Started adding structures

Folder layout
Base scripts
This commit is contained in:
Stedd 2022-09-17 17:28:26 +02:00
parent 9dc476f64b
commit c94e71603c
24 changed files with 977 additions and 6042 deletions

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@ -0,0 +1,17 @@
{
"name": "AsteroidGame",
"rootNamespace": "AsteroidGame",
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@ -1,5 +1,6 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using AsteroidGame.Entities.Structures.Tower;
using UnityEngine; using UnityEngine;
public class EnemyHealth : MonoBehaviour public class EnemyHealth : MonoBehaviour
@ -38,7 +39,7 @@ public class EnemyHealth : MonoBehaviour
// SpawnFX(damageVFX); // SpawnFX(damageVFX);
// Debug.Log(damager.GetComponentInParent<Tower>().GetDamage()); // Debug.Log(damager.GetComponentInParent<Tower>().GetDamage());
currentHealth -= damager.GetComponentInParent<Tower>().Damage; currentHealth -= damager.GetComponentInParent<Turret>().Damage;
//UpdateHealthText(health); //UpdateHealthText(health);
@ -50,7 +51,7 @@ public class EnemyHealth : MonoBehaviour
private void ProcessDeathFrom(GameObject damager) private void ProcessDeathFrom(GameObject damager)
{ {
damager.GetComponentInParent<Tower>().UpdateScore(1f); damager.GetComponentInParent<Turret>().UpdateScore(1f);
// SpawnFX(deathFX); // SpawnFX(deathFX);
scoreHandler.ModifyWealth(wealthValue); scoreHandler.ModifyWealth(wealthValue);

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@ -1,4 +1,5 @@
using System.Collections.Generic; using System.Collections.Generic;
using AsteroidGame.Entities.Structures.Scripts;
using UnityEngine; using UnityEngine;
public class BuildingHandler : MonoBehaviour public class BuildingHandler : MonoBehaviour
@ -9,7 +10,7 @@ public class BuildingHandler : MonoBehaviour
[Header("Assigned on start")] [SerializeField] [Header("Assigned on start")] [SerializeField]
int buildingSelector = 0; int buildingSelector = 0;
[Header("Prefabs")] [SerializeField] List<Tower> buildings = new List<Tower>(); [Header("Prefabs")] [SerializeField] List<StructureBase> buildings = new List<StructureBase>();
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()

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using UnityEngine;
namespace AsteroidGame.Entities.Structures.Scripts
{
public class StructureBase : MonoBehaviour
{
[Header("StructureInformation")]
[SerializeField] protected string name;
[SerializeField] protected int health;
[Header("BuildParameters")]
[SerializeField] protected int cost;
[SerializeField] protected float buildTimer;
#region Publics
public string Name { get; set; }
public int Cost { get; set; }
#endregion
}
}

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using System.Collections;
using AsteroidGame.Entities.Structures.Scripts;
using UnityEngine;
namespace AsteroidGame.Entities.Structures.Tower
{
public class Turret : StructureBase
{
[Header("WeaponParameters")] [SerializeField]
float weaponRange = 40f;
[SerializeField] int damage = 1;
[SerializeField] float fireRate = 1;
[SerializeField] float projectileSpeed = 5;
[SerializeField] TargetStrategy targetStrategy = TargetStrategy.LowestHealth;
[Header("Stats")]
[SerializeField] float score = 0f;
[Header("RigConnections")]
[SerializeField] Transform _turretHead;
[SerializeField] Transform _barrel;
#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; }
#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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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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