return false;
            }

            return true;
        }
示例#14
0
        void FixedUpdate()
        {
            classicUpdateTimer += Time.deltaTime;
            if (classicUpdateTimer >= PlayerEntity.ClassicUpdateInterval)
            {
                classicUpdateTimer = 0;
                classicUpdate      = true;
            }
            else
            {
                classicUpdate = false;
            }

            // Reset whether enemy would be spawned or not in classic.
            if (classicUpdate)
            {
                wouldBeSpawnedInClassic = false;
            }

            // Update whether enemy would be spawned or not in classic.
            // Only check if within the maximum possible distance (Just under 1094 classic units)
            if (classicUpdate && distanceToPlayer < 1094 * MeshReader.GlobalScale)
            {
                float upperXZ      = 0;
                float upperY       = 0;
                float lowerY       = 0;
                bool  playerInside = GameManager.Instance.PlayerGPS.GetComponent <PlayerEnterExit>().IsPlayerInside;

                if (!playerInside)
                {
                    upperXZ = classicSpawnDespawnExterior;
                }
                else
                {
                    if (!wouldBeSpawnedInClassic)
                    {
                        upperXZ = classicSpawnXZDist;
                        upperY  = classicSpawnYDistUpper;
                        lowerY  = classicSpawnYDistLower;
                    }
                    else
                    {
                        upperXZ = classicDespawnXZDist;
                        upperY  = classicDespawnYDist;
                    }
                }

                float YDiffToPlayer      = transform.position.y - Player.transform.position.y;
                float YDiffToPlayerAbs   = Mathf.Abs(YDiffToPlayer);
                float distanceToPlayerXZ = Mathf.Sqrt(distanceToPlayer * distanceToPlayer - YDiffToPlayerAbs * YDiffToPlayerAbs);

                wouldBeSpawnedInClassic = true;

                if (distanceToPlayerXZ > upperXZ)
                {
                    wouldBeSpawnedInClassic = false;
                }

                if (playerInside)
                {
                    if (lowerY == 0)
                    {
                        if (YDiffToPlayerAbs > upperY)
                        {
                            wouldBeSpawnedInClassic = false;
                        }
                    }
                    else if (YDiffToPlayer < lowerY || YDiffToPlayer > upperY)
                    {
                        wouldBeSpawnedInClassic = false;
                    }
                }
            }

            if (classicUpdate)
            {
                classicTargetUpdateTimer += Time.deltaTime / systemTimerUpdatesDivisor;

                if (entityBehaviour.Target != null && entityBehaviour.Target.Entity.CurrentHealth <= 0)
                {
                    entityBehaviour.Target = null;
                }

                // NoTarget mode
                if ((GameManager.Instance.PlayerEntity.NoTargetMode || !motor.IsHostile) && entityBehaviour.Target == Player)
                {
                    entityBehaviour.Target = null;
                }

                if (entityBehaviour.Target == null)
                {
                    lastKnownTargetPos = ResetPlayerPos;
                }

                if ((motor.IsHostile && entityBehaviour.Target == null) || classicTargetUpdateTimer > 10) // Timing is 200 in classic, about 10 seconds.
                {
                    classicTargetUpdateTimer = 0f;

                    // Is enemy in area around player or can see player?
                    if (wouldBeSpawnedInClassic || playerInSight)
                    {
                        entityBehaviour.Target = GetTarget();
                    }

                    // Make targeted character also target this character if it doesn't have a target yet.
                    if (entityBehaviour.Target != null && entityBehaviour.Target.Target == null)
                    {
                        entityBehaviour.Target.Target = entityBehaviour;
                    }
                }
            }

            if (Player != null)
            {
                // Get distance to player
                Vector3 toPlayer = Player.transform.position - transform.position;
                distanceToPlayer = toPlayer.magnitude;

                // If out of classic spawn range, still check for direct LOS to player so that enemies who see player will
                // try to attack.
                if (!wouldBeSpawnedInClassic)
                {
                    distanceToTarget  = distanceToPlayer;
                    directionToTarget = toPlayer.normalized;
                    playerInSight     = CanSeeTarget(Player);
                }

