Merge remote-tracking branch 'origin/master'
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Enemy : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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void Update()
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using System.Collections;
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using System.Collections.Generic;
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||||
using UnityEngine;
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public class EnemyHandler : MonoBehaviour
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{
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[Header("Assigned on start")]
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[SerializeField] PathFinder pathFinder;
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[Header("Parameters")]
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[Header("Lists")]
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[SerializeField] List<GameObject> enemyPools = new List<GameObject>();
|
||||
[SerializeField] List<GameObject> allEnemies = new List<GameObject>();
|
||||
|
||||
|
||||
public List<Node> Path { get { return path; } }
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
gridManager = FindObjectOfType<GridManager>();
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
//gridManager.CalculateNewPath();
|
||||
|
||||
PopulateObjectPools();
|
||||
|
||||
StartCoroutine(Spawner());
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.N))
|
||||
{
|
||||
SpawnNewEnemy();
|
||||
}
|
||||
}
|
||||
|
||||
public void SetPath(List<Node> _nodes)
|
||||
{
|
||||
path.Clear();
|
||||
|
||||
foreach (Node _node in _nodes)
|
||||
{
|
||||
path.Add(_node);
|
||||
}
|
||||
|
||||
UpdateEnemyPath();
|
||||
}
|
||||
|
||||
void UpdateEnemyPath()
|
||||
{
|
||||
foreach (GameObject _pool in enemyPools)
|
||||
{
|
||||
foreach (EnemyMovement _enemy in _pool.GetComponentsInChildren<EnemyMovement>())
|
||||
{
|
||||
_enemy.SetPath(path);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PopulateObjectPools()
|
||||
{
|
||||
foreach (GameObject enemy in enemyPrefabs)
|
||||
{
|
||||
GameObject newPool = Instantiate(objectPool, transform);
|
||||
newPool.transform.name = $"ObjectPool:{enemy.name}";
|
||||
ObjectPool poolScript = newPool.GetComponent<ObjectPool>();
|
||||
enemyPools.Add(newPool);
|
||||
|
||||
for (int i = 0; i < objectPoolSize; i++)
|
||||
{
|
||||
enemy.SetActive(false);
|
||||
poolScript.AddObject(enemy);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void AddEnemyToAllEnemies(GameObject _enemy)
|
||||
{
|
||||
allEnemies.Add(_enemy);
|
||||
}
|
||||
|
||||
public void RemoveEnemy(GameObject _enemy)
|
||||
{
|
||||
allEnemies.Remove(_enemy);
|
||||
}
|
||||
|
||||
public List<GameObject> ReturnAllEnemies()
|
||||
{
|
||||
return allEnemies;
|
||||
}
|
||||
|
||||
void SpawnNewEnemy()
|
||||
{
|
||||
int spawnEnemyIndex = Mathf.RoundToInt(Random.Range(-0.49f, 2.49f));
|
||||
enemyPools[spawnEnemyIndex].GetComponent<ObjectPool>().EnableFirstAvailableObject();
|
||||
}
|
||||
|
||||
IEnumerator Spawner()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
SpawnNewEnemy();
|
||||
yield return new WaitForSeconds(spawnRate);
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2Int GetCoordinatesFromPosition(Vector3 position)
|
||||
{
|
||||
Vector2Int coordinates = new Vector2Int();
|
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coordinates.x = Mathf.RoundToInt(position.x / UnityEditor.EditorSnapSettings.move.x);
|
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coordinates.y = Mathf.RoundToInt(position.z / UnityEditor.EditorSnapSettings.move.z);
|
||||
|
||||
return coordinates;
|
||||
}
|
||||
|
||||
public void NotifyEnemiesOfNewPath()
|
||||
{
|
||||
BroadcastMessage("RecalculatePath", SendMessageOptions.DontRequireReceiver);
|
||||
}
|
||||
}
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|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class EnemyHealth : MonoBehaviour
|
||||
{
|
||||
[Header("Assigned on start")]
|
||||
[SerializeField] EnemyHandler enemyHandler;
|
||||
[SerializeField] ScoreHandler scoreHandler;
|
||||
|
||||
[Header("Parameters")]
|
||||
[SerializeField] int maxHealth = 5;
|
||||
[SerializeField] int difficultyRamp = 1;
|
||||
|
||||
[SerializeField] int wealthValue = 5;
|
||||
|
||||
[Header("Stats")]
|
||||
[SerializeField] int currentHealth;
|
||||
|
||||
#region Public
|
||||
public int Health { get=> currentHealth;}
|
||||
#endregion
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
enemyHandler = FindObjectOfType<EnemyHandler>();
|
||||
scoreHandler = FindObjectOfType<ScoreHandler>();
|
||||
currentHealth = maxHealth;
|
||||
}
|
||||
|
||||
private void OnParticleCollision(GameObject damager)
