Nextrek
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 |
using UnityEngine; using System.Collections; public class EnemyShip : MonoBehaviour { public enum ShipType {SMALL_SHIP, BIG_SHIP}; public ShipType shipType; public float life = 1000; public Vector3[] weaponMountPoints; public Transform laserShotPrefab; public AudioClip soundEffectFire; public static float FIRE_RATE = 0.5f; public static float RELOAD_TIME = 5.0f; public static int MAX_SHOOTS = 5; public static float MIN_DISTANCE = 50.0f; public static float MAX_SPEED = 100.0f; public static float ROTATION_SPEED = 0.75f; // degrees public static float BIG_ENEMY_MIN_RANGE = 10000.0f; public static float BIG_ENEMY_MAX_RANGE = 20000.0f; public static float SMALL_ENEMY_MIN_RANGE = 3000.0f; public static float SMALL_ENEMY_MAX_RANGE = 8000.0f; public static float EVADE_DISTANCE = 400.0f; public static float WEAPON_AIM = 2.5f; // degrees private float timeToShot = RELOAD_TIME; private int availableShoots = MAX_SHOOTS; private Material mat; private bool isAlive = true; float genCoord(float min_distance, float max_distance) { return (Random.value - Random.value) * (min_distance + Random.value * (max_distance-min_distance)); } public string pilotName; void Start() { pilotName = PilotNameGenerator.GetNick(); if(shipType==ShipType.SMALL_SHIP) { this.transform.position = new Vector3( genCoord(SMALL_ENEMY_MIN_RANGE, SMALL_ENEMY_MAX_RANGE), genCoord(SMALL_ENEMY_MIN_RANGE, SMALL_ENEMY_MAX_RANGE), genCoord(SMALL_ENEMY_MIN_RANGE, SMALL_ENEMY_MAX_RANGE) ); } else { pilotName = PilotNameGenerator.GetTitle() + " " + pilotName; this.transform.position = new Vector3( genCoord(BIG_ENEMY_MIN_RANGE, BIG_ENEMY_MAX_RANGE), genCoord(BIG_ENEMY_MIN_RANGE, BIG_ENEMY_MAX_RANGE), genCoord(BIG_ENEMY_MIN_RANGE, BIG_ENEMY_MAX_RANGE) ); } this.transform.rotation = Random.rotation; } public void getHitted(float hit) { if(!isAlive) return; life -= hit; if(life<=0) { isAlive = false; Instantiate(GameManager.Instance.explosionEffect, this.transform.position, this.transform.rotation); CommunicationCenter.Instance.DestroyOneEnemy(this.gameObject); /*if(shipType==ShipType.SMALL_SHIP) { Destroy(this.transform.parent.gameObject); } else { Destroy(this.transform.gameObject); }*/ Destroy(this.gameObject); } } void Update() { if(shipType==ShipType.SMALL_SHIP) { DoSmallShip(); } } void OnComplete() { } void Fire() { foreach (Vector3 _wmp in weaponMountPoints) { Quaternion small = Quaternion.Euler(Random.Range(-WEAPON_AIM,WEAPON_AIM), Random.Range(-WEAPON_AIM,WEAPON_AIM), Random.Range(-WEAPON_AIM,WEAPON_AIM) ); small = small*this.transform.rotation; Vector3 _pos = transform.position + transform.right * _wmp.x + transform.up * _wmp.y + transform.forward * _wmp.z; Transform _laserShot = (Transform) Instantiate(laserShotPrefab, _pos, small); _laserShot.GetComponent<SU_LaserShot>().firedBy = transform; } if (soundEffectFire != null) { audio.PlayOneShot(soundEffectFire); } } void DoSmallShip() { Transform spaceShip = GameManager.GetHero();//GameManager.Instance.spaceShip; if (spaceShip==null) return; /*** * Navigation routine */ float distance = Vector3.Distance(this.transform.position,spaceShip.position); // The step size is equal to speed times frame time. float step = ROTATION_SPEED * Time.deltaTime; float speed = MAX_SPEED * Time.deltaTime; Vector3 targetDir; if (distance < EVADE_DISTANCE) { // evade!! targetDir = Vector3.Cross (this.transform.forward, spaceShip.right); } else { targetDir = spaceShip.position - this.transform.position; } //Debug.DrawLine (this.transform.position, this.transform.position + targetDir*100.0f, Color.green); Vector3 newDir = Vector3.RotateTowards (this.transform.forward, targetDir, step, 0.0f); this.transform.rotation = Quaternion.LookRotation (newDir); if (distance > MIN_DISTANCE) { this.transform.Translate( Vector3.forward * speed ); } /*** * Fire routine */ timeToShot -= Time.deltaTime; if(timeToShot>0.0f) { return; } targetDir = spaceShip.position - this.transform.position; float cosAlpha = Vector3.Dot (this.transform.forward, targetDir); if (cosAlpha < 0.0f) return; if (availableShoots > 0) { availableShoots--; Fire(); timeToShot += FIRE_RATE; } else { timeToShot = RELOAD_TIME; availableShoots += MAX_SHOOTS; } } } |
Commits for Nextrek/3DSpace/Assets/Custum/Scripts/EnemyShip.cs
Revision | Author | Commited | Message |
---|---|---|---|
130 Diff | LMancini | Thu 06 Nov, 2014 18:03:48 +0000 | |
127 Diff | DRuega | Thu 06 Nov, 2014 16:52:49 +0000 | Aggiungo PilotNameGenerator.cs Genera nomi random alle navi... così sembra più figo :) :) |
125 Diff | DRuega | Thu 06 Nov, 2014 13:44:02 +0000 | Migliorata la ricerca del nemico più vicino pesando di più la differenza angolare. |
122 Diff | DRuega | Thu 06 Nov, 2014 10:12:00 +0000 | Tocco Magico :P |
119 Diff | LMancini | Wed 05 Nov, 2014 15:33:48 +0000 | |
117 Diff | DRuega | Tue 28 Oct, 2014 13:39:51 +0000 | |
116 Diff | DRuega | Mon 20 Oct, 2014 20:14:25 +0000 | |
113 Diff | DRuega | Wed 15 Oct, 2014 08:03:00 +0000 | Aggiunta tecnica di evasione per i nemici. |
112 Diff | FMMortaroli | Thu 09 Oct, 2014 14:21:59 +0000 | |
107 | FMMortaroli | Thu 09 Oct, 2014 11:56:46 +0000 |