Reorganizing and renaming

This commit is contained in:
Stedd 2023-10-08 16:50:59 +02:00
parent cd62cd6aa2
commit b043440827
12 changed files with 4 additions and 166 deletions

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@ -1,63 +0,0 @@
using UnityEngine;
namespace AsteroidGame.Entities.Enemies.Scripts
{
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<Turret>().Damage;
//UpdateHealthText(health);
if(_currentHealth <= 0)
{
ProcessDeathFrom(damager);
}
}
private void ProcessDeathFrom(GameObject damager)
{
//damager.GetComponentInParent<Turret>().UpdateScore(1f);
// SpawnFX(deathFX);
// scoreHandler.ModifyWealth(wealthValue);
// enemyHandler.RemoveEnemy(gameObject);
// Destroy(gameObject);
gameObject.SetActive(false);
_maxHealth += _difficultyRamp;
}
}
}

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@ -1,61 +0,0 @@
using System.Collections;
using UnityEngine;
namespace AsteroidGame.Entities.Enemies
{
public class EnemyMovement : MonoBehaviour
{
[Header("Parameters")]
[SerializeField] [Range(0f, 5f)] float _speed = 1f;
[SerializeField] int _damage = 1;
// [SerializeField] EnemyHandler enemyHandler;
// [SerializeField] ScoreHandler scoreHandler;
Vector3 _startPosition;
Vector3 _endPosition;
float _travelPercent = 0f;
private IEnumerator _followPath;
void Awake()
{
// enemyHandler = FindObjectOfType<EnemyHandler>();
// scoreHandler = FindObjectOfType<ScoreHandler>();
}
void OnEnable()
{
// enemyHandler.AddEnemyToAllEnemies(gameObject);
}
void RecalculatePath()
{
if (_followPath != null)
{
//Debug.Log("Stopping Coroutine");
StopCoroutine(_followPath);
}
}
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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@ -5,7 +5,7 @@ using UnityEngine;
namespace AsteroidGame.ScriptableObjects
{
[CreateAssetMenu(fileName = "newEnemyBaseRuntimeSet", menuName = "RuntimeSet/EnemyBase")]
public class SoEnemyBaseRuntimeSet : SRuntimeSet<EnemyBase>
public class SoEnemyBaseRuntimeSet : SoRuntimeSet<EnemyBase>
{
}
}

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@ -5,7 +5,7 @@ using UnityEngine;
namespace AsteroidGame.ScriptableObjects
{
[CreateAssetMenu(fileName = "newEntityBaseRuntimeSet", menuName = "RuntimeSet/EntityBase")]
public class SoEntityBaseRuntimeSet : SRuntimeSet<EntityBase>
public class SoEntityBaseRuntimeSet : SoRuntimeSet<EntityBase>
{
}
}

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@ -5,7 +5,7 @@ using UnityEngine;
namespace AsteroidGame.ScriptableObjects
{
[CreateAssetMenu(fileName = "newPowerBaseRuntimeSet", menuName = "RuntimeSet/PowerBase")]
public class SoPowerBaseRuntimeSet : SRuntimeSet<PowerBase>
public class SoPowerBaseRuntimeSet : SoRuntimeSet<PowerBase>
{
}
}

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@ -5,7 +5,7 @@ using UnityEngine;
namespace AsteroidGame.ScriptableObjects
{
[CreateAssetMenu(fileName = "newStructureBaseRuntimeSet", menuName = "RuntimeSet/StructureBase")]
public class SoStructureBaseRuntimeSet : SRuntimeSet<StructureBase>
public class SoStructureBaseRuntimeSet : SoRuntimeSet<StructureBase>
{
}
}