|
||||
{
|
||||
ProcessHitFrom(damager);
|
||||
}
|
||||
|
||||
private void ProcessHitFrom(GameObject damager)
|
||||
{
|
||||
// SpawnFX(damageVFX);
|
||||
|
||||
// Debug.Log(damager.GetComponentInParent<Tower>().GetDamage());
|
||||
currentHealth -= damager.GetComponentInParent<Tower>().Damage;
|
||||
|
||||
//UpdateHealthText(health);
|
||||
|
||||
if(currentHealth <= 0)
|
||||
{
|
||||
ProcessDeathFrom(damager);
|
||||
}
|
||||
}
|
||||
|
||||
private void ProcessDeathFrom(GameObject damager)
|
||||
{
|
||||
damager.GetComponentInParent<Tower>().UpdateScore(1f);
|
||||
|
||||
// SpawnFX(deathFX);
|
||||
scoreHandler.ModifyWealth(wealthValue);
|
||||
enemyHandler.RemoveEnemy(gameObject);
|
||||
// Destroy(gameObject);
|
||||
gameObject.SetActive(false);
|
||||
maxHealth += difficultyRamp;
|
||||
}
|
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}
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|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class EnemyMovement : MonoBehaviour
|
||||
{
|
||||
[Header("Parameters")]
|
||||
[SerializeField] [Range(0f, 5f)] float speed = 1f;
|
||||
[SerializeField] int damage = 1;
|
||||
|
||||
|
||||
[SerializeField] EnemyHandler enemyHandler;
|
||||
[SerializeField] ScoreHandler scoreHandler;
|
||||
[SerializeField] PathFinder pathFinder;
|
||||
[SerializeField] List<Node> path;
|
||||
|
||||
Vector3 startPosition;
|
||||
Vector3 endPosition;
|
||||
float travelPercent = 0f;
|
||||
|
||||
private IEnumerator followPath;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
enemyHandler = FindObjectOfType<EnemyHandler>();
|
||||
scoreHandler = FindObjectOfType<ScoreHandler>();
|
||||
pathFinder = FindObjectOfType<PathFinder>();
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
transform.localPosition = GetVector3(pathFinder.GetStartPosition());
|
||||
SetPath(pathFinder.CalculateNewPath(enemyHandler.GetCoordinatesFromPosition(gameObject.transform.position)));
|
||||
transform.LookAt(GetVector3(path[1].coordinates));
|
||||
enemyHandler.AddEnemyToAllEnemies(gameObject);
|
||||
|
||||
CoroutineStarter();
|
||||
}
|
||||
|
||||
|
||||
void RecalculatePath()
|
||||
{
|
||||
if (followPath != null)
|
||||
{
|
||||
//Debug.Log("Stopping Coroutine");
|
||||
StopCoroutine(followPath);
|
||||
|
||||
}
|
||||
//Debug.Log($"{this.name} Recalculating path");
|
||||
SetPath(pathFinder.CalculateNewPath(enemyHandler.GetCoordinatesFromPosition(gameObject.transform.position)));
|
||||
CoroutineStarter();
|
||||
}
|
||||
|
||||
private void CoroutineStarter()
|
||||
{
|
||||
followPath = FollowPath();
|
||||
StartCoroutine(followPath);
|
||||
}
|
||||
public void SetPath(List<Node> _path)
|
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{
|
||||
path.Clear();
|
||||
|
||||
foreach (Node _node in _path)
|
||||
{
|
||||
path.Add(_node);
|
||||
}
|
||||
//regenerate start to finish path to not interfere with building
|
||||
pathFinder.CalculateNewPath();
|
||||
}
|
||||
|
||||
IEnumerator FollowPath()
|
||||
{
|
||||
|
||||
for (int i = 1; i < path.Count; i++)
|
||||
{
|
||||
startPosition = transform.position;
|
||||
endPosition = GetVector3(path[i].coordinates);
|
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travelPercent = 0;
|
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transform.LookAt(endPosition);
|
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//float distance = Vector3.Distance(startPosition, endPosition);
|
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//if (Vector3.Distance(startPosition, endPosition) < 10)
|
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//{
|
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// travelPercent = 1 - (distance / 10);
|
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//}
|
||||
|
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// Debug.Log($"start: {startPosition}. end: {endPosition}");
|
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while (travelPercent < 1f)
|
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{
|
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travelPercent += Time.deltaTime * speed;
|
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transform.position = Vector3.Lerp(startPosition, endPosition, travelPercent);
|
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yield return new WaitForEndOfFrame();
|
||||
}
|
||||
}
|
||||
|
||||
HandleReachedEndOfPath();
|
||||
}
|
||||
|
||||
void HandleReachedEndOfPath()
|
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{
|
||||
scoreHandler.ModifyHealth(-damage);
|
||||
scoreHandler.ModifyWealth(-100);
|
||||
enemyHandler.RemoveEnemy(gameObject);
|
||||
//Destroy(gameObject);
|
||||
gameObject.SetActive(false);
|
||||
}
|
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|
