示例#1
0
 void SetMelee(FPSWeapon target)
 {
     target.WeaponType       = WeaponTypes.Melee;
     target.MetalType        = MetalTypes.None;
     target.DrawWeaponSound  = SoundClips.None;
     target.SwingWeaponSound = SoundClips.SwingHighPitch;
 }
        void SetWeapon(FPSWeapon target, DaggerfallUnityItem weapon)
        {
            // Must be a weapon
            if (weapon.ItemGroup != ItemGroups.Weapons)
            {
                return;
            }

            // Setup target
            target.WeaponType       = DaggerfallUnity.Instance.ItemHelper.ConvertItemToAPIWeaponType(weapon);
            target.MetalType        = DaggerfallUnity.Instance.ItemHelper.ConvertItemMaterialToAPIMetalType(weapon);
            target.DrawWeaponSound  = weapon.GetEquipSound();
            target.SwingWeaponSound = weapon.GetSwingSound();

            // Adjust attributes by weapon type
            if (target.WeaponType == WeaponTypes.Bow)
            {
                target.Reach    = 50f;
                target.Cooldown = 1.0f;
            }
            else
            {
                target.Reach    = 2.5f;
                target.Cooldown = 0.0f;
            }

            // TODO: Adjust FPSWeapon attack speed scale for swing pitch variance
        }
        private void WeaponDamage(FPSWeapon weapon, out bool hitEnemy)
        {
            hitEnemy = false;

            if (!mainCamera || !weapon)
            {
                return;
            }

            // Fire ray along player facing using weapon range
            RaycastHit hit;
            Ray        ray = new Ray(mainCamera.transform.position, mainCamera.transform.forward);

            if (Physics.SphereCast(ray, SphereCastRadius, out hit, weapon.Reach - SphereCastRadius))
            {
                // Check if hit has an DaggerfallAction component
                DaggerfallAction action = hit.transform.gameObject.GetComponent <DaggerfallAction>();
                if (action)
                {
                    action.Receive(player, DaggerfallAction.TriggerTypes.Attack);
                }

                // Check if hit has an DaggerfallActionDoor component
                DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent <DaggerfallActionDoor>();
                if (actionDoor)
                {
                    actionDoor.AttemptBash();
                    return;
                }

                // Check if hit an entity and remove health
                DaggerfallEntityBehaviour entityBehaviour = hit.transform.GetComponent <DaggerfallEntityBehaviour>();
                if (entityBehaviour)
                {
                    if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)
                    {
                        EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity;

                        // Calculate damage
                        int damage = FormulaHelper.CalculateWeaponDamage(playerEntity, enemyEntity, weapon);

                        // Play hit sound and trigger blood splash at hit point
                        if (damage > 0)
                        {
                            weapon.PlayHitSound();
                            EnemyBlood blood = hit.transform.GetComponent <EnemyBlood>();
                            if (blood)
                            {
                                blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, hit.point);
                            }
                        }

                        // Remove health
                        enemyEntity.DecreaseHealth(damage);
                        hitEnemy = true;
                    }
                }
            }
        }
        void SetMelee(FPSWeapon target)
        {
            target.WeaponType = WeaponTypes.Melee;
            target.MetalType = MetalTypes.None;
            target.DrawWeaponSound = SoundClips.None;
            target.SwingWeaponSound = SoundClips.PlayerSwing;

            // TODO: Adjust FPSWeapon attack speed scale for swing pitch variance
        }
        void SetWeapon(FPSWeapon target, DaggerfallUnityItem weapon)
        {
            // Must be a weapon
            if (weapon.ItemGroup != ItemGroups.Weapons)
                return;

            // Setup target
            target.WeaponType = DaggerfallUnity.Instance.ItemHelper.ConvertItemToAPIWeaponType(weapon);
            target.MetalType = DaggerfallUnity.Instance.ItemHelper.ConvertItemMaterialToAPIMetalType(weapon);
            target.DrawWeaponSound = SoundClips.DrawWeapon;
            target.SwingWeaponSound = SoundClips.PlayerSwing;

