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using UnityEngine; |
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using System.Collections; |
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public class AllyShip : MonoBehaviour |
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{ |
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public SU_Thruster[] thrusters; |
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public float rollRate = 100.0f; |
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public float yawRate = 30.0f; |
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public float pitchRate = 100.0f; |
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public Vector3[] weaponMountPoints; |
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public Transform[] laserShotPrefab; |
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public AudioClip[] soundEffectFire; |
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public CameraFollow followCamera; |
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public float life = 100; |
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private bool isAlive = true; |
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private Rigidbody _cacheRigidbody; |
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private float shootFreq = 1f; |
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private float lastShootTime = 0; |
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private int weaponType = 0; |
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private GameObject currentEnemyTarget; |
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private static float ROTATION_SPEED = 0.75f; // degrees |
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private static float SHOOT_RANGE = 2000.0f; |
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private static float MIN_ENGAGE_RANGE = 300.0f; |
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private static float HERO_MIN_RANGE = 1000.0f; |
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private static float HERO_MAX_RANGE = 2000.0f; |
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float genCoord(float min_distance, float max_distance) { |
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return (Random.value - Random.value) * (min_distance + Random.value * (max_distance-min_distance)); |
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} |
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void Start() |
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{ |
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this.transform.position = new Vector3( |
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genCoord(HERO_MIN_RANGE, HERO_MAX_RANGE), |
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genCoord(HERO_MIN_RANGE, HERO_MAX_RANGE), |
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genCoord(HERO_MIN_RANGE, HERO_MAX_RANGE) |
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); |
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this.transform.rotation = Random.rotation; |
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foreach (SU_Thruster _thruster in thrusters) |
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{ |
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if (_thruster == null) |
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{ |
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Debug.LogError("Thruster array not properly configured. Attach thrusters to the game object and link them to the Thrusters array."); |
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} |
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} |
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_cacheRigidbody = rigidbody; |
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if (_cacheRigidbody == null) |
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{ |
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Debug.LogError("Spaceship has no rigidbody - the thruster scripts will fail. Add rigidbody component to the spaceship."); |
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} |
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} |
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public void getHitted(float hit) |
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{ |
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if (!isAlive) return; |
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life -= hit; |
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if (life<=0) |
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{ |
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isAlive = false; |
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Instantiate(GameManager.Instance.explosionEffect, this.transform.position, this.transform.rotation); |
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CommunicationCenter.Instance.DestroyOneAlly(this.gameObject); |
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Destroy(this.gameObject); |
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} |
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} |
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void StartThruster() |
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{ |
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foreach (SU_Thruster _thruster in thrusters) |
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{ |
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_thruster.StartThruster(); |
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} |
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} |
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void StopThruster() |
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{ |
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foreach (SU_Thruster _thruster in thrusters) |
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{ |
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_thruster.StopThruster(); |
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} |
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} |
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void Update() |
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{ |
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lastShootTime+=Time.deltaTime; |
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if (currentEnemyTarget == null) |
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{ |
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//Debug.Log ("Find target"); |
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currentEnemyTarget = GameManager.GetClosestShip(GameManager.ENEMY_TAG, this.gameObject); |
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} |
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if (currentEnemyTarget) |
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{ |
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Transform enemyShip = currentEnemyTarget.transform; |
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Debug.DrawLine(transform.position, enemyShip.position, Color.yellow); |
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//transform.LookAt(enemyShip); |
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Vector3 relative = enemyShip.position - transform.position; |
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float distance = relative.magnitude; |
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relative.Normalize(); |
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//Debug.DrawLine (this.transform.position, this.transform.position + targetDir*100.0f, Color.green); |
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float step = ROTATION_SPEED * Time.deltaTime; |
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Vector3 newDir = Vector3.RotateTowards (this.transform.forward, relative, step, 0.0f); |
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this.transform.rotation = Quaternion.LookRotation (newDir); |
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if (distance<MIN_ENGAGE_RANGE) |
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{ |
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StopThruster(); |
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} |
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else |
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{ |
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StartThruster(); |
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} |
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if ((distance<SHOOT_RANGE) && (Vector3.Dot (relative, transform.forward)>0.5) && (lastShootTime>shootFreq)) |
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{ |
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lastShootTime=0; |
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foreach (Vector3 _wmp in weaponMountPoints) |
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{ |
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// Calculate where the position is in world space for the mount point |
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Vector3 _pos = transform.position + transform.right * _wmp.x + transform.up * _wmp.y + transform.forward * _wmp.z; |
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// Instantiate the laser prefab at position with the spaceships rotation |
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// Specify which transform it was that fired this round so we can ignore it for collision/hit |
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//Transform _laserShot = (Transform) Instantiate(laserShotPrefab[weaponType], _pos, transform.rotation); |
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//_laserShot.GetComponent<SU_LaserShot>().firedBy = transform; |
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WeaponFireUtils.FireLaser(laserShotPrefab[weaponType], _pos, this.transform.rotation, this.gameObject, GameManager.ENEMY_TAG); |
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} |
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if (soundEffectFire[weaponType] != null) |
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{ |
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audio.PlayOneShot(soundEffectFire[weaponType]); |
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} |
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} |
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} |
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} |
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} |
