示例#1
0
        //apply effect to all active hostile unit
        void ApplyEffectAll()
        {
            //get all active hostile unit from UnitTracker
            List <Unit> unitList = UnitTracker.GetAllUnitList();

            for (int i = 0; i < unitList.Count; i++)
            {
                //clone the attack stats so that the original value wont get modified when making further calculation
                AttackInstance aInstance = new AttackInstance();
                aInstance.aStats = aStats.Clone();
                unitList[i].ApplyAttack(aInstance);
            }
        }
示例#2
0
        //launch the ability, at the position given
        public void Activate(Vector3 pos = default(Vector3), bool useCostNCD = true)
        {
            if (useCostNCD)
            {
                currentCD = GetCooldown();                                      //set the cooldown
                GameControl.GetPlayer().energy -= GetCost();                    //deduct player energy by the ability cost
            }

            AudioManager.PlaySound(launchSFX);

            //instantiate the launch object, if there's any
            if (launchObj != null)
            {
                GameObject obj = (GameObject)MonoBehaviour.Instantiate(launchObj, pos, Quaternion.identity);
                if (autoDestroyLaunchObj)
                {
                    MonoBehaviour.Destroy(obj, launchObjActiveDuration);
                }
            }

            //for aoe ability
            if (type == _AbilityType.AOE || type == _AbilityType.AOESelf)
            {
                //get all the collider in range
                Collider[] cols = Physics.OverlapSphere(pos, GetAOERadius());
                for (int i = 0; i < cols.Length; i++)
                {
                    Unit unitInstance = cols[i].gameObject.GetComponent <Unit>();

                    //only continue if the collider is a unit and is not player
                    if (unitInstance != null && unitInstance != GameControl.GetPlayer())
                    {
                        //create an AttackInstance and mark it as AOE attack
                        AttackInstance aInstance = new AttackInstance(GameControl.GetPlayer(), GetRuntimeAttackStats());
                        aInstance.isAOE       = true;
                        aInstance.aoeDistance = Vector3.Distance(pos, cols[i].transform.position);
                        //apply the AttackInstance
                        unitInstance.ApplyAttack(aInstance);
                    }
                }

                //apply explosion force
                TDSPhysics.ApplyExplosionForce(pos, aStats);
            }

            //for ability that affects all hostile unit in game
            else if (type == _AbilityType.All)
            {
                //get all hostile unit for unit tracker
                List <Unit> unitList = new List <Unit>(UnitTracker.GetAllUnitList());
                //loop through all unit, create an AttackInstance and apply the attack
                for (int i = 0; i < unitList.Count; i++)
                {
                    AttackInstance aInstance = new AttackInstance(GameControl.GetPlayer(), GetRuntimeAttackStats());
                    unitList[i].ApplyAttack(aInstance);
                }
            }

            //for ability that meant to be cast on player unit
            else if (type == _AbilityType.Self)
            {
                //apply the attack on player
                AttackInstance aInstance = new AttackInstance(GameControl.GetPlayer(), GetRuntimeAttackStats());
                GameControl.GetPlayer().ApplyAttack(aInstance);
            }

            //for ability that fires a shoot object
            else if (type == _AbilityType.Shoot)
            {
                //get the position and rotation to fire the shoot object from
                Transform srcT     = GetShootObjectSrcTransform();
                Vector3   shootPos = srcT.TransformPoint(shootPosOffset);
                pos.y = shootPos.y;
                Quaternion shootRot = Quaternion.LookRotation(pos - shootPos);

                //create the AttackInstance
                AttackInstance aInstance = new AttackInstance(GameControl.GetPlayer(), GetRuntimeAttackStats());

                //Instantiate the shoot-object and fires it
                GameObject  soObj      = (GameObject)MonoBehaviour.Instantiate(shootObject, shootPos, shootRot);
                ShootObject soInstance = soObj.GetComponent <ShootObject>();
                soInstance.Shoot(GameControl.GetPlayer().thisObj.layer, GetRange(), srcT, aInstance);
            }

            else if (type == _AbilityType.Movement)
            {
                if (moveType == _MoveType.Blink)
                {
                    GameControl.GetPlayer().thisT.position += GameControl.GetPlayer().thisT.TransformVector(Vector3.forward * range);
                }
                else if (moveType == _MoveType.Dash)
                {
                    //GameControl.GetPlayer().thisT.position+=GameControl.GetPlayer().thisT.TransformPoint(Vector3.z)*range;
                    GameControl.GetPlayer().Dash(range, duration);
                }
                else if (moveType == _MoveType.Teleport)
                {
                    Transform playerT = GameControl.GetPlayer().thisT;
                    Vector3   tgtPos  = new Vector3(pos.x, playerT.position.y, pos.z);

                    if (Vector3.Distance(playerT.position, tgtPos) > range)
                    {
                        tgtPos = playerT.position + (tgtPos - playerT.position).normalized * range;
                    }

                    playerT.position = tgtPos;
                }
            }
        }