            // TODO: Adjust FPSWeapon attack speed scale for swing pitch variance
        }
示例#6
0
        void SetWeapon(FPSWeapon target, DaggerfallUnityItem weapon)
        {
            // Must be a weapon
            if (weapon.ItemGroup != ItemGroups.Weapons)
            {
                return;
            }

            // Setup target
            target.WeaponType       = DaggerfallUnity.Instance.ItemHelper.ConvertItemToAPIWeaponType(weapon);
            target.MetalType        = DaggerfallUnity.Instance.ItemHelper.ConvertItemMaterialToAPIMetalType(weapon);
            target.DrawWeaponSound  = weapon.GetEquipSound();
            target.SwingWeaponSound = weapon.GetSwingSound();
        }
示例#7
0
        private void MeleeDamage(FPSWeapon weapon, out bool hitEnemy)
        {
            hitEnemy = false;

            if (!mainCamera || !weapon)
            {
                return;
            }

            // Fire ray along player facing using weapon range
            RaycastHit hit;
            Ray        ray = new Ray(mainCamera.transform.position, mainCamera.transform.forward);

            if (Physics.SphereCast(ray, SphereCastRadius, out hit, weapon.Reach, playerLayerMask))
            {
                hitEnemy = WeaponDamage(hit, mainCamera.transform.forward);
            }
        }
示例#8
0
        private void MeleeDamage(FPSWeapon weapon, out bool hitEnemy)
        {
            hitEnemy = false;

            if (!mainCamera || !weapon)
            {
                return;
            }

            // Fire ray along player facing using weapon range
            // Origin point of ray is set back slightly to fix issue where strikes against enemy capsules touching player capsule do not connect
            RaycastHit hit;
            Ray        ray = new Ray(mainCamera.transform.position + -mainCamera.transform.forward * 0.1f, mainCamera.transform.forward);

            if (Physics.SphereCast(ray, SphereCastRadius, out hit, weapon.Reach - SphereCastRadius))
            {
                hitEnemy = WeaponDamage(hit, mainCamera.transform.forward);
            }
        }
        private void MeleeDamage(FPSWeapon weapon, out bool hitEnemy)
        {
            hitEnemy = false;

            if (!mainCamera || !weapon)
            {
                return;
            }

            // Fire ray along player facing using weapon range
            RaycastHit hit;
            Ray        ray = new Ray(mainCamera.transform.position, mainCamera.transform.forward);

            if (Physics.SphereCast(ray, SphereCastRadius, out hit, weapon.Reach, playerLayerMask))
            {
                DaggerfallUnityItem strikingWeapon = usingRightHand ? currentRightHandWeapon : currentLeftHandWeapon;
                if (!WeaponEnvDamage(strikingWeapon, hit)
                    // Fall back to simple ray for narrow cages https://forums.dfworkshop.net/viewtopic.php?f=5&t=2195#p39524
                    || Physics.Raycast(ray, out hit, weapon.Reach, playerLayerMask))
                {
                    hitEnemy = WeaponDamage(strikingWeapon, false, false, hit.transform, hit.point, mainCamera.transform.forward);
                }
            }
        }
        void SetWeapon(FPSWeapon target, DaggerfallUnityItem weapon)
        {
            // Must be a weapon
            if (weapon.ItemGroup != ItemGroups.Weapons)
                return;

            // Setup target
            target.WeaponType = DaggerfallUnity.Instance.ItemHelper.ConvertItemToAPIWeaponType(weapon);
            target.MetalType = DaggerfallUnity.Instance.ItemHelper.ConvertItemMaterialToAPIMetalType(weapon);
            target.DrawWeaponSound = SoundClips.DrawWeapon;
            target.SwingWeaponSound = SoundClips.PlayerSwing;