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using UnityEngine; |
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using System.Collections; |
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4 |
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public class AllyShip : MonoBehaviour |
|
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{ |
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public SU_Thruster[] thrusters; |
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public float rollRate = 100.0f; |
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public float yawRate = 30.0f; |
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public float pitchRate = 100.0f; |
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public Vector3[] weaponMountPoints; |
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public Transform[] laserShotPrefab; |
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public AudioClip[] soundEffectFire; |
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public CameraFollow followCamera; |
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public float life = 100; |
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private bool isAlive = true; |
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private Rigidbody _cacheRigidbody; |
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private float shootFreq = 1f; |
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private float lastShootTime = 0; |
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private int weaponType = 0; |
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private GameObject currentEnemyTarget; |
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private static float ROTATION_SPEED = 0.75f; // degrees |
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private static float SHOOT_RANGE = 2000.0f; |
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private static float MIN_ENGAGE_RANGE = 300.0f; |
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private static float HERO_MIN_RANGE = 1000.0f; |
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private static float HERO_MAX_RANGE = 2000.0f; |
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float genCoord(float min_distance, float max_distance) { |
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return (Random.value - Random.value) * (min_distance + Random.value * (max_distance-min_distance)); |
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} |
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void Start() |
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{ |
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this.transform.position = new Vector3( |
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genCoord(HERO_MIN_RANGE, HERO_MAX_RANGE), |
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genCoord(HERO_MIN_RANGE, HERO_MAX_RANGE), |
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genCoord(HERO_MIN_RANGE, HERO_MAX_RANGE) |
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); |
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this.transform.rotation = Random.rotation; |
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foreach (SU_Thruster _thruster in thrusters) |
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{ |
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if (_thruster == null) |
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{ |
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Debug.LogError("Thruster array not properly configured. Attach thrusters to the game object and link them to the Thrusters array."); |
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} |
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} |
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_cacheRigidbody = rigidbody; |
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if (_cacheRigidbody == null) |
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{ |
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Debug.LogError("Spaceship has no rigidbody - the thruster scripts will fail. Add rigidbody component to the spaceship."); |
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} |
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} |
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public void getHitted(float hit) |
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{ |
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if (!isAlive) return; |
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life -= hit; |
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if (life<=0) |
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{ |
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isAlive = false; |
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Instantiate(GameManager.Instance.explosionEffect, this.transform.position, this.transform.rotation); |
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CommunicationCenter.Instance.DestroyOneAlly(this.gameObject); |
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Destroy(this.gameObject); |
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} |
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} |
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void StartThruster() |
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{ |
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foreach (SU_Thruster _thruster in thrusters) |
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{ |
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_thruster.StartThruster(); |
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} |
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} |
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void StopThruster() |
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{ |
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foreach (SU_Thruster _thruster in thrusters) |
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{ |
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_thruster.StopThruster(); |
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} |
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} |
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void Update() |
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{ |
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lastShootTime+=Time.deltaTime; |
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if (currentEnemyTarget == null) |
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{ |
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//Debug.Log ("Find target"); |
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currentEnemyTarget = GameManager.GetClosestShip(GameManager.ENEMY_TAG, this.gameObject); |
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} |
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if (currentEnemyTarget) |
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{ |
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Transform enemyShip = currentEnemyTarget.transform; |
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Debug.DrawLine(transform.position, enemyShip.position, Color.yellow); |
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//transform.LookAt(enemyShip); |
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Vector3 relative = enemyShip.position - transform.position; |
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float distance = relative.magnitude; |
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relative.Normalize(); |
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//Debug.DrawLine (this.transform.position, this.transform.position + targetDir*100.0f, Color.green); |
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float step = ROTATION_SPEED * Time.deltaTime; |
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Vector3 newDir = Vector3.RotateTowards (this.transform.forward, relative, step, 0.0f); |
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this.transform.rotation = Quaternion.LookRotation (newDir); |
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if (distance<MIN_ENGAGE_RANGE) |
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{ |
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StopThruster(); |
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} |
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else |
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{ |
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StartThruster(); |
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} |
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if ((distance<SHOOT_RANGE) && (Vector3.Dot (relative, transform.forward)>0.5) && (lastShootTime>shootFreq)) |
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{ |
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lastShootTime=0; |
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foreach (Vector3 _wmp in weaponMountPoints) |
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{ |
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// Calculate where the position is in world space for the mount point |
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Vector3 _pos = transform.position + transform.right * _wmp.x + transform.up * _wmp.y + transform.forward * _wmp.z; |
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// Instantiate the laser prefab at position with the spaceships rotation |
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// Specify which transform it was that fired this round so we can ignore it for collision/hit |
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//Transform _laserShot = (Transform) Instantiate(laserShotPrefab[weaponType], _pos, transform.rotation); |
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//_laserShot.GetComponent<SU_LaserShot>().firedBy = transform; |
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WeaponFireUtils.FireLaser(laserShotPrefab[weaponType], _pos, this.transform.rotation, this.gameObject, GameManager.ENEMY_TAG); |
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} |
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if (soundEffectFire[weaponType] != null) |
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{ |
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audio.PlayOneShot(soundEffectFire[weaponType]); |
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} |
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} |
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} |
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} |
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} |