                Vector3 toTarget = ResetPlayerPos;
                if (entityBehaviour.Target != null)
                {
                    toTarget = entityBehaviour.Target.transform.position - transform.position;
                }

                if (toTarget != ResetPlayerPos)
                {
                    distanceToTarget  = toTarget.magnitude;
                    directionToTarget = toTarget.normalized;
                }

                if (entityBehaviour.Target == null)
                {
                    targetInSight  = false;
                    detectedTarget = false;
                    return;
                }

                targetInSight = CanSeeTarget(entityBehaviour.Target);

                // Classic stealth mechanics would be interfered with by hearing, so only enable
                // hearing if the enemy has detected the target. If target is visible we can omit hearing.
                if (detectedTarget && !targetInSight)
                {
                    targetInEarshot = CanHearTarget(entityBehaviour.Target);
                }
                else
                {
                    targetInEarshot = false;
                }

                // Note: In classic an enemy can continue to track the player as long as their
                // giveUpTimer is > 0. Since the timer is reset to 200 on every detection this
                // would make chameleon and shade essentially useless, since the enemy is sure
                // to detect the player during one of the many AI updates. Here, the enemy has to
                // successfully see through the illusion spell each classic update to continue
                // to know where the player is.
                if (classicUpdate)
                {
                    blockedByIllusionEffect = BlockedByIllusionEffect();
                    if (lastHadLOSTimer > 0)
                    {
                        lastHadLOSTimer--;
                    }
                }

                if (!blockedByIllusionEffect && (targetInSight || targetInEarshot))
                {
                    detectedTarget     = true;
                    lastKnownTargetPos = entityBehaviour.Target.transform.position;
                    lastHadLOSTimer    = 200f;
                }
                else if (!blockedByIllusionEffect && StealthCheck())
                {
                    detectedTarget = true;

                    // Only get the target's location from the stealth check if we haven't had
                    // actual LOS for a while. This gives better pursuit behavior since enemies
                    // will go to the last spot they saw the player instead of walking into walls.
                    if (lastHadLOSTimer <= 0)
                    {
                        lastKnownTargetPos = entityBehaviour.Target.transform.position;
                    }
                }
                else
                {
                    detectedTarget = false;
                }

                if (detectedTarget && !hasEncounteredPlayer && entityBehaviour.Target == Player)
                {
                    hasEncounteredPlayer = true;

                    // Check appropriate language skill to see if player can pacify enemy
                    DaggerfallEntityBehaviour entityBehaviour = GetComponent <DaggerfallEntityBehaviour>();
                    if (entityBehaviour && motor &&
                        (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass))
                    {
                        DFCareer.Skills languageSkill = enemyEntity.GetLanguageSkill();
                        if (languageSkill != DFCareer.Skills.None)
                        {
                            PlayerEntity player = GameManager.Instance.PlayerEntity;
                            if (FormulaHelper.CalculateEnemyPacification(player, languageSkill))
                            {
                                motor.IsHostile = false;
                                DaggerfallUI.AddHUDText(HardStrings.languagePacified.Replace("%e", enemyEntity.Name).Replace("%s", languageSkill.ToString()), 5);
                                player.TallySkill(languageSkill, 3);    // BCHG: increased skill uses from (assumed) 1 in classic on success to make raising language skills easier
                            }
                            else if (languageSkill != DFCareer.Skills.Etiquette && languageSkill != DFCareer.Skills.Streetwise)
                            {
                                player.TallySkill(languageSkill, 1);
                            }
                        }
                    }
                }
            }
        }
示例#15
0
        private void UpdateWeapon()
        {
            // Do nothing if weapon not ready
            if (weaponAtlas == null || weaponAnims == null ||
                weaponRects == null || weaponIndices == null)
            {
                return;
            }

            // Reset state if weapon not visible
            if (!ShowWeapon || WeaponType == WeaponTypes.None)
            {
                weaponState  = WeaponStates.Idle;
                currentFrame = 0;
            }