            // TODO: Adjust FPSWeapon attack speed scale for swing pitch variance
        }
示例#11
0
        private void WeaponDamage(FPSWeapon weapon, out bool hitEnemy)
        {
            hitEnemy = false;

            if (!mainCamera || !weapon)
            {
                return;
            }

            // Fire ray along player facing using weapon range
            RaycastHit hit;
            Ray        ray = new Ray(mainCamera.transform.position, mainCamera.transform.forward);

            if (Physics.SphereCast(ray, SphereCastRadius, out hit, weapon.Reach - SphereCastRadius))
            {
                // Check if hit has an DaggerfallAction component
                DaggerfallAction action = hit.transform.gameObject.GetComponent <DaggerfallAction>();
                if (action)
                {
                    action.Receive(player, DaggerfallAction.TriggerTypes.Attack);
                }

                // Check if hit has an DaggerfallActionDoor component
                DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent <DaggerfallActionDoor>();
                if (actionDoor)
                {
                    actionDoor.AttemptBash();
                    return;
                }

                // Check if hit an entity and remove health
                DaggerfallEntityBehaviour entityBehaviour  = hit.transform.GetComponent <DaggerfallEntityBehaviour>();
                DaggerfallMobileUnit      entityMobileUnit = hit.transform.GetComponentInChildren <DaggerfallMobileUnit>();
                if (entityBehaviour)
                {
                    if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)
                    {
                        EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity;

                        // Calculate damage
                        int damage;
                        if (usingRightHand)
                        {
                            damage = FormulaHelper.CalculateAttackDamage(playerEntity, enemyEntity, (int)(EquipSlots.RightHand), entityMobileUnit.Summary.AnimStateRecord);
                        }
                        else
                        {
                            damage = FormulaHelper.CalculateAttackDamage(playerEntity, enemyEntity, (int)(EquipSlots.LeftHand), entityMobileUnit.Summary.AnimStateRecord);
                        }

                        EnemyMotor  enemyMotor  = hit.transform.GetComponent <EnemyMotor>();
                        EnemySounds enemySounds = hit.transform.GetComponent <EnemySounds>();

                        // Play arrow sound and add arrow to target's inventory
                        if (weapon.WeaponType == WeaponTypes.Bow)
                        {
                            enemySounds.PlayArrowSound();
                            DaggerfallUnityItem arrow = ItemBuilder.CreateItem(ItemGroups.Weapons, (int)Weapons.Arrow);
                            enemyEntity.Items.AddItem(arrow);
                        }

                        // Play hit sound and trigger blood splash at hit point
                        if (damage > 0)
                        {
                            if (usingRightHand)
                            {
                                enemySounds.PlayHitSound(currentRightHandWeapon);
                            }
                            else
                            {
                                enemySounds.PlayHitSound(currentLeftHandWeapon);
                            }

                            EnemyBlood blood = hit.transform.GetComponent <EnemyBlood>();
                            if (blood)
                            {
                                blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, hit.point);
                            }

                            // Knock back enemy based on damage and enemy weight
                            if (enemyMotor)
                            {
                                if (enemyMotor.KnockBackSpeed <= (5 / (PlayerMotor.classicToUnitySpeedUnitRatio / 10)) &&
                                    entityBehaviour.EntityType == EntityTypes.EnemyClass ||
                                    enemyEntity.MobileEnemy.Weight > 0)
                                {
                                    float enemyWeight    = enemyEntity.GetWeightInClassicUnits();
                                    float tenTimesDamage = damage * 10;
                                    float twoTimesDamage = damage * 2;

                                    float knockBackAmount = ((tenTimesDamage - enemyWeight) * 256) / (enemyWeight + tenTimesDamage) * twoTimesDamage;
                                    float knockBackSpeed  = (tenTimesDamage / enemyWeight) * (twoTimesDamage - (knockBackAmount / 256));
                                    knockBackSpeed /= (PlayerMotor.classicToUnitySpeedUnitRatio / 10);

