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@ -0,0 +1,17 @@
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{
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"name": "AsteroidGame",
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"rootNamespace": "AsteroidGame",
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"references": [
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"GUID:bc7863ca0989b494d84426bfd28432fa",
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"GUID:6055be8ebefd69e48b49212b09b47b2f"
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],
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}
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fileFormatVersion: 2
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guid: f18a64d4098f4af1a47db1c1658f7b81
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timeCreated: 1663428278
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@ -1,5 +1,6 @@
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using System.Collections;
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using System.Collections.Generic;
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using AsteroidGame.Entities.Structures.Tower;
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using UnityEngine;
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public class EnemyHealth : MonoBehaviour
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@ -38,7 +39,7 @@ public class EnemyHealth : MonoBehaviour
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// SpawnFX(damageVFX);
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// Debug.Log(damager.GetComponentInParent<Tower>().GetDamage());
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currentHealth -= damager.GetComponentInParent<Tower>().Damage;
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currentHealth -= damager.GetComponentInParent<Turret>().Damage;
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//UpdateHealthText(health);
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@ -50,7 +51,7 @@ public class EnemyHealth : MonoBehaviour
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private void ProcessDeathFrom(GameObject damager)
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{
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damager.GetComponentInParent<Tower>().UpdateScore(1f);
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damager.GetComponentInParent<Turret>().UpdateScore(1f);
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// SpawnFX(deathFX);
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scoreHandler.ModifyWealth(wealthValue);
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@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using AsteroidGame.Entities.Structures.Scripts;
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using UnityEngine;
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public class BuildingHandler : MonoBehaviour
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@ -9,7 +10,7 @@ public class BuildingHandler : MonoBehaviour
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[Header("Assigned on start")] [SerializeField]
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int buildingSelector = 0;
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[Header("Prefabs")] [SerializeField] List<Tower> buildings = new List<Tower>();
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[Header("Prefabs")] [SerializeField] List<StructureBase> buildings = new List<StructureBase>();
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// Start is called before the first frame update
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void Start()
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@ -1,6 +1,7 @@
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{
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"name": "Entities.Structures",
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"rootNamespace": "AsteroidGame",
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@ -0,0 +1,22 @@
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using UnityEngine;
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namespace AsteroidGame.Entities.Structures.Scripts
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{
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public class StructureBase : MonoBehaviour
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{
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[Header("StructureInformation")]
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[SerializeField] protected string name;
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[SerializeField] protected int health;
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[Header("BuildParameters")]
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[SerializeField] protected int cost;
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[SerializeField] protected float buildTimer;
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#region Publics
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public string Name { get; set; }
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public int Cost { get; set; }
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#endregion
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}
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}
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@ -0,0 +1,152 @@
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using System.Collections;
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using AsteroidGame.Entities.Structures.Scripts;
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using UnityEngine;
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namespace AsteroidGame.Entities.Structures.Tower
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{
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public class Turret : StructureBase
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{
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[Header("WeaponParameters")] [SerializeField]
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float weaponRange = 40f;
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[SerializeField] int damage = 1;
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[SerializeField] float fireRate = 1;
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[SerializeField] float projectileSpeed = 5;
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[SerializeField] TargetStrategy targetStrategy = TargetStrategy.LowestHealth;
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[Header("Stats")]
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[SerializeField] float score = 0f;
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[Header("RigConnections")]
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[SerializeField] Transform _turretHead;
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[SerializeField] Transform _barrel;
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#region Privates
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[SerializeField]
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enum TargetStrategy
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{
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ClosestEnemy,
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LowestHealth
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};
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private GameObject targetEnemy;
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[SerializeField] private Transform[] buildingParts;
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#endregion
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#region Publics
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public float MaxDistance { get; set; }
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public int Damage
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{
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get => damage;
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set => damage = value;
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}
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public int FireRate { get; set; }
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#endregion
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private void Awake()
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{
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buildingParts = GetComponentsInChildren<Transform>();
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}
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void Start()
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{
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// enemyHandler = FindObjectOfType<EnemyHandler>();
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// scoreHandler = FindObjectOfType<ScoreHandler>();
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UpdateWeaponParameters(fireRate, projectileSpeed);
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for (int i = 1; i < buildingParts.Length; i++)
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{
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buildingParts[i].gameObject.SetActive(false);
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}
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StartCoroutine(Build());
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}
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IEnumerator Build()
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{
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for (int i = 1; i < buildingParts.Length; i++)
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{
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buildingParts[i].gameObject.SetActive(true);
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yield return new WaitForSeconds(buildTimer);
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}
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}
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private void UpdateWeaponParameters(float _fireRate, float _projectileSpeed)
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{
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// var main = _projectile.main;
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// main.startSpeed = _projectileSpeed;
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//
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// var emission = _projectile.emission;
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// emission.rateOverTime = _fireRate;
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}
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// Update is called once per frame
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void Update()
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{
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// ShootProjectile(false);
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// FindAndShootEnemy();
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}
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// private void FindAndShootEnemy()
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// {
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// float bestValue = Mathf.Infinity;
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// bool targetFound = false;
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// List<GameObject> enemies = enemyHandler.ReturnAllEnemies();
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//
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// foreach (GameObject enemy in enemies)
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// {
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// float distanceToTarget = Vector3.Magnitude(enemy.transform.position - transform.position);
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//
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// bool withinRange = distanceToTarget < weaponRange;
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// if (withinRange)
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// {
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// if (targetStrategy == TargetStrategy.ClosestEnemy)
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// {