            // Handle bow with no arrows
            if (!GameManager.Instance.WeaponManager.Sheathed && WeaponType == WeaponTypes.Bow && GameManager.Instance.PlayerEntity.Items.GetItem(Items.ItemGroups.Weapons, (int)Items.Weapons.Arrow) == null)
            {
                GameManager.Instance.WeaponManager.SheathWeapons();
                DaggerfallUI.SetMidScreenText(TextManager.Instance.GetLocalizedText("youHaveNoArrows"));
            }

            // Store rect and anim
            int weaponAnimRecordIndex;

            if (WeaponType == WeaponTypes.Bow)
            {
                weaponAnimRecordIndex = 0; // Bow has only 1 animation
            }
            else
            {
                weaponAnimRecordIndex = weaponAnims[(int)weaponState].Record;
            }

            try
            {
                bool isImported = customTextures.TryGetValue(MaterialReader.MakeTextureKey(0, (byte)weaponAnimRecordIndex, (byte)currentFrame), out curCustomTexture);
                if (FlipHorizontal && (weaponState == WeaponStates.Idle || weaponState == WeaponStates.StrikeDown || weaponState == WeaponStates.StrikeUp))
                {
                    // Mirror weapon rect
                    if (isImported)
                    {
                        curAnimRect = new Rect(1, 0, -1, 1);
                    }
                    else
                    {
                        Rect rect = weaponRects[weaponIndices[weaponAnimRecordIndex].startIndex + currentFrame];
                        curAnimRect = new Rect(rect.xMax, rect.yMin, -rect.width, rect.height);
                    }
                }
                else
                {
                    curAnimRect = isImported ? new Rect(0, 0, 1, 1) : weaponRects[weaponIndices[weaponAnimRecordIndex].startIndex + currentFrame];
                }
                WeaponAnimation anim = weaponAnims[(int)weaponState];

                // Get weapon dimensions
                int width  = weaponIndices[weaponAnimRecordIndex].width;
                int height = weaponIndices[weaponAnimRecordIndex].height;

                // Get weapon scale
                weaponScaleX = (float)Screen.width / (float)nativeScreenWidth;
                weaponScaleY = (float)Screen.height / (float)nativeScreenHeight;

                // Adjust scale to be slightly larger when not using point filtering
                // This reduces the effect of filter shrink at edge of display
                if (dfUnity.MaterialReader.MainFilterMode != FilterMode.Point)
                {
                    weaponScaleX *= 1.01f;
                    weaponScaleY *= 1.01f;
                }

                // Source weapon images are designed to overlay a fixed 320x200 display.
                // Some weapons need to align with both top, bottom, and right of display.
                // This means they might be a little stretched on widescreen displays.
                switch (anim.Alignment)
                {
                case WeaponAlignment.Left:
                    AlignLeft(anim, width, height);
                    break;

                case WeaponAlignment.Center:
                    AlignCenter(anim, width, height);
                    break;

                case WeaponAlignment.Right:
                    AlignRight(anim, width, height);
                    break;
                }
                // Set the frame time (attack speed)
                animTickTime = GetAnimTickTime();
            }
            catch (IndexOutOfRangeException)
            {
                DaggerfallUnity.LogMessage("Index out of range exception for weapon animation. Probably due to weapon breaking + being unequipped during animation.");
            }
        }
示例#16
0
        /// <summary>
        /// Physically check for wall info between player and wall he's attached to.  Searches in front of player if no wall already set.
        /// </summary>
        private void GetClimbedWallInfo()
        {
            RaycastHit hit;

            Vector3 p1 = controller.transform.position + controller.center + Vector3.up * -controller.height * 0.40f;
            Vector3 p2 = p1 + Vector3.up * controller.height;

            // decide what direction to look towards to get the ledge direction vector
            if (moveScanner.AboveBehindWall != null)
            {
                moveScanner.CutAndPasteAboveBehindWallTo(ref myLedgeDirection);
            }
            else if (moveScanner.BelowBehindWall != null)
            {
                moveScanner.CutAndPasteBelowBehindWallTo(ref myLedgeDirection);
            }

            if (myLedgeDirection == Vector3.zero)
            {
                wallDirection = controller.transform.forward;
            }
            else if (!atOutsideCorner)
            {
                wallDirection = myLedgeDirection;
            }
            else
            {
                wallDirection = -cornerNormalRay.direction;
            }
            // Cast character controller shape forward to see if it is about to hit anything.
            Debug.DrawRay(controller.transform.position, wallDirection, Color.gray);
            if (Physics.CapsuleCast(p1, p2, controller.radius, wallDirection, out hit, controller.radius + 0.1f))
            {
                // Immediately stop climbing if object not valid
                if (!IsClimable(hit.transform))
                {
                    StopClimbing();
                    return;
                }