                                    if (knockBackSpeed < (15 / (PlayerMotor.classicToUnitySpeedUnitRatio / 10)))
                                    {
                                        knockBackSpeed = (15 / (PlayerMotor.classicToUnitySpeedUnitRatio / 10));
                                    }
                                    enemyMotor.KnockBackSpeed     = knockBackSpeed;
                                    enemyMotor.KnockBackDirection = mainCamera.transform.forward;
                                }
                            }
                        }
                        else
                        {
                            if ((weapon.WeaponType != WeaponTypes.Bow && !enemyEntity.MobileEnemy.ParrySounds) || weapon.WeaponType == WeaponTypes.Melee)
                            {
                                weapon.PlaySwingSound();
                            }
                            else if (enemyEntity.MobileEnemy.ParrySounds)
                            {
                                enemySounds.PlayParrySound();
                            }
                        }

                        // Remove health
                        enemyEntity.DecreaseHealth(damage);
                        hitEnemy = true;

                        // Make foe attack their aggressor
                        // Currently this is just player, but should be expanded later
                        // for a wider variety of behaviours
                        if (enemyMotor)
                        {
                            // Make enemies in an area aggressive if player attacked a non-hostile one.
                            if (!enemyMotor.IsHostile)
                            {
                                GameManager.Instance.MakeEnemiesHostile();
                            }
                            enemyMotor.MakeEnemyHostileToPlayer(gameObject);
                        }
                    }
                }

                // Check if hit a mobile NPC
                MobilePersonNPC mobileNpc = hit.transform.GetComponent <MobilePersonNPC>();
                if (mobileNpc)
                {
                    // TODO: Create blood splash.
                    mobileNpc.Motor.gameObject.SetActive(false);
                    //GameManager.Instance.PlayerEntity.TallyCrimeGuildRequirements(false, 5);
                }
            }
        }
        private void MeleeDamage(FPSWeapon weapon)
        {
            if (!mainCamera || !weapon)
                return;

            // Fire ray along player facing using weapon range
            RaycastHit hit;
            Ray ray = new Ray(mainCamera.transform.position, mainCamera.transform.forward);
            if (Physics.SphereCast(ray, SphereCastRadius, out hit, weapon.Reach - SphereCastRadius))
            {
                //check if hit has an DaggerfallAction component
                DaggerfallAction action = hit.transform.gameObject.GetComponent<DaggerfallAction>();
                if (action)
                {
                    action.Receive(player, DaggerfallAction.TriggerTypes.Attack);
                }

                // Check if hit has an DaggerfallActionDoor component
                DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent<DaggerfallActionDoor>();
                if (actionDoor)
                {
                    actionDoor.AttemptBash();
                    return;
                }

                // TODO: Use correct damage based on weapon and swing type
                // Just using fudge values during development
                int damage = Random.Range(1, 25);

                // Check if hit has an EnemyHealth
                // This is part of the old Demo code and will eventually be removed
                // For now enemies should either use EnemyHealth (deprecated) or EnemyEntity (current) to track enemy health
                // Never use both components on same enemy
                EnemyHealth enemyHealth = hit.transform.gameObject.GetComponent<EnemyHealth>();
                if (enemyHealth)
                {
                    // Example: Play sound based on fake parry mechanics
                    if (Random.value < ChanceToBeParried)
                    {
                        // Parried
                        weapon.PlayParrySound();
                        return;
                    }
                    else
                    {
                        // Connected
                        weapon.PlayHitSound();
                        enemyHealth.RemoveHealth(player, damage, hit.point);
                    }
                }

                // Check if hit an entity and remove health
                DaggerfallEntityBehaviour entityBehaviour = hit.transform.GetComponent<DaggerfallEntityBehaviour>();
                if (entityBehaviour)
                {
                    if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)
                    {
                        EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity;

                        // Trigger blood splash at hit point
                        EnemyBlood blood = hit.transform.GetComponent<EnemyBlood>();
                        if (blood)
                        {
                            blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, hit.point);
                        }

