示例#1
0
 IEnumerator FindNode()
 {
     while (true)
     {
         foreach (Spider _monster in monstersClass)
         {
             if (_monster.inGameObject)
             {
                 if (_monster.m_Script.findPlayer && !_monster.m_Script.isCornering && !_monster.m_Script.isShooting)
                 {
                     if (_monster.prePosition != _monster.GetPosition())
                     {
                         _monster.prePosition = _monster.GetPosition();
                     }
                     DirandRot _nextDR = GetNextNode(_monster);
                     if (_nextDR.Equals(null))
                     {
                         _nextDR = new DirandRot(new Vector2(), Quaternion.Euler(0, 0, 0));
                     }
                     _monster.inGameObject.GetComponent <Monster_Spider_AI>().PassNextNode(_nextDR);
                 }
             }
         }
         yield return(new WaitForSeconds(0.1f));
     }
 }
示例#2
0
 void Cornering(DirandRot dr)
 {
     isCornering            = true;
     m_rigidbody2D.velocity = Vector2.zero;
     if (Mathf.Round(Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + 90f).eulerAngles.z)
         == Mathf.Round(dr.rot.eulerAngles.z))
     {
         StartCoroutine("InCornering", dr);
     }
     else if (Mathf.Round(Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z - 90f).eulerAngles.z)
              == Mathf.Round(dr.rot.eulerAngles.z))
     {
         StartCoroutine("OutCornering", dr);
     }
 }
示例#3
0
        void Move()
        {
            if (isCornering)
            {
                return;
            }


            if (!findPlayer || isHooking || isShooting)
            {
                return;
            }


            //is this have to Cornering?
            if (currentDR.Equals(null))
            {
                currentDR = new DirandRot(new Vector2(), Quaternion.Euler(0, 0, 0));
            }

            if (currentDR.dir != null && (Mathf.Round(transform.right.x) != currentDR.dir.x && Mathf.Round(transform.right.y) != currentDR.dir.y))
            {
                if (!isCornering)
                {
                    Cornering(currentDR);
                }
            }
            else
            {
                if (currentDR.dir != Vector2.zero && currentDR.dir != null)
                {
                    m_Animator.SetBool("Walk", true);
                }
                else
                {
                    m_Animator.SetBool("Walk", false);
                    return;
                }
                transform.position += (Vector3)currentDR.dir * spiderInfo.moveSpeed * Time.deltaTime;
                transform.rotation  = currentDR.rot;
            }
        }
示例#4
0
        IEnumerator InCornering(DirandRot dr)
        {
            //Debug.Log("InCornering");
            float rotate      = 0f;
            float checkRotate = 0f;
            float turnRadius  = 0f;

            if (Mathf.Round(transform.up.y) == 0f)
            {
                turnRadius = 0.5f + Mathf.Abs(Mathf.FloorToInt(transform.position.x) + 0.5f - transform.position.x);
                rotate     = spiderInfo.turnSpeed
                             / turnRadius / Mathf.PI * 180f;
            }
            else if (Mathf.Round(transform.up.x) == 0f)
            {
                turnRadius = 0.5f + Mathf.Abs(Mathf.FloorToInt(transform.position.y) + 0.5f - transform.position.y);
                rotate     = spiderInfo.turnSpeed
                             / turnRadius / Mathf.PI * 180f;
            }

            while (true)
            {
                if (!isShooting)
                {
                    m_Animator.SetBool("Walk", true);
                    if (checkRotate >= 90f)
                    {
                        break;
                    }
                    //Debug.Log("InCornering: " + rotate);
                    transform.Rotate(0, 0, rotate * Time.deltaTime);
                    checkRotate        += rotate * Time.deltaTime;
                    transform.position += transform.right.normalized * Mathf.Sin((rotate * Mathf.PI / 180f * Time.deltaTime) / 2) * turnRadius * 2;
                }
                yield return(null);
            }
            transform.rotation = dr.rot;
            isCornering        = false;
            yield break;
        }
示例#5
0
        public List <SpiderNode> FindNextNode(List <SpiderNode> nodes, Spider _monster)
        {
            List <SpiderNode> _connectNodeList = new List <SpiderNode>();

            if (parentNode == this)
            {
                List <DirandRot> _canMoveVectors = _monster.FindCanMoveVectors(this);
                foreach (DirandRot _DR in _canMoveVectors)
                {
                    if (_DR == null)
                    {
                        continue;
                    }
                    foreach (DirandRot _parentDR in _monster.FindCollisionVectors())
                    {
                        if (_parentDR == null)
                        {
                            continue;
                        }
                        parentDR = _parentDR;
                        Vector2   nextNodePosition = this.position;
                        DirandRot downDR;
                        if (parentDR.rot.eulerAngles.y == 0f)
                        {
                            downDR = new DirandRot(new Vector2(parentDR.dir.y, -parentDR.dir.x),
                                                   Quaternion.Euler(parentDR.rot.eulerAngles.x, parentDR.rot.eulerAngles.y, parentDR.rot.eulerAngles.z - 90f));
                        }
                        else
                        {
                            downDR = new DirandRot(new Vector2(-parentDR.dir.y, parentDR.dir.x),
                                                   Quaternion.Euler(parentDR.rot.eulerAngles.x, parentDR.rot.eulerAngles.y, parentDR.rot.eulerAngles.z - 90f));
                        }

