Added some scripts from a different project

Enemies and Towers
This commit is contained in:
Stedd 2022-09-17 15:35:03 +02:00
parent d1a8cd2240
commit 76ff048395
42 changed files with 8933 additions and 0 deletions

8
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Enemy : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyHandler : MonoBehaviour
{
[Header("Assigned on start")]
[SerializeField] PathFinder pathFinder;
[SerializeField] GridManager gridManager;
[Header("Parameters")]
[SerializeField] [Range(0.1f, 60f)] float spawnRate = 60f;
[SerializeField] int objectPoolSize = 15;
[Header("Prefabs")]
[SerializeField] GameObject objectPool;
[SerializeField] List<GameObject> enemyPrefabs = new List<GameObject>();
[Header("Lists")]
[SerializeField] List<Node> path = new List<Node>();
[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();
coordinates.x = Mathf.RoundToInt(position.x / UnityEditor.EditorSnapSettings.move.x);
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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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($"{this.name} Recalculating path");
SetPath(pathFinder.CalculateNewPath(enemyHandler.GetCoordinatesFromPosition(gameObject.transform.position)));
CoroutineStarter();
}
private void CoroutineStarter()
{
followPath = FollowPath();
StartCoroutine(followPath);
}
public void SetPath(List<Node> _path)
{
path.Clear();
foreach (Node _node in _path)
{
path.Add(_node);
}
//regenerate start to finish path to not interfere with building
pathFinder.CalculateNewPath();
}
IEnumerator FollowPath()
{
for (int i = 1; i < path.Count; i++)
{
startPosition = transform.position;
endPosition = GetVector3(path[i].coordinates);
travelPercent = 0;
transform.LookAt(endPosition);
//float distance = Vector3.Distance(startPosition, endPosition);
//if (Vector3.Distance(startPosition, endPosition) < 10)
//{
// travelPercent = 1 - (distance / 10);
//}
// Debug.Log($"start: {startPosition}. end: {endPosition}");
while (travelPercent < 1f)
{
travelPercent += Time.deltaTime * speed;
transform.position = Vector3.Lerp(startPosition, endPosition, travelPercent);
yield return new WaitForEndOfFrame();
}
}
HandleReachedEndOfPath();
}
void HandleReachedEndOfPath()
{
scoreHandler.ModifyHealth(-damage);
scoreHandler.ModifyWealth(-100);
enemyHandler.RemoveEnemy(gameObject);
//Destroy(gameObject);
gameObject.SetActive(false);
}
private Vector3 GetVector3(Vector2Int _coord)
{
return new Vector3((float)_coord.x, 0f, (float)_coord.y) * 10f;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ObjectPool : MonoBehaviour
{
[SerializeField] List<GameObject> objects;
public void AddObject(GameObject _object){
//objects.Add(_object);
_object.SetActive(false);
GameObject newObject = Instantiate(_object, transform);
objects.Add(newObject);
}
public void RemoveObject(GameObject _object){
//objects.Remove(_object);
}
public void EnableFirstAvailableObject(){
// gameObject.GetComponentsInChildren<GameObject>();
foreach (GameObject _object in objects)
{
if(!_object.activeSelf)
{
_object.SetActive(true);
break;
}
// 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($"Placing tower on Node: {_node.coordinates}");
if (_node.isBuildable)
{
if (scoreHandler.CurrentBalance - buildings[buildingSelector].Cost < 0)
{
print("Insufficient Funds!");
return;
}
else
{
if (_node.isPath)
{
_node.isBuildable = false;
_node.isWalkable = false;
gridManager.SetNode(_node);
//gridManager.CalculateNewPath();
if (!gridManager.CheckForValidPath())
{
_node.isBuildable = true;
_node.isWalkable = true;
gridManager.SetNode(_node);
print("Not allowed to block path!");
gridManager.CalculateNewPath();
return;
}
}
scoreHandler.ModifyWealth(-buildings[buildingSelector].Cost);
Instantiate(buildings[buildingSelector], _tileGO.transform.position, Quaternion.identity, transform);
_node.isWalkable = false;
_node.isBuildable = false;
gridManager.SetNode(_node);
}
}
}
public Vector2Int GetVector2(GameObject _o)
{
return new Vector2Int((Mathf.RoundToInt(_o.transform.position.x) / 10), (Mathf.RoundToInt(_o.transform.position.z / 10)));
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using TMPro;
public class ScoreHandler : MonoBehaviour
{
[Header("UI")]
[SerializeField] TextMeshProUGUI dispayBalance;
[Header("Parameters")]
[SerializeField] int startHealth = 5;
[SerializeField] int startBalance = 100;
[Header("Stats")]
[SerializeField] int currentHealth;
[SerializeField] int currentBalance;
public int CurrentBalance {get {return currentBalance;}}
void Start()
{
currentHealth = startHealth;
currentBalance = startBalance;
UpdateGUI();
}
public void ModifyHealth(GameObject enemy)
{
currentHealth -= 1;
CheckIfYouLost();
}
public void ModifyHealth(int _amount)
{
currentHealth += _amount;
CheckIfYouLost();
}
void CheckIfYouLost(){
if(currentHealth <= 0)
{
Debug.Log("You lost");
Reload();
}
}
public void ModifyWealth(int _amount){
currentBalance += _amount;
UpdateGUI();
// Debug.Log($"Wealth modification. Change:{_amount}. Current: {wealthAmount}");
}
void Reload()
{
int currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
SceneManager.LoadScene(currentSceneIndex);
}
void UpdateGUI(){
dispayBalance.text = $"Gold: {currentBalance.ToString()}";
}
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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;
}
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