                        // Remove health and handle death
                        enemyEntity.DecreaseHealth(damage);
                        if (enemyEntity.CurrentHealth <= 0)
                        {
                            // Using SendMessage for now, will replace later
                            hit.transform.SendMessage("Die");
                        }
                    }
                }
            }
        }
示例#13
0
        private void WeaponDamage(FPSWeapon weapon, out bool hitEnemy)
        {
            hitEnemy = false;
            DaggerfallUnityItem strikingWeapon = null;

            if (!mainCamera || !weapon)
            {
                return;
            }

            // Fire ray along player facing using weapon range
            // Origin point of ray is set back slightly to fix issue where strikes against enemy capsules touching player capsule do not connect
            RaycastHit hit;
            Ray        ray = new Ray(mainCamera.transform.position + -mainCamera.transform.forward * 0.1f, mainCamera.transform.forward);

            if (Physics.SphereCast(ray, SphereCastRadius, out hit, weapon.Reach - SphereCastRadius))
            {
                // Check if hit has an DaggerfallAction component
                DaggerfallAction action = hit.transform.gameObject.GetComponent <DaggerfallAction>();
                if (action)
                {
                    action.Receive(player, DaggerfallAction.TriggerTypes.Attack);
                }

                // Check if hit has an DaggerfallActionDoor component
                DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent <DaggerfallActionDoor>();
                if (actionDoor)
                {
                    actionDoor.AttemptBash();
                    return;
                }

                // Check if hit an entity and remove health
                DaggerfallEntityBehaviour entityBehaviour  = hit.transform.GetComponent <DaggerfallEntityBehaviour>();
                DaggerfallMobileUnit      entityMobileUnit = hit.transform.GetComponentInChildren <DaggerfallMobileUnit>();
                if (entityBehaviour)
                {
                    if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)
                    {
                        EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity;

                        // Calculate damage
                        int damage;
                        if (usingRightHand)
                        {
                            strikingWeapon = currentRightHandWeapon;
                            damage         = FormulaHelper.CalculateAttackDamage(playerEntity, enemyEntity, strikingWeapon, entityMobileUnit.Summary.AnimStateRecord);
                        }
                        else
                        {
                            strikingWeapon = currentLeftHandWeapon;
                            damage         = FormulaHelper.CalculateAttackDamage(playerEntity, enemyEntity, strikingWeapon, entityMobileUnit.Summary.AnimStateRecord);
                        }

                        // Break any "normal power" concealment effects on player
                        if (playerEntity.IsMagicallyConcealedNormalPower && damage > 0)
                        {
                            EntityEffectManager.BreakNormalPowerConcealmentEffects(GameManager.Instance.PlayerEntityBehaviour);
                        }

                        EnemyMotor  enemyMotor  = hit.transform.GetComponent <EnemyMotor>();
                        EnemySounds enemySounds = hit.transform.GetComponent <EnemySounds>();

                        // Play arrow sound and add arrow to target's inventory
                        if (weapon.WeaponType == WeaponTypes.Bow)
                        {
                            enemySounds.PlayArrowSound();
                            DaggerfallUnityItem arrow = ItemBuilder.CreateItem(ItemGroups.Weapons, (int)Weapons.Arrow);
                            enemyEntity.Items.AddItem(arrow);
                        }

                        // Play hit sound and trigger blood splash at hit point
                        if (damage > 0)
                        {
                            if (usingRightHand)
                            {
                                enemySounds.PlayHitSound(currentRightHandWeapon);
                            }
                            else
                            {
                                enemySounds.PlayHitSound(currentLeftHandWeapon);
                            }

                            EnemyBlood blood = hit.transform.GetComponent <EnemyBlood>();
                            if (blood)
                            {
                                blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, hit.point);
                            }

                            // Knock back enemy based on damage and enemy weight
                            if (enemyMotor)
                            {
                                if (enemyMotor.KnockBackSpeed <= (5 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)) &&
                                    entityBehaviour.EntityType == EntityTypes.EnemyClass ||
                                    enemyEntity.MobileEnemy.Weight > 0)
                                {
                                    float enemyWeight    = enemyEntity.GetWeightInClassicUnits();
                                    float tenTimesDamage = damage * 10;
                                    float twoTimesDamage = damage * 2;

