*Changed assemblydefinitions
*Added Enemy
*Turrets target enemies
This commit is contained in:
Stedd 2022-09-18 11:47:55 +02:00
parent 8d1ea374c6
commit f4887be792
20 changed files with 635 additions and 393 deletions

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@ -1,7 +1,16 @@
using System;
using UnityEngine;
namespace AsteroidGame.Entities.Enemies.Scripts
{
public class EnemyBase : EntityBase
{
[Header("Connections")]
[SerializeField] private Transform _centerPosition;
public Vector3 GetCenterPosition()
{
return _centerPosition.transform.position;
}
}
}

View File

@ -1,5 +1,4 @@
using AsteroidGame.Entities.Structures.Tower;
using AsteroidGame.Handlers;
using UnityEngine;
namespace AsteroidGame.Entities.Enemies.Scripts
@ -7,7 +6,7 @@ namespace AsteroidGame.Entities.Enemies.Scripts
public class EnemyHealth : MonoBehaviour
{
[Header("Assigned on start")]
[SerializeField] EnemyHandler enemyHandler;
// [SerializeField] EnemyHandler enemyHandler;
// [SerializeField] ScoreHandler scoreHandler;
[Header("Parameters")]
@ -25,7 +24,7 @@ namespace AsteroidGame.Entities.Enemies.Scripts
void OnEnable()
{
enemyHandler = FindObjectOfType<EnemyHandler>();
// enemyHandler = FindObjectOfType<EnemyHandler>();
// scoreHandler = FindObjectOfType<ScoreHandler>();
currentHealth = maxHealth;
}
@ -56,7 +55,7 @@ namespace AsteroidGame.Entities.Enemies.Scripts
// SpawnFX(deathFX);
// scoreHandler.ModifyWealth(wealthValue);
enemyHandler.RemoveEnemy(gameObject);
// enemyHandler.RemoveEnemy(gameObject);
// Destroy(gameObject);
gameObject.SetActive(false);
maxHealth += difficultyRamp;

View File

@ -1,5 +1,4 @@
using System.Collections;
using AsteroidGame.Handlers;
using UnityEngine;
namespace AsteroidGame.Entities.Enemies
@ -11,8 +10,8 @@ namespace AsteroidGame.Entities.Enemies
[SerializeField] int damage = 1;
[SerializeField] EnemyHandler enemyHandler;
[SerializeField] ScoreHandler scoreHandler;
// [SerializeField] EnemyHandler enemyHandler;
// [SerializeField] ScoreHandler scoreHandler;
Vector3 startPosition;
@ -23,14 +22,14 @@ namespace AsteroidGame.Entities.Enemies
void Awake()
{
enemyHandler = FindObjectOfType<EnemyHandler>();
scoreHandler = FindObjectOfType<ScoreHandler>();
// enemyHandler = FindObjectOfType<EnemyHandler>();
// scoreHandler = FindObjectOfType<ScoreHandler>();
}
void OnEnable()
{
enemyHandler.AddEnemyToAllEnemies(gameObject);
// enemyHandler.AddEnemyToAllEnemies(gameObject);
}
@ -46,9 +45,9 @@ namespace AsteroidGame.Entities.Enemies
void HandleReachedEndOfPath()
{
scoreHandler.ModifyHealth(-damage);
scoreHandler.ModifyWealth(-100);
enemyHandler.RemoveEnemy(gameObject);
// scoreHandler.ModifyHealth(-damage);
// scoreHandler.ModifyWealth(-100);
// enemyHandler.RemoveEnemy(gameObject);
//Destroy(gameObject);
gameObject.SetActive(false);
}

View File

@ -1,19 +0,0 @@
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@ -1,33 +0,0 @@
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;
}
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@ -9,7 +9,7 @@ namespace AsteroidGame.Entities
[SerializeField] protected int maxHealth;
[SerializeField] protected bool isInvulnerable;
public bool IsInvulnerable { get; }
public bool IsInvulnerable => isInvulnerable;
public void ModifyHealth(int healthChange)
{