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// bool isClosest = distanceToTarget < bestValue;
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// if (isClosest)
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// {
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// targetFound = true;
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// bestValue = distanceToTarget;
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// targetEnemy = enemy;
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// }
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// }
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// if (targetStrategy == TargetStrategy.LowestHealth)
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// {
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// float enemyHealth = enemy.GetComponent<EnemyHealth>().Health;
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//
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// bool isLowestHealth = enemyHealth < bestValue;
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// if (isLowestHealth)
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// {
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// targetFound = true;
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// bestValue = enemyHealth;
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// targetEnemy = enemy;
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// }
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// }
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// }
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// }
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//
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// if (targetFound)
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// {
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// weapon.transform.LookAt(targetEnemy.transform.position);
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// ShootProjectile(true);
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// }
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// }
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void ShootProjectile(bool _state)
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{
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// var emissionModule = _projectile.emission;
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// emissionModule.enabled = _state;
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}
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public void UpdateScore(float _score)
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{
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score += _score;
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}
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}
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}
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using System;
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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 Tower : MonoBehaviour
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{
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[Header("Assigned on start")]
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[SerializeField] EnemyHandler enemyHandler;
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[SerializeField] ScoreHandler scoreHandler;
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[Header("Prefabs")]
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[SerializeField] ParticleSystem _projectile;
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[SerializeField] Transform weapon;
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[Header("WeaponParameters")]
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[SerializeField] float weaponRange = 40f;
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[SerializeField] int damage = 1;
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[SerializeField] float fireRate = 1;
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[SerializeField] float projectileSpeed = 5;
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[SerializeField] TargetStrategy targetStrategy = TargetStrategy.LowestHealth;
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[Header("BuildParameters")]
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[SerializeField] int cost = 30;
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[SerializeField] float buildTimer = 1;
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[Header("Stats")]
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[SerializeField] float score = 0f;
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#region Privates
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[SerializeField] enum TargetStrategy { ClosestEnemy, LowestHealth };
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private GameObject targetEnemy;
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[SerializeField] private Transform[] buildingParts;
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#endregion
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#region Publics
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public float MaxDistance { get; set; }
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public int Damage { get => damage; set => damage = value; }
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public int FireRate { get; set; }
|
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public int Cost { get => cost; set => cost = value; }
|
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#endregion
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private void Awake()
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{
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buildingParts = GetComponentsInChildren<Transform>();
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}
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void Start()
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{
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enemyHandler = FindObjectOfType<EnemyHandler>();
|
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scoreHandler = FindObjectOfType<ScoreHandler>();
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UpdateWeaponParameters(fireRate, projectileSpeed);
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for (int i = 1; i < buildingParts.Length; i++)
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{
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buildingParts[i].gameObject.SetActive(false);
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}
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StartCoroutine(Build());
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}
|
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|
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IEnumerator Build()
|
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{
|
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for (int i = 1; i < buildingParts.Length; i++)
|
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{
|
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buildingParts[i].gameObject.SetActive(true);
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yield return new WaitForSeconds(buildTimer);
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}
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}
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private void UpdateWeaponParameters(float _fireRate, float _projectileSpeed)
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{
|
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var main = _projectile.main;
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main.startSpeed = _projectileSpeed;
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var emission = _projectile.emission;
|
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emission.rateOverTime = _fireRate;
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}
|
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|
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// Update is called once per frame
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void Update()
|
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{
|
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ShootProjectile(false);
|
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FindAndShootEnemy();
|
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}
|
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|
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private void FindAndShootEnemy()
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{
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float bestValue = Mathf.Infinity;
|
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bool targetFound = false;
|
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List<GameObject> enemies = enemyHandler.ReturnAllEnemies();
|
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|
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foreach (GameObject enemy in enemies)
|
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{
|
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float distanceToTarget = Vector3.Magnitude(enemy.transform.position - transform.position);
|
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|
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bool withinRange = distanceToTarget < weaponRange;
|
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if (withinRange)
|
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{
|
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if (targetStrategy == TargetStrategy.ClosestEnemy)
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{
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bool isClosest = distanceToTarget < bestValue;
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if (isClosest)
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{
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targetFound = true;
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bestValue = distanceToTarget;
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targetEnemy = enemy;
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}
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}
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if (targetStrategy == TargetStrategy.LowestHealth)
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{
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float enemyHealth = enemy.GetComponent<EnemyHealth>().Health;
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bool isLowestHealth = enemyHealth < bestValue;
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if (isLowestHealth)
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{
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targetFound = true;
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bestValue = enemyHealth;
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targetEnemy = enemy;
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}
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}
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}
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}
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if (targetFound)
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{
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weapon.transform.LookAt(targetEnemy.transform.position);
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ShootProjectile(true);
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}
|
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}
|
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void ShootProjectile(bool _state)
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{
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var emissionModule = _projectile.emission;
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emissionModule.enabled = _state;
|
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}
|
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public void UpdateScore(float _score)
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{
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score += _score;
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}
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}
|
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Reference in New Issue