                                    float knockBackAmount = ((tenTimesDamage - enemyWeight) * 256) / (enemyWeight + tenTimesDamage) * twoTimesDamage;
                                    float knockBackSpeed  = (tenTimesDamage / enemyWeight) * (twoTimesDamage - (knockBackAmount / 256));
                                    knockBackSpeed /= (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10);

                                    if (knockBackSpeed < (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10)))
                                    {
                                        knockBackSpeed = (15 / (PlayerSpeedChanger.classicToUnitySpeedUnitRatio / 10));
                                    }
                                    enemyMotor.KnockBackSpeed     = knockBackSpeed;
                                    enemyMotor.KnockBackDirection = mainCamera.transform.forward;
                                }
                            }

                            if (DaggerfallUnity.Settings.CombatVoices && entityBehaviour.EntityType == EntityTypes.EnemyClass && UnityEngine.Random.Range(1, 101) <= 40)
                            {
                                Genders gender;
                                if (entityMobileUnit.Summary.Enemy.Gender == MobileGender.Male || enemyEntity.MobileEnemy.ID == (int)MobileTypes.Knight_CityWatch)
                                {
                                    gender = Genders.Male;
                                }
                                else
                                {
                                    gender = Genders.Female;
                                }

                                bool heavyDamage = damage >= enemyEntity.MaxHealth / 4;
                                enemySounds.PlayCombatVoice(gender, false, heavyDamage);
                            }
                        }
                        else
                        {
                            if ((weapon.WeaponType != WeaponTypes.Bow && !enemyEntity.MobileEnemy.ParrySounds) || weapon.WeaponType == WeaponTypes.Melee)
                            {
                                weapon.PlaySwingSound();
                            }
                            else if (enemyEntity.MobileEnemy.ParrySounds)
                            {
                                enemySounds.PlayParrySound();
                            }
                        }

                        // Remove health
                        enemyEntity.DecreaseHealth(damage);
                        hitEnemy = true;

                        // Assign "cast when strikes" to target entity
                        if (strikingWeapon != null && strikingWeapon.IsEnchanted)
                        {
                            EntityEffectManager enemyEffectManager = enemyEntity.EntityBehaviour.GetComponent <EntityEffectManager>();
                            if (enemyEffectManager)
                            {
                                enemyEffectManager.StrikeWithItem(strikingWeapon, GameManager.Instance.PlayerEntityBehaviour);
                            }
                        }

                        // Make foe attack their aggressor
                        // Currently this is just player, but should be expanded later
                        // for a wider variety of behaviours
                        if (enemyMotor)
                        {
                            // Make enemies in an area aggressive if player attacked a non-hostile one.
                            if (!enemyMotor.IsHostile)
                            {
                                GameManager.Instance.MakeEnemiesHostile();
                            }
                            enemyMotor.MakeEnemyHostileToAttacker(GameManager.Instance.PlayerEntityBehaviour);
                        }
                    }
                }

                // Check if hit a mobile NPC
                MobilePersonNPC mobileNpc = hit.transform.GetComponent <MobilePersonNPC>();
                if (mobileNpc)
                {
                    EnemyBlood blood = hit.transform.GetComponent <EnemyBlood>();
                    if (blood)
                    {
                        blood.ShowBloodSplash(0, hit.point);
                    }
                    mobileNpc.Motor.gameObject.SetActive(false);
                    playerEntity.TallyCrimeGuildRequirements(false, 5);
                    // TODO: LOS check from each townsperson. If seen, register crime and start spawning guards as below.
                    playerEntity.CrimeCommitted = PlayerEntity.Crimes.Murder;
                    playerEntity.SpawnCityGuards(true);
                }
            }
        }
        private void MeleeDamage(FPSWeapon weapon)
        {
            if (!mainCamera || !weapon)
                return;