                // Show climbing message then disable further showing of climbing mode message until current climb attempt is stopped
                if (showClimbingModeMessage)
                {
                    DaggerfallUI.AddHUDText(TextManager.Instance.GetLocalizedText("climbingMode"));
                    showClimbingModeMessage = false;
                }

                // Get the negative horizontal component of the hitnormal, so gabled roofs don't mess it up
                myLedgeDirection = Vector3.ProjectOnPlane(-hit.normal, Vector3.up).normalized;

                // set origin of strafe ray to y level of controller
                // direction is set to hitnormal until it can be adjusted when we have a side movement direction
                myStrafeRay = new Ray(new Vector3(hit.point.x, controller.transform.position.y, hit.point.z), hit.normal);
            }
            else
            {
                if (myLedgeDirection == Vector3.zero && moveScanner.FrontWall != null)
                {
                    moveScanner.CutAndPasteFrontWallTo(ref myLedgeDirection);
                }
            }
        }
示例#17
0
        public void ClimbingCheck(ref CollisionFlags collisionFlags)
        {
            // Get pre-movement position for climbing check
            lastHorizontalPosition = new Vector2(controller.transform.position.x, controller.transform.position.z);

            if (isClimbing)
            {
                collisionFlags = CollisionFlags.Sides;
            }
            // Get collision flags for swimming as well, so it's possible to climb out of water TODO: Collision flags from swimming aren't working
            else if (levitateMotor.IsSwimming)
            {
                collisionFlags = levitateMotor.CollisionFlags;
            }

            // Climbing
            uint gameMinutes = DaggerfallUnity.Instance.WorldTime.DaggerfallDateTime.ToClassicDaggerfallTime();

            if (!InputManager.Instance.HasAction(InputManager.Actions.MoveForwards) ||
                (collisionFlags & CollisionFlags.Sides) == 0 ||
                failedClimbingCheck ||
                levitateMotor.IsLevitating ||
                playerMotor.IsRiding ||
                Vector2.Distance(lastHorizontalPosition, new Vector2(controller.transform.position.x, controller.transform.position.z)) >= (0.003f))    // Approximation based on observing classic in-game
            {
                isClimbing = false;
                showClimbingModeMessage = true;
                climbingStartTimer      = 0;
                timeOfLastClimbingCheck = gameMinutes;
            }
            else
            {
                if (climbingStartTimer <= (playerMotor.systemTimerUpdatesPerSecond * 14))
                {
                    climbingStartTimer += Time.deltaTime;
                }
                else
                {
                    if (!isClimbing)
                    {
                        if (showClimbingModeMessage)
                        {
                            DaggerfallUI.AddHUDText(UserInterfaceWindows.HardStrings.climbingMode);
                        }
                        // Disable further showing of climbing mode message until current climb attempt is stopped
                        // to keep it from filling message log
                        showClimbingModeMessage = false;
                        isClimbing = true;
                    }

                    // Initial check to start climbing
                    if ((gameMinutes - timeOfLastClimbingCheck) > 18)
                    {
                        Entity.PlayerEntity player = GameManager.Instance.PlayerEntity;
                        player.TallySkill(DFCareer.Skills.Climbing, 1);
                        timeOfLastClimbingCheck = gameMinutes;
                        if (UnityEngine.Random.Range(1, 101) > 95)
                        {
                            if (UnityEngine.Random.Range(1, 101) > player.Skills.GetLiveSkillValue(DFCareer.Skills.Climbing))
                            {
                                isClimbing          = false;
                                failedClimbingCheck = true;
                            }
                        }
                    }
                }
            }

            if (isClimbing)
            {
                ClimbMovement();
            }
        }
        void Update()
        {
            // Don't process game manager input messages when game not running
            if (!IsPlayingGame())
            {
                return;
            }