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private Vector3 GetVector3(Vector2Int _coord)
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{
|
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return new Vector3((float)_coord.x, 0f, (float)_coord.y) * 10f;
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}
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ObjectPool : MonoBehaviour
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{
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[SerializeField] List<GameObject> objects;
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public void AddObject(GameObject _object){
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//objects.Add(_object);
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_object.SetActive(false);
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GameObject newObject = Instantiate(_object, transform);
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objects.Add(newObject);
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}
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public void RemoveObject(GameObject _object){
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//objects.Remove(_object);
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}
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public void EnableFirstAvailableObject(){
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// gameObject.GetComponentsInChildren<GameObject>();
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foreach (GameObject _object in objects)
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{
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if(!_object.activeSelf)
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{
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_object.SetActive(true);
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break;
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}
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// Debug.Log($"Tried activating enemy but no free object in pool:{gameObject.name}");
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using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class BuildingHandler : MonoBehaviour
|
||||
{
|
||||
[Header("Assigned on start")]
|
||||
[SerializeField] ScoreHandler scoreHandler;
|
||||
[SerializeField] GridManager gridManager;
|
||||
|
||||
[Header("Assigned on start")]
|
||||
[SerializeField] int buildingSelector = 0;
|
||||
|
||||
[Header("Prefabs")]
|
||||
[SerializeField] List<Tower> buildings = new List<Tower>();
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
scoreHandler = FindObjectOfType<ScoreHandler>();
|
||||
gridManager = FindObjectOfType<GridManager>();
|
||||
}
|
||||
|
||||
public void BuildTower(GameObject _tileGO)
|
||||
{
|
||||
//Tile _tile = _tileGO.GetComponentInChildren<Tile>();
|
||||
Node _node = gridManager.GetNode(GetVector2(_tileGO));
|
||||
|
||||
//Debug.Log($"Placing tower on Tile: {_tileGO.transform.position}");
|
||||
//Debug.Log($"Placing tower on Node: {_node.coordinates}");
|
||||
|
||||
if (_node.isBuildable)
|
||||
{
|
||||
if (scoreHandler.CurrentBalance - buildings[buildingSelector].Cost < 0)
|
||||
{
|
||||
print("Insufficient Funds!");
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_node.isPath)
|
||||
{
|
||||
_node.isBuildable = false;
|
||||
_node.isWalkable = false;
|
||||
gridManager.SetNode(_node);
|
||||
//gridManager.CalculateNewPath();
|
||||
|
||||
if (!gridManager.CheckForValidPath())
|
||||
{
|
||||
_node.isBuildable = true;
|
||||
_node.isWalkable = true;
|
||||
gridManager.SetNode(_node);
|
||||
print("Not allowed to block path!");
|
||||
gridManager.CalculateNewPath();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
scoreHandler.ModifyWealth(-buildings[buildingSelector].Cost);
|
||||
Instantiate(buildings[buildingSelector], _tileGO.transform.position, Quaternion.identity, transform);
|
||||
|
||||
_node.isWalkable = false;
|
||||
_node.isBuildable = false;
|
||||
|
||||
gridManager.SetNode(_node);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2Int GetVector2(GameObject _o)
|
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{
|
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return new Vector2Int((Mathf.RoundToInt(_o.transform.position.x) / 10), (Mathf.RoundToInt(_o.transform.position.z / 10)));
|
||||
}
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using System.Collections;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using TMPro;
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UpdateGUI();
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CheckIfYouLost();
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currentHealth += _amount;
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CheckIfYouLost();