            // Fire ray along player facing using weapon range
            RaycastHit hit;
            Ray ray = new Ray(mainCamera.transform.position, mainCamera.transform.forward);
            if (Physics.SphereCast(ray, SphereCastRadius, out hit, weapon.Reach - SphereCastRadius))
            {
                // Check if hit has an DaggerfallAction component
                DaggerfallAction action = hit.transform.gameObject.GetComponent<DaggerfallAction>();
                if (action)
                {
                    action.Receive(player, DaggerfallAction.TriggerTypes.Attack);
                }

                // Check if hit has an DaggerfallActionDoor component
                DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent<DaggerfallActionDoor>();
                if (actionDoor)
                {
                    actionDoor.AttemptBash();
                    return;
                }

                // TODO: Use correct damage based on weapon and swing type
                // Just using fudge values during development
                int damage = Random.Range(1, 25);

                //// Check if hit has an EnemyHealth
                //// This is part of the old Demo code and will eventually be removed
                //// For now enemies should either use EnemyHealth (deprecated) or EnemyEntity (current) to track enemy health
                //// Never use both components on same enemy
                //EnemyHealth enemyHealth = hit.transform.gameObject.GetComponent<EnemyHealth>();
                //if (enemyHealth)
                //{
                //    // Example: Play sound based on fake parry mechanics
                //    if (Random.value < ChanceToBeParried)
                //    {
                //        // Parried
                //        weapon.PlayParrySound();
                //        return;
                //    }
                //    else
                //    {
                //        // Connected
                //        weapon.PlayHitSound();
                //        enemyHealth.RemoveHealth(player, damage, hit.point);
                //    }
                //}

                // Check if hit an entity and remove health
                DaggerfallEntityBehaviour entityBehaviour = hit.transform.GetComponent<DaggerfallEntityBehaviour>();
                if (entityBehaviour)
                {
                    if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)
                    {
                        EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity;

                        // Play hit sound and trigger blood splash at hit point
                        weapon.PlayHitSound();
                        EnemyBlood blood = hit.transform.GetComponent<EnemyBlood>();
                        if (blood)
                        {
                            blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, hit.point);
                        }

                        // Remove health
                        enemyEntity.DecreaseHealth(damage);
                    }
                }
            }
        }
示例#15
0
        private void WeaponDamage(FPSWeapon weapon, out bool hitEnemy)
        {
            hitEnemy = false;

            if (!mainCamera || !weapon)
            {
                return;
            }

            // Fire ray along player facing using weapon range
            RaycastHit hit;
            Ray        ray = new Ray(mainCamera.transform.position, mainCamera.transform.forward);

            if (Physics.SphereCast(ray, SphereCastRadius, out hit, weapon.Reach - SphereCastRadius))
            {
                // Check if hit has an DaggerfallAction component
                DaggerfallAction action = hit.transform.gameObject.GetComponent <DaggerfallAction>();
                if (action)
                {
                    action.Receive(player, DaggerfallAction.TriggerTypes.Attack);
                }

                // Check if hit has an DaggerfallActionDoor component
                DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent <DaggerfallActionDoor>();
                if (actionDoor)
                {
                    actionDoor.AttemptBash();
                    return;
                }

                // Check if hit an entity and remove health
                DaggerfallEntityBehaviour entityBehaviour = hit.transform.GetComponent <DaggerfallEntityBehaviour>();
                if (entityBehaviour)
                {
                    if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)
                    {
                        EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity;

                        // Calculate damage
                        int damage = FormulaHelper.CalculateWeaponDamage(playerEntity, enemyEntity, weapon);

                        // Play hit sound and trigger blood splash at hit point
                        if (damage > 0)
                        {
                            weapon.PlayHitSound();
                            EnemyBlood blood = hit.transform.GetComponent <EnemyBlood>();
                            if (blood)
                            {
                                blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, hit.point);
                            }
                        }
                        else
                        {
                            if (!enemyEntity.MobileEnemy.ParrySounds || weapon.WeaponType == WeaponTypes.Melee)
                            {
                                weapon.PlaySwingSound();
                            }
                            else
                            {
                                weapon.PlayParrySound();
                            }
                        }