            // Post message to open options dialog on escape during gameplay
            if (InputManager.Instance.ActionComplete(InputManager.Actions.Escape))
            {
                DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenPauseOptionsDialog);
            }

            // Handle in-game windows
            if (InputManager.Instance.ActionComplete(InputManager.Actions.CharacterSheet))
            {
                DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenCharacterSheetWindow);
            }
            else if (InputManager.Instance.ActionComplete(InputManager.Actions.Inventory))
            {
                DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenInventoryWindow);
            }
            else if (InputManager.Instance.ActionComplete(InputManager.Actions.TravelMap))
            {
                DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenTravelMapWindow);
            }
            else if (InputManager.Instance.ActionComplete(InputManager.Actions.Rest))
            {
                DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenRestWindow);
            }
            else if (InputManager.Instance.ActionComplete(InputManager.Actions.Transport))
            {
                DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenTransportWindow);
            }
            else if (InputManager.Instance.ActionComplete(InputManager.Actions.LogBook))
            {
                DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenQuestJournalWindow);
            }
            else if (InputManager.Instance.ActionComplete(InputManager.Actions.NoteBook))
            {
                DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenNotebookWindow);
            }
            else if (InputManager.Instance.ActionComplete(InputManager.Actions.CastSpell))
            {
                DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenSpellBookWindow);
            }
            else if (InputManager.Instance.ActionComplete(InputManager.Actions.UseMagicItem))
            {
                DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenUseMagicItemWindow);
            }

            if (InputManager.Instance.ActionComplete(InputManager.Actions.Status))
            {
                DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiStatusInfo);
            }

            if (InputManager.Instance.ActionComplete(InputManager.Actions.AutoMap))
            {
                DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenAutomap);
            }

            // Handle quick save and load
            if (InputManager.Instance.ActionStarted(InputManager.Actions.QuickSave))
            {
                if (SaveLoadManager.IsSavingPrevented)
                {
                    DaggerfallUI.MessageBox(TextManager.Instance.GetLocalizedText("cannotSaveNow"));
                }
                else
                {
                    SaveLoadManager.Instance.QuickSave();
                }
            }
            else if (InputManager.Instance.ActionStarted(InputManager.Actions.QuickLoad))
            {
                if (SaveLoadManager.Instance.HasQuickSave(GameManager.Instance.PlayerEntity.Name))
                {
                    GameManager.Instance.SaveLoadManager.PromptQuickLoadGame(GameManager.Instance.PlayerEntity.Name, () =>
                    {
                        SaveLoadManager.Instance.QuickLoad();
                    });
                }
            }
        }
示例#19
0
        /// <summary>
        /// Check if should do rappel, and do rappel and attach to wall.
        /// </summary>
        public void RappelChecks()
        {
            if (rappelStage == RappelStage.Inactive)
            {
                measure = null;
            }
            else
            {
                // Player can become grounded with a partial rappel state based on object height
                // If player is grounded then reset back to inactive state
                if (GameManager.Instance.PlayerMotor.IsGrounded)
                {
                    ResetRappelState();
                    return;
                }
            }

            InitialSetRappelType();

            bool    inputBackward = InputManager.Instance.HasAction(InputManager.Actions.MoveBackwards);
            Vector3 origin        = Vector3.zero;
            Vector3 direction     = -controller.transform.forward;

            #region Scan For AdjacentSurface
            if (inputBackward)
            {
                // check from different origins to find different surfaces
                if (!climbingMotor.IsClimbing)
                {
                    origin = controller.transform.position + Vector3.down * (0.25f * controller.height) + controller.transform.forward * (0.8f * controller.radius);
                }
                else
                {
                    origin = controller.transform.position + Vector3.up * (0.25f * controller.height) + controller.transform.forward * (0.8f * controller.radius);
                }

                playerScanner.FindAdjacentSurface(origin, direction, PlayerMoveScanner.RotationDirection.YZCounterClockwise);
            }
            #endregion