                        DirandRot checkDR;
                        checkDR = new DirandRot(new Vector2(-parentDR.dir.y, parentDR.dir.x),
                                                parentDR.rot.eulerAngles.y == 0f ? Quaternion.Euler(parentDR.rot.eulerAngles.x, parentDR.rot.eulerAngles.y, parentDR.rot.eulerAngles.z + 90f)
                                                                                                                        : Quaternion.Euler(parentDR.rot.eulerAngles.x, parentDR.rot.eulerAngles.y, parentDR.rot.eulerAngles.z - 90f));


                        if (_DR == parentDR)                // 직진할 경우
                        {
                            bool isFloorExist = true;
                            foreach (DirandRot d in _canMoveVectors)
                            {
                                if (d == null)
                                {
                                    continue;
                                }
                                if (d == downDR)                        // 바닥이 없을 경우.
                                {
                                    isFloorExist = false;
                                    break;
                                }
                            }
                            if (isFloorExist)
                            {
                                nextNodePosition = this.position + _DR.dir;
                                checkDR          = parentDR;
                            }
                        }
                        if (this.position == nextNodePosition && _DR == checkDR)                //반시계 90도 회전.
                        {
                            bool canTurn = true;
                            if (parentDR.rot.eulerAngles.y != 0f)
                            {
                                foreach (DirandRot d in _canMoveVectors)
                                {
                                    if (d == null)
                                    {
                                        continue;
                                    }
                                    if (d == downDR)                            // 바닥이 없을 경우.
                                    {
                                        canTurn = false;
                                        break;
                                    }
                                    else if (d == parentDR)                            // 앞쪽 벽이 없을 경우.
                                    {
                                        canTurn = false;
                                        break;
                                    }
                                }
                            }
                            if (canTurn)
                            {
                                nextNodePosition = this.position + checkDR.dir;
                            }
                        }
                        else if (this.position == nextNodePosition)
                        {                 // 시계 90도 회전. 아마도.
                            checkDR = new DirandRot(new Vector2(parentDR.dir.y, -parentDR.dir.x),
                                                    parentDR.rot.eulerAngles.y == 0f ? Quaternion.Euler(parentDR.rot.eulerAngles.x, parentDR.rot.eulerAngles.y, parentDR.rot.eulerAngles.z - 90f)
                                                                                                                                : Quaternion.Euler(parentDR.rot.eulerAngles.x, parentDR.rot.eulerAngles.y, parentDR.rot.eulerAngles.z + 90f));
                            if (_DR == checkDR)                    //가는 경로 바닥에 타일 있는지 확인 조건 추가.
                            {
                                bool canTurn = true;
                                if (parentDR.rot.eulerAngles.y == 0f)
                                {
                                    foreach (DirandRot d in _canMoveVectors)
                                    {
                                        if (d == null)
                                        {
                                            continue;
                                        }
                                        if (d == downDR)                                // 바닥이 없을 경우.
                                        {
                                            canTurn = false;
                                            break;
                                        }
                                        else if (d == parentDR)                                // 앞쪽 벽이 없을 경우.
                                        {
                                            canTurn = false;
                                            break;
                                        }
                                    }
                                }
                                if (canTurn)
                                {
                                    nextNodePosition = this.position + checkDR.dir;
                                }
                            }
                        }

                        if (nextNodePosition != this.position)
                        {
                            foreach (SpiderNode _node in nodes)
                            {
                                if (_node.position == nextNodePosition)
                                {
                                    _node.parentDR = new DirandRot(checkDR.dir, checkDR.rot);
                                    _connectNodeList.Add(_node);
                                    break;
                                }
                            }
                        }
                    }
                }
            }
            else
            {
                foreach (DirandRot _DR in canMoveVectors)
                {
                    if (_DR == null)
                    {
                        continue;
                    }
                    Vector2   nextNodePosition = this.position;
                    DirandRot downDR;
                    if (parentDR.rot.eulerAngles.y == 0f)
                    {
                        downDR = new DirandRot(new Vector2(parentDR.dir.y, -parentDR.dir.x),
                                               Quaternion.Euler(parentDR.rot.eulerAngles.x, parentDR.rot.eulerAngles.y, parentDR.rot.eulerAngles.z - 90f));
                    }
                    else
                    {
                        downDR = new DirandRot(new Vector2(-parentDR.dir.y, parentDR.dir.x),
                                               Quaternion.Euler(parentDR.rot.eulerAngles.x, parentDR.rot.eulerAngles.y, parentDR.rot.eulerAngles.z - 90f));
                    }