                        // Remove health
                        enemyEntity.DecreaseHealth(damage);
                        hitEnemy = true;

                        // Make foe attack their aggressor
                        // Currently this is just player, but should be expanded later
                        // for a wider variety of behaviours
                        EnemyMotor enemyMotor = hit.transform.GetComponent <EnemyMotor>();
                        if (enemyMotor)
                        {
                            // Make enemies in an area aggressive if player attacked a non-hostile one.
                            if (!enemyMotor.IsHostile)
                            {
                                GameManager.Instance.MakeEnemiesHostile();
                            }
                            enemyMotor.MakeEnemyHostileToPlayer(gameObject);
                        }
                    }
                }

                // Check if hit a mobile NPC
                MobilePersonNPC mobileNpc = hit.transform.GetComponent <MobilePersonNPC>();
                if (mobileNpc)
                {
                    // TODO: Create blood splash.
                    weapon.PlayHitSound();
                    mobileNpc.Motor.gameObject.SetActive(false);
                    //GameManager.Instance.PlayerEntity.TallyCrimeGuildRequirements(false, 5);
                }
            }
        }
示例#16
0
        private void MeleeDamage(FPSWeapon weapon)
        {
            if (!mainCamera || !weapon)
                return;

            // Fire ray along player facing using weapon range
            RaycastHit hit;
            Ray ray = new Ray(mainCamera.transform.position, mainCamera.transform.forward);
            if (Physics.SphereCast(ray, SphereCastRadius, out hit, weapon.Range - SphereCastRadius))
            {
                // Check if hit has an DaggerfallActionDoor component
                DaggerfallActionDoor actionDoor = hit.transform.gameObject.GetComponent<DaggerfallActionDoor>();
                if (actionDoor)
                {
                    actionDoor.AttemptBash();
                    return;
                }

                int damage = Random.Range((int)weapon.MinDamage, (int)(weapon.MaxDamage + 1));

                // Check if hit has an EnemyHealth
                // This is part of the old Demo code and will eventually be removed
                // For now enemies should either use EnemyHealth (deprecated) or EnemyEntity (current) to track enemy health
                // Never use both components on same enemy
                EnemyHealth enemyHealth = hit.transform.gameObject.GetComponent<EnemyHealth>();
                if (enemyHealth)
                {
                    // Example: Play sound based on fake parry mechanics
                    if (Random.value < ChanceToBeParried)
                    {
                        // Parried
                        weapon.PlayParrySound();
                        return;
                    }
                    else
                    {
                        // Connected
                        weapon.PlayHitSound();
                        enemyHealth.RemoveHealth(player, damage, hit.point);
                    }
                }

                // Check if hit an entity and remove health
                DaggerfallEntityBehaviour entityBehaviour = hit.transform.GetComponent<DaggerfallEntityBehaviour>();
                if (entityBehaviour)
                {
                    if (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)
                    {
                        EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity;

                        // Trigger blood splash at hit point
                        EnemyBlood blood = hit.transform.GetComponent<EnemyBlood>();
                        if (blood)
                        {
                            blood.ShowBloodSplash(enemyEntity.MobileEnemy.BloodIndex, hit.point);
                        }

                        // Remove health and handle death
                        enemyEntity.DecreaseHealth(damage);
                        if (enemyEntity.CurrentHealth <= 0)
                        {
                            // Using SendMessage for now, will replace later
                            hit.transform.SendMessage("Die");
                        }
                    }
                }
            }
        }
        void SetMelee(FPSWeapon target)
        {
            target.WeaponType = WeaponTypes.Melee;
            target.MetalType = MetalTypes.None;
            target.DrawWeaponSound = SoundClips.None;
            target.SwingWeaponSound = SoundClips.PlayerSwing;

            // TODO: Adjust FPSWeapon attack speed scale for swing pitch variance
        }