            // the only time Ground closeness can cancel the start of the rappel is when we are
            // going to rappel down and behind to a wall
            if (InitialTooCloseToGround(rappelDirection))
            {
                IsRappelling = false;
                return;
            }

            if (rappelStage == RappelStage.Activated)
            {
                DaggerfallUI.AddHUDText(UserInterfaceWindows.HardStrings.rappelMode);
                rappelStage = RappelStage.Swooping;
                InitialSetGrappleDirection();

                swoopBasePosition = controller.transform.position;
                rappelTimer       = 0f;
                measure           = null;
            }

            // Rappel swooping
            if (rappelStage == RappelStage.Swooping)
            {
                player.TallySkill(DFCareer.Skills.Climbing, 1);
                Vector3 swoopDirection = grappleDirection;
                // if we are rappelling under to ceiling, grappledirection is different so use adjacentSurfaceRay
                // direction to get right direction to go under the ceiling.
                if (rappelDirection == RappelDirection.DownUnder || rappelDirection == RappelDirection.FrontUp)
                {
                    swoopDirection = playerScanner.WallDetachedVector;
                }
                rappelTimer += Time.deltaTime;

                switch (rappelDirection)
                {
                case RappelDirection.DownBehind:
                    CurlDown(swoopBasePosition, swoopDirection);
                    break;

                case RappelDirection.UpBehind:
                    CurlOver(swoopBasePosition, swoopDirection);
                    break;

                //case RappelDirection.DownUnder:
                //    CurlUnder(swoopBasePosition, swoopDirection);
                //    break;
                case RappelDirection.FrontUp:
                    if (updateSwoopBasePosition)
                    {       // enables player to bottom out on DownUnder and continue FrontUp
                        swoopBasePosition       = controller.transform.position;
                        updateSwoopBasePosition = false;
                        rappelTimer             = 0;
                    }
                    CurlUpHalf(swoopBasePosition, swoopDirection);
                    break;

                default:
                    break;
                }

                controller.transform.position = rappelPosition;
            }

            if (rappelStage == RappelStage.Grappling)
            // perform horizontal measurement-based Wall-grapple direction or vertical for ceiling
            {
                // if measurement hasn't started, start measuring grapple-to-surface movement
                if (measure == null)
                {
                    measure = new VectorMeasurement(controller.transform.position);
                }

                if (!(/*hangingMotor.IsHanging ||*/ climbingMotor.IsClimbing) &&
                    measure.Distance(controller.transform.position) < 1f)
                {
                    // Auto move toward surface to grab
                    float speed = speedChanger.GetBaseSpeed();

                    grappleDirection = grappleDirection.normalized * speed * 1.15f;
                    groundMotor.MoveWithMovingPlatform(grappleDirection);
                }
                else // if we've moved past the distance limit
                {
                    ResetRappelState();
                }
            }
        }
        void Update()
        {
            if (!IsPlayingGame())
            {
                return;
            }

            // Post message to open options dialog on escape during gameplay
            if (Input.GetKeyDown(KeyCode.Escape))
            {
                DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenPauseOptionsDialog);
            }

            // Handle in-game windows
            if (InputManager.Instance.ActionComplete(InputManager.Actions.CharacterSheet))
            {
                DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenCharacterSheetWindow);
            }
            else if (InputManager.Instance.ActionComplete(InputManager.Actions.Inventory))
            {
                DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenInventoryWindow);
            }
            else if (InputManager.Instance.ActionComplete(InputManager.Actions.TravelMap))
            {
                DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenTravelMapWindow);
            }
            else if (InputManager.Instance.ActionComplete(InputManager.Actions.Rest))
            {
                DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenRestWindow);
            }
            else if (InputManager.Instance.ActionComplete(InputManager.Actions.Transport))
            {
                DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenTransportWindow);
            }
            else if (InputManager.Instance.ActionComplete(InputManager.Actions.LogBook))
            {
                DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenQuestJournalWindow);
            }
            else if (InputManager.Instance.ActionComplete(InputManager.Actions.NoteBook))
            {
                DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenNotebookWindow);
            }
            else if (InputManager.Instance.ActionComplete(InputManager.Actions.CastSpell))
            {
                DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenSpellBookWindow);
            }
            else if (InputManager.Instance.ActionComplete(InputManager.Actions.UseMagicItem))
            {
                DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenUseMagicItemWindow);
            }

            if (InputManager.Instance.ActionComplete(InputManager.Actions.Status))
            {
                DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiStatusInfo);
            }

            if (InputManager.Instance.ActionComplete(InputManager.Actions.AutoMap))
            {
                DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenAutomap);
            }

