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kimrdd 2024-04-21 06:07:48 +02:00
commit 318e534531
55 changed files with 24396 additions and 845 deletions

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using UnityEngine;
[CreateAssetMenu(fileName = "EnemyCollection", menuName = "Tower Defense/Enemy Enemies")]
public class EnemyCollection : ScriptableObject
{
public EnemyInfo[] Enemies;
}
[System.Serializable]
public struct EnemyInfo
{
public string name;
public float moveSpeed;
public bool FlyPath;
public GameObject prefab;
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using UnityEngine;
[CreateAssetMenu(fileName = "New LevelDefinition", menuName = "Tower Defense/Level Definition")]
public class LevelDefinition : ScriptableObject
{
public Wave[] Waves;
}
[System.Serializable]
public struct Wave
{
public float spawnTime;
public SpawnGroup[] groups;
}
[System.Serializable]
public struct SpawnGroup
{
public int enemyIndex; // Check in enemy collection
public int num;
public float spawnInterval;
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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class EnemySpawnManager : MonoBehaviour
{
private float time = 0f;
[SerializeField] private LevelDefinition levelDefinition;
[SerializeField] private EnemyCollection enemyCollection;
[SerializeField] private WaypointPath groundPath;
[SerializeField] private WaypointPath skyPath;
private Queue<Wave> waveQueue;
private void Awake()
{
waveQueue = new Queue<Wave>(levelDefinition.Waves);
}
void Update()
{
if (waveQueue.Count <= 0)
{
return;
}
time += Time.deltaTime;
if (waveQueue.Peek().spawnTime < time)
{
PopWave();
}
}
void PopWave()
{
Wave spawnWave = waveQueue.Dequeue();
for (int i = 0; i < spawnWave.groups.Length; i++)
{
var group = spawnWave.groups[i];
StartCoroutine(StartSpawnGroup(group));
}
}
IEnumerator StartSpawnGroup(SpawnGroup group)
{
for (int i = 0; i < group.num; i++)
{
EnemyInfo enemyInfo = enemyCollection.Enemies[group.enemyIndex];
GameObject spawned = Instantiate(enemyInfo.prefab);
WaypointEntityData data = new WaypointEntityData(spawned.transform, enemyInfo.moveSpeed);
if (enemyInfo.FlyPath)
{
skyPath.AddObjectToPath(data);
}
else
{
groundPath.AddObjectToPath(data);
}
yield return new WaitForSecondsRealtime(group.spawnInterval);
}
}
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using UnityEngine;
[CreateAssetMenu(fileName = "New TowerCollection", menuName = "Tower Defense/Tower Collection")]
[CreateAssetMenu(fileName = "New TowerCollection", menuName = "Tower Defense/Tower Enemies")]
public class TowerCollection : ScriptableObject
{
public TowerInfo[] Towers;

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using System;
public class WaypointPath : MonoBehaviour
{
[SerializeField] private float WaypointRadiusTolerence = 0.01f;
[SerializeField] private List<Transform> Waypoints;
[SerializeField] public List<WaypointEntityData> activeEntities = new();
private void Update()
{
for (int i = 0; i < activeEntities.Count; i++)
{
var data = activeEntities[i];
// Check if entity still exists
if (data.Entity == null)
{
activeEntities.RemoveAt(i);
continue;
}
// Set target if no target
if (data.NextTargetPosition == null)
data.NextTargetPosition = Waypoints[0];
// Changes target if within tolerence
if (Vector3.Distance(data.Entity.position, data.NextTargetPosition.position) < WaypointRadiusTolerence)
{
int index = Waypoints.IndexOf(data.NextTargetPosition);
if (index + 1 >= Waypoints.Count)
{
Destroy(data.Entity.gameObject); // Destroy object when finish waypoints
}
else
{
data.NextTargetPosition = Waypoints[index + 1];
}
}
// Move object by speed
Vector3 targetDirection = data.NextTargetPosition.position - data.Entity.position;
Vector3 normTargetDir = targetDirection.normalized;
float dist = Vector3.Distance(data.Entity.position, data.NextTargetPosition.position);
float minDist = Math.Min(dist, data.MoveSpeed * Time.deltaTime);
data.Entity.position += normTargetDir * minDist;
}
}
public void AddObjectToPath(WaypointEntityData data)
{
activeEntities.Add(data);
}
}
public class WaypointEntityData
{
public Transform Entity;
public Transform NextTargetPosition;
public float MoveSpeed;
public WaypointEntityData(Transform entity, float moveSpeed)
{
Entity = entity;
MoveSpeed = moveSpeed;
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -59,14 +59,14 @@ public class CameraSlotClickDetect : MonoBehaviour
else
Debug.LogWarning("TowerCam scpritet is not assigned, assign in the inspector");
}
else
/* else
{
GameManager.Instance.SelectedTower = null;
if (towerCam != null)
towerCam.ChangeToTarget(null);
else
Debug.LogWarning("TowerCam scpritet is not assigned, assign in the inspector");
}
} */
}
void ShootHoverRay()