                    DirandRot checkDR;
                    checkDR = new DirandRot(new Vector2(-parentDR.dir.y, parentDR.dir.x),
                                            parentDR.rot.eulerAngles.y == 0f ? Quaternion.Euler(parentDR.rot.eulerAngles.x, parentDR.rot.eulerAngles.y, parentDR.rot.eulerAngles.z + 90f)
                                                                                                                : Quaternion.Euler(parentDR.rot.eulerAngles.x, parentDR.rot.eulerAngles.y, parentDR.rot.eulerAngles.z - 90f));


                    if (_DR == parentDR)            // 직진할 경우
                    {
                        bool isFloorExist = true;
                        foreach (DirandRot d in canMoveVectors)
                        {
                            if (d == null)
                            {
                                continue;
                            }
                            if (d == downDR)                    // 바닥이 없을 경우.
                            {
                                isFloorExist = false;
                                break;
                            }
                        }
                        if (isFloorExist)
                        {
                            nextNodePosition = this.position + _DR.dir;
                            checkDR          = parentDR;
                        }
                    }
                    if (this.position == nextNodePosition && _DR == checkDR)            //반시계 90도 회전.
                    {
                        bool canTurn = true;
                        if (parentDR.rot.eulerAngles.y != 0f)
                        {
                            foreach (DirandRot d in canMoveVectors)
                            {
                                if (d == null)
                                {
                                    continue;
                                }
                                if (d == downDR)                        // 바닥이 없을 경우.
                                {
                                    canTurn = false;
                                    break;
                                }
                                else if (d == parentDR)                        // 앞쪽 벽이 없을 경우.
                                {
                                    canTurn = false;
                                    break;
                                }
                            }
                        }
                        if (canTurn)
                        {
                            nextNodePosition = this.position + checkDR.dir;
                        }
                    }
                    else if (this.position == nextNodePosition)
                    {             // 시계 90도 회전. 아마도.
                        checkDR = new DirandRot(new Vector2(parentDR.dir.y, -parentDR.dir.x),
                                                parentDR.rot.eulerAngles.y == 0f ? Quaternion.Euler(parentDR.rot.eulerAngles.x, parentDR.rot.eulerAngles.y, parentDR.rot.eulerAngles.z - 90f)
                                                                                                                        : Quaternion.Euler(parentDR.rot.eulerAngles.x, parentDR.rot.eulerAngles.y, parentDR.rot.eulerAngles.z + 90f));
                        if (_DR == checkDR)                //가는 경로 바닥에 타일 있는지 확인 조건 추가.
                        {
                            bool canTurn = true;
                            if (parentDR.rot.eulerAngles.y == 0f)
                            {
                                foreach (DirandRot d in canMoveVectors)
                                {
                                    if (d == null)
                                    {
                                        continue;
                                    }
                                    if (d == downDR)                            // 바닥이 없을 경우.
                                    {
                                        canTurn = false;
                                        break;
                                    }
                                    else if (d == parentDR)                            // 앞쪽 벽이 없을 경우.
                                    {
                                        canTurn = false;
                                        break;
                                    }
                                }
                            }
                            if (canTurn)
                            {
                                nextNodePosition = this.position + checkDR.dir;
                            }
                        }
                    }

                    if (nextNodePosition != this.position)
                    {
                        foreach (SpiderNode _node in nodes)
                        {
                            if (_node.position == nextNodePosition)
                            {
                                _node.parentDR = new DirandRot(checkDR.dir, checkDR.rot);
                                _connectNodeList.Add(_node);
                                break;
                            }
                        }
                    }
                }
            }

            if (_connectNodeList.Count == 0)
            {
                Debug.Log(this.position + " : this SpiderNode can't find connected Node!");
            }

            return(_connectNodeList);
        }
示例#6
0
 public void PassNextNode(DirandRot _currentDR)
 {
     currentDR = _currentDR;
 }
示例#7
0
 public bool AngleEquals(DirandRot obj1)
 {
     return(Mathf.Round(obj1.rot.eulerAngles.x) == Mathf.Round(this.rot.eulerAngles.x) &&
            Mathf.Round(obj1.rot.eulerAngles.y) == Mathf.Round(this.rot.eulerAngles.y) &&
            Mathf.Round(obj1.rot.eulerAngles.z) == Mathf.Round(this.rot.eulerAngles.z));
 }