View File

@ -1,14 +0,0 @@
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@ -1,16 +1,11 @@
using System;
using AsteroidGame.Entities;
using UnityEngine;
namespace AsteroidGame.Entities.Structures.Scripts
{
public class StructureBase : EntityBase
{
[Header("StructureInformation")] [SerializeField]
protected string name;
[Header("BuildParameters")] [SerializeField]
[Header("BuildParameters")]
[SerializeField]
protected int cost;
[SerializeField] protected float buildTimer;
@ -21,6 +16,5 @@ namespace AsteroidGame.Entities.Structures.Scripts
public int Cost { get; set; }
#endregion
}
}

View File

@ -1,4 +1,4 @@
using System.Collections;
using AsteroidGame.Entities.Enemies.Scripts;
using AsteroidGame.Entities.Structures.Scripts;
using UnityEngine;
@ -7,22 +7,25 @@ namespace AsteroidGame.Entities.Structures.Tower
public class Turret : StructureBase
{
[Header("WeaponParameters")] [SerializeField]
float weaponRange = 40f;
private float weaponRange = 40f;
[SerializeField] int damage = 1;
[SerializeField] float fireRate = 1;
[SerializeField] float projectileSpeed = 5;
[SerializeField] TargetStrategy targetStrategy = TargetStrategy.LowestHealth;
[SerializeField] private int damage = 1;
[SerializeField] private float fireRate = 1;
[SerializeField] private float projectileSpeed = 5;
[SerializeField] private TargetStrategy targetStrategy = TargetStrategy.LowestHealth;
[Header("Stats")]
[SerializeField] float score = 0f;
[SerializeField]
private float score = 0f;
[Header("RigConnections")]
[SerializeField] Transform _turretHead;
[SerializeField] Transform _barrel;
[SerializeField] private Transform turretHead;
[SerializeField] private Transform barrel;
#region Privates
[SerializeField]
enum TargetStrategy
{
@ -30,7 +33,7 @@ namespace AsteroidGame.Entities.Structures.Tower
LowestHealth
};
[SerializeField] private GameObject targetEnemy;
[SerializeField] private EnemyBase targetEnemy;
[SerializeField] private Transform[] buildingParts;
#endregion
@ -51,31 +54,21 @@ namespace AsteroidGame.Entities.Structures.Tower
private void Awake()
{
targetEnemy = FindObjectOfType<CameraController>().gameObject;
targetEnemy = FindObjectOfType<EnemyBase>();
}
void Start()
private void Start()
{
// enemyHandler = FindObjectOfType<EnemyHandler>();
// scoreHandler = FindObjectOfType<ScoreHandler>();
UpdateWeaponParameters(fireRate, projectileSpeed);
}
void Update()
private void Update()
{
_turretHead.transform.LookAt(targetEnemy.transform.position);
turretHead.transform.LookAt(targetEnemy.GetCenterPosition());
}
IEnumerator Build()
{
foreach (var buildingPart in buildingParts)
{
buildingPart.gameObject.SetActive(true);
yield return new WaitForSeconds(buildTimer);
}
}
private void UpdateWeaponParameters(float _fireRate, float _projectileSpeed)
{
// var main = _projectile.main;
@ -131,16 +124,6 @@ namespace AsteroidGame.Entities.Structures.Tower
// ShootProjectile(true);
// }
// }
void ShootProjectile(bool _state)
{
// var emissionModule = _projectile.emission;
// emissionModule.enabled = _state;
}
public void UpdateScore(float _score)
{
score += _score;
}
}
}

View File

@ -647,7 +647,6 @@ MonoBehaviour:
health: 50
maxHealth: 50
isInvulnerable: 0
name:
cost: 20
buildTimer: 1
weaponRange: 40
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targetStrategy: 1
score: 0
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View File

@ -3,10 +3,11 @@
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