View File

@ -117,6 +117,7 @@ public class TowerPlacementManager : MonoBehaviour
Quaternion newRotation = Quaternion.AngleAxis(CurrentRotation * 90f, transform.up);
spawnedTower.transform.localRotation = newRotation;
spawnedTower.GetComponent<Tower>().Placed();
FinishBuild();
}
@ -145,6 +146,7 @@ public class TowerPlacementManager : MonoBehaviour
{
Destroy(SilhouettedObject);
OnTowerPlaced?.Invoke(SelectedTowerInfo);
}

View File

@ -26,9 +26,9 @@ public class AimTower : Tower
public float HorizontalRotation => horizontalArc.Value;
public float VerticalRotation => verticalArc.Value;
protected override void Awake()
public override void Placed()
{
base.Awake();
base.Placed();
horizontalArc.Value.AddListener(UpdateBarrelRotation);
verticalArc.Value.AddListener(UpdateBarrelRotation);
@ -40,10 +40,6 @@ public class AimTower : Tower
UpdateTrajectory();
UpdateBarrelRotation();
// dont ask me why but this makes sure everything is initialized lol
TowerSelected(true);
TowerSelected(false);
}
public override void TowerSelected(bool selected)

View File

@ -15,6 +15,11 @@ public class BeamTower : AimTower
protected override void Awake()
{
base.Awake();
}
public override void Placed()
{
base.Placed();
horizontalArc.Value.AddListener(UpdateBeam);
verticalArc.Value.AddListener(UpdateBeam);

View File

@ -18,11 +18,6 @@ public class GravityTower : Tower
private string audioName;
private AudioSource audioSc;
public override void TowerSelected(bool selected)
{
}
protected override void Awake()
{
base.Awake();
@ -54,6 +49,7 @@ public class GravityTower : Tower
{
base.OnDestroy();
if (audioSc != null)
audioSc.Stop();
}

View File

@ -18,6 +18,12 @@ public class ProjectileTower : AimTower
projectileSpawner = GetComponent<ProjectileSpawner>();
Assert.IsNotNull(projectileSpawner);
}
public override void Placed()
{
base.Placed();
StartCoroutine(AttackLoop());
}

View File

@ -25,6 +25,13 @@ public abstract class Tower : MonoBehaviour
selectedUI.SetActive(selected);
}
public virtual void Placed()
{
// dont ask me why but this makes sure everything is initialized lol
TowerSelected(true);
TowerSelected(false);
}
protected virtual void Awake()
{
healthComp = GetComponent<HealthComponent>();

View File

@ -9,14 +9,14 @@ TagManager:
- Default
- TransparentFX
- Ignore Raycast
-
- Cell
- Water
- UI
- Projectile
-
- Tower
-
- Cell
-
-
-
-
@ -42,3 +42,9 @@ TagManager:
- name: Default
uniqueID: 0
locked: 0
- name: Overlay
uniqueID: 3527279329
locked: 0
- name: TowerUI
uniqueID: 3950310997
locked: 0