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@@ -26,9 +26,7 @@ |
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private static float WARP_SPEED = 10000.0f; |
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private static float EVADE_DISTANCE = 400.0f; |
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private static float WEAPON_AIM = 2.5f; // degrees |
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private float timeToShot = 0; |
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private int availableShoots = 0; |
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@@ -87,12 +85,58 @@ |
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} |
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} |
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GameObject _lastTarget = null; |
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float _timer = 0; |
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private static float CHANGE_TARGET_TIMER = 5000.0f; |
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void Update() |
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{ |
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//Transform spaceShip = GameManager.Instance.spaceShip; |
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//if (spaceShip==null) return; |
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_timer += Time.deltaTime; |
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if ((_lastTarget == null) || (_timer > CHANGE_TARGET_TIMER)) |
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{ |
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_timer = 0; |
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_lastTarget = GameManager.GetClosestShip(GameManager.ALLY_TAG, this.gameObject); |
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} |
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if (_lastTarget == null) return; |
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Transform spaceShip = _lastTarget.transform; |
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if(shipType==ShipType.SMALL_SHIP) |
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{ |
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DoSmallShip(); |
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DoSmallShip(spaceShip); |
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} |
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/*** |
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* Fire routine |
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*/ |
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timeToShot -= Time.deltaTime; |
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if(timeToShot>0.0f) { |
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return; |
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} |
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Vector3 targetDir = spaceShip.position - this.transform.position; |
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if (targetDir.magnitude > shootRange) return; |
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if(shipType==ShipType.SMALL_SHIP) |
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{ |
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float cosAlpha = Vector3.Dot (this.transform.forward, targetDir); |
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if (cosAlpha < 0.5f) return; |
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} |
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if (availableShoots > 0) { |
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availableShoots--; |
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Fire(); |
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timeToShot += fireRate; |
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} else { |
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timeToShot = reloadTime; |
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availableShoots += maxShoots; |
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} |
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} |
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void OnComplete() |
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@@ -103,42 +147,25 @@ |
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{ |
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foreach (Vector3 _wmp in weaponMountPoints) |
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{ |
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Quaternion small = Quaternion.Euler(Random.Range(-WEAPON_AIM,WEAPON_AIM), |
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Random.Range(-WEAPON_AIM,WEAPON_AIM), |
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Random.Range(-WEAPON_AIM,WEAPON_AIM) |
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); |
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small = small*this.transform.rotation; |
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Vector3 _pos = transform.position + transform.right * _wmp.x + transform.up * _wmp.y + transform.forward * _wmp.z; |
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Transform _laserShot = (Transform) Instantiate(laserShotPrefab, _pos, small); |
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_laserShot.GetComponent<SU_LaserShot>().firedBy = transform; |
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if(shipType==ShipType.SMALL_SHIP) |
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{ |
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WeaponFireUtils.FireLaser(laserShotPrefab, _pos, this.transform.rotation, this.gameObject, GameManager.ALLY_TAG); |
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} |
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else |
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{ |
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WeaponFireUtils.FireLaserTurret(laserShotPrefab, _pos, this.transform.rotation, this.gameObject, GameManager.ALLY_TAG); |
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} |
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} |
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if (soundEffectFire != null) |
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{ |
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audio.PlayOneShot(soundEffectFire); |
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} |
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} |
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GameObject _lastTarget = null; |
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float _timer = 0; |
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private static float CHANGE_TARGET_TIMER = 5000.0f; |
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void DoSmallShip() |
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void DoSmallShip(Transform spaceShip) |
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{ |
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//Transform spaceShip = GameManager.Instance.spaceShip; |
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//if (spaceShip==null) return; |
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_timer += Time.deltaTime; |
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if ((_lastTarget == null) || (_timer > CHANGE_TARGET_TIMER)) |
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{ |
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_timer = 0; |
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_lastTarget = GameManager.GetClosestShip(GameManager.ALLY_TAG, this.gameObject); |
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} |
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if (_lastTarget == null) return; |
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Transform spaceShip = _lastTarget.transform; |
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if (isEnteringArea) |
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{ |
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@@ -182,29 +209,5 @@ |
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this.transform.rotation = Quaternion.LookRotation (newDir); |
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this.transform.Translate( Vector3.forward * speed ); |
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/*** |
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* Fire routine |
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*/ |
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timeToShot -= Time.deltaTime; |
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if(timeToShot>0.0f) { |
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return; |
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} |
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targetDir = spaceShip.position - this.transform.position; |
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if (targetDir.magnitude > shootRange) return; |
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float cosAlpha = Vector3.Dot (this.transform.forward, targetDir); |
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if (cosAlpha < 0.5f) return; |
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if (availableShoots > 0) { |
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availableShoots--; |
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Fire(); |
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timeToShot += fireRate; |
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} else { |
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timeToShot = reloadTime; |
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availableShoots += maxShoots; |
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} |
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} |
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} |