            // Handle quick save and load
            if (InputManager.Instance.ActionStarted(InputManager.Actions.QuickSave))
            {
                SaveLoadManager.Instance.QuickSave();
            }
            else if (InputManager.Instance.ActionStarted(InputManager.Actions.QuickLoad))
            {
                if (SaveLoadManager.Instance.HasQuickSave(GameManager.Instance.PlayerEntity.Name))
                {
                    SaveLoadManager.Instance.QuickLoad();
                }
            }
        }
示例#21
0
        void Update()
        {
            if (mainCamera == null)
            {
                return;
            }

            // Fire ray into scene
            if (InputManager.Instance.ActionStarted(InputManager.Actions.ActivateCenterObject))
            {
                // Using RaycastAll as hits can be blocked by decorations or other models
                // When this happens activation feels unresponsive to player
                // Also processing hit detection in order of priority
                Ray          ray = new Ray(mainCamera.transform.position, mainCamera.transform.forward);
                RaycastHit[] hits;
                hits = Physics.RaycastAll(ray, RayDistance);
                if (hits != null)
                {
                    // Check each hit in range for action, exit on first valid action processed
                    for (int i = 0; i < hits.Length; i++)
                    {
                        // Check for a static door hit
                        Transform             doorOwner;
                        DaggerfallStaticDoors doors = GetDoors(hits[i].transform, out doorOwner);
                        if (doors && playerEnterExit)
                        {
                            StaticDoor door;
                            if (doors.HasHit(hits[i].point, out door))
                            {
                                if (door.doorType == DoorTypes.Building && !playerEnterExit.IsPlayerInside)
                                {
                                    // Hit door while outside, transition inside
                                    playerEnterExit.TransitionInterior(doorOwner, door, true);
                                    return;
                                }
                                else if (door.doorType == DoorTypes.Building && playerEnterExit.IsPlayerInside)
                                {
                                    // Hit door while inside, transition outside
                                    playerEnterExit.TransitionExterior(true);
                                    return;
                                }
                                else if (door.doorType == DoorTypes.DungeonEntrance && !playerEnterExit.IsPlayerInside)
                                {
                                    if (playerGPS)
                                    {
                                        // Hit dungeon door while outside, transition inside
                                        playerEnterExit.TransitionDungeonInterior(doorOwner, door, playerGPS.CurrentLocation, true);
                                        return;
                                    }
                                }
                                else if (door.doorType == DoorTypes.DungeonExit && playerEnterExit.IsPlayerInside)
                                {
                                    // Hit dungeon exit while inside, transtion outside
                                    playerEnterExit.TransitionDungeonExterior(true);
                                    return;
                                }
                            }
                        }

                        // Check for an action door hit
                        DaggerfallActionDoor actionDoor;
                        if (ActionDoorCheck(hits[i], out actionDoor))
                        {
                            actionDoor.ToggleDoor();
                        }

                        // Check for action record hit
                        DaggerfallAction action;
                        if (ActionCheck(hits[i], out action))
                        {
                            action.Receive(this.gameObject, DaggerfallAction.TriggerTypes.Direct);
                        }

                        // Check for lootable object hit
                        DaggerfallLoot loot;
                        if (LootCheck(hits[i], out loot))
                        {
                            // For bodies, check has treasure first
                            if (loot.ContainerType == LootContainerTypes.CorpseMarker && loot.Items.Count == 0)
                            {
                                DaggerfallUI.AddHUDText(HardStrings.theBodyHasNoTreasure);
                                return;
                            }

                            // Open inventory window with loot as remote target
                            DaggerfallUI.Instance.InventoryWindow.LootTarget = loot;
                            DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenInventoryWindow);
                        }
                    }
                }
            }
        }