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Debug.Log("You lost");
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Reload();
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currentBalance += _amount;
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UpdateGUI();
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m_Father: {fileID: 0}
|
||||
m_RootOrder: 0
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 7362a7dc6d14d7748953ae63138db72f
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||||
PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -0,0 +1,144 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Tower : MonoBehaviour
|
||||
{
|
||||
|
||||
[Header("Assigned on start")]
|
||||
[SerializeField] EnemyHandler enemyHandler;
|
||||
[SerializeField] ScoreHandler scoreHandler;
|
||||
|
||||
[Header("Prefabs")]
|
||||
[SerializeField] ParticleSystem _projectile;
|
||||
[SerializeField] Transform weapon;
|
||||
|
||||
[Header("WeaponParameters")]
|
||||
[SerializeField] float weaponRange = 40f;
|
||||
[SerializeField] int damage = 1;
|
||||
[SerializeField] float fireRate = 1;
|
||||
[SerializeField] float projectileSpeed = 5;
|
||||
[SerializeField] TargetStrategy targetStrategy = TargetStrategy.LowestHealth;
|
||||
|
||||
[Header("BuildParameters")]
|
||||
[SerializeField] int cost = 30;
|
||||
[SerializeField] float buildTimer = 1;
|
||||
|
||||
|
||||
[Header("Stats")]
|
||||
[SerializeField] float score = 0f;
|
||||
|
||||
#region Privates
|
||||
[SerializeField] enum TargetStrategy { ClosestEnemy, LowestHealth };
|
||||
private GameObject targetEnemy;
|
||||
[SerializeField] private Transform[] buildingParts;
|
||||
#endregion
|
||||
|
||||
#region Publics
|
||||
public float MaxDistance { get; set; }
|
||||
public int Damage { get => damage; set => damage = value; }
|
||||
public int FireRate { get; set; }
|
||||
public int Cost { get => cost; set => cost = value; }
|
||||
|
||||
#endregion
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
buildingParts = GetComponentsInChildren<Transform>();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
enemyHandler = FindObjectOfType<EnemyHandler>();
|
||||
scoreHandler = FindObjectOfType<ScoreHandler>();
|
||||
UpdateWeaponParameters(fireRate, projectileSpeed);
|
||||
|
||||
for (int i = 1; i < buildingParts.Length; i++)
|
||||
{
|
||||
buildingParts[i].gameObject.SetActive(false);
|
||||
}
|
||||
StartCoroutine(Build());
|
||||
}
|
||||
|
||||
IEnumerator Build()
|
||||
{
|
||||
for (int i = 1; i < buildingParts.Length; i++)
|
||||
{
|
||||
buildingParts[i].gameObject.SetActive(true);
|
||||
yield return new WaitForSeconds(buildTimer);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateWeaponParameters(float _fireRate, float _projectileSpeed)
|
||||
{
|
||||
var main = _projectile.main;
|
||||
main.startSpeed = _projectileSpeed;
|
||||
|
||||
var emission = _projectile.emission;
|
||||
emission.rateOverTime = _fireRate;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
ShootProjectile(false);
|
||||
FindAndShootEnemy();
|
||||
}
|
||||
|
||||
private void FindAndShootEnemy()
|
||||
{
|
||||
float bestValue = Mathf.Infinity;
|
||||
bool targetFound = false;
|
||||
List<GameObject> enemies = enemyHandler.ReturnAllEnemies();
|
||||
|
||||
foreach (GameObject enemy in enemies)
|
||||
{
|
||||
float distanceToTarget = Vector3.Magnitude(enemy.transform.position - transform.position);
|
||||
|
||||
bool withinRange = distanceToTarget < weaponRange;
|
||||
if (withinRange)
|
||||
{
|
||||
if (targetStrategy == TargetStrategy.ClosestEnemy)
|
||||
{
|
||||
bool isClosest = distanceToTarget < bestValue;
|
||||
if (isClosest)
|
||||
{
|
||||
targetFound = true;
|
||||
bestValue = distanceToTarget;
|
||||
targetEnemy = enemy;
|
||||
}
|
||||
}
|
||||
if (targetStrategy == TargetStrategy.LowestHealth)
|
||||
{
|
||||
float enemyHealth = enemy.GetComponent<EnemyHealth>().Health;
|
||||
|
||||
bool isLowestHealth = enemyHealth < bestValue;
|
||||
if (isLowestHealth)
|
||||
{
|
||||
targetFound = true;
|
||||
bestValue = enemyHealth;
|
||||
targetEnemy = enemy;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (targetFound)
|
||||
{
|
||||
weapon.transform.LookAt(targetEnemy.transform.position);
|
||||
ShootProjectile(true);
|
||||
}
|
||||
}
|
||||
|
||||
void ShootProjectile(bool _state)
|
||||
{
|
||||
var emissionModule = _projectile.emission;
|
||||
emissionModule.enabled = _state;
|
||||
}
|
||||
|
||||
public void UpdateScore(float _score)
|
||||
{
|
||||
score += _score;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
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guid: d3a16cf44e28f02409c23498ed14acf5
|
||||
MonoImporter:
|
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externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue