Merge branch 'main' of https://gitea.deprived.dev/Sveskejuice/3DTD
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|
@ -0,0 +1,28 @@
|
|||
using UnityEngine;
|
||||
|
||||
public class GravityTower : Tower
|
||||
{
|
||||
[SerializeField, Range(0.1f, 10f)]
|
||||
private float radius = 1f;
|
||||
|
||||
[SerializeField]
|
||||
private Transform orb;
|
||||
|
||||
[SerializeField]
|
||||
private LayerMask affectedBodies;
|
||||
|
||||
[SerializeField]
|
||||
private AnimationCurve distToAcceleration;
|
||||
|
||||
protected override void FixedUpdate()
|
||||
{
|
||||
Collider[] projectilesInRadius = Physics.OverlapSphere(orb.position, radius, affectedBodies);
|
||||
foreach (var projectile in projectilesInRadius)
|
||||
{
|
||||
Rigidbody projectileBody = projectile.GetComponent<Rigidbody>();
|
||||
Vector3 projToOrb = orb.position - projectile.transform.position;
|
||||
float dist = projToOrb.magnitude;
|
||||
projectileBody.AddForce(projToOrb.normalized * distToAcceleration.Evaluate(dist));
|
||||
}
|
||||
}
|
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}
|
|
@ -0,0 +1,11 @@
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defaultReferences: []
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userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -15,7 +15,7 @@ public class ProjectileTower : Tower
|
|||
|
||||
private ProjectileSpawner projectileSpawner;
|
||||
|
||||
public Vector3 AimDirection => transform.TransformVector(transform.InverseTransformVector(horizontalArc.ToKnobVector) + transform.InverseTransformVector(verticalArc.ToKnobVector));
|
||||
public Vector3 AimDirection => barrel.transform.forward;
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
|
@ -75,7 +75,7 @@ public class ProjectileTower : Tower
|
|||
Debug.DrawRay(transform.position, horizontalArc.ToKnobVector, Color.red, attackSecondsDelay);
|
||||
Debug.DrawRay(transform.position, verticalArc.ToKnobVector, Color.green, attackSecondsDelay);
|
||||
Debug.DrawRay(transform.position, AimDirection, Color.yellow, attackSecondsDelay);
|
||||
projectileSpawner.RunBulletSequence(transform.position, transform.up, AimDirection, projectileSequence);
|
||||
projectileSpawner.RunBulletSequence(barrel.transform.position, transform.up, AimDirection, projectileSequence);
|
||||
} while (true);
|
||||
}
|
||||
|
||||
|
@ -84,6 +84,6 @@ public class ProjectileTower : Tower
|
|||
// Rotate barrel to match rotation
|
||||
private void UpdateBarrelRotation()
|
||||
{
|
||||
barrel.transform.localRotation = Quaternion.Euler(verticalArc.Value, horizontalArc.Value, 0f);
|
||||
barrel.transform.localRotation = Quaternion.Euler(-verticalArc.Value, horizontalArc.Value, 0f);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -33,4 +33,12 @@ public abstract class Tower : MonoBehaviour
|
|||
{
|
||||
horizontalArc.Value.RemoveListener(SnapVerticalToHorizontal);
|
||||
}
|
||||
|
||||
protected virtual void Update()
|
||||
{
|
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}
|
||||
|
||||
protected virtual void FixedUpdate()
|
||||
{
|
||||
}
|
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}
|
||||
|
|
|
@ -16,7 +16,6 @@ public class EditableArc : MonoBehaviour
|
|||
[SerializeField] private float visualRadius = 1f;
|
||||
[SerializeField] private SliderKnob knob;
|
||||
[SerializeField] private float knobSensitiviy = 1f;
|
||||
[SerializeField] private string moveKnobAxisName = "Mouse X";
|
||||
|
||||
[SerializeField] private Vector2 rotationMinMax = new Vector2(-30f, 30f);
|
||||
private LineRenderer lineRenderer;
|
||||
|
@ -69,17 +68,22 @@ public class EditableArc : MonoBehaviour
|
|||
|
||||
Vector3 start = Quaternion.AngleAxis(rotationMinMax.x, normal) * tangent;
|
||||
Vector3 end = Quaternion.AngleAxis(rotationMinMax.y, normal) * tangent;
|
||||
|
||||
// Use calculus to calculate differentialkvotient tangent at angle
|
||||
Vector3 v1 = SamplePointOnArcAngle(start, end, visualRadius, Value.Value);
|
||||
Vector3 v2 = SamplePointOnArcAngle(start, end, visualRadius, Value.Value + 1f);
|
||||
Vector3 arcTangent = (v2 - v1).normalized;
|
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Debug.DrawRay(knob.transform.position, arcTangent, Color.yellow, 5f);
|
||||
Debug.Log($"tangent: {arcTangent}");
|
||||
Vector3 v2 = SamplePointOnArcAngle(start, end, visualRadius, Value.Value - 1f);
|
||||
Vector3 arcTangent3D = (v2 - v1).normalized;
|
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Vector2 arcTangent = orientation == ArcOrientation.HORIZONTAL ? new Vector2(arcTangent3D.x, arcTangent3D.z) : new Vector2(arcTangent3D.x, arcTangent3D.y);
|
||||
|
||||
// TODO: figure out this based on camera orientation
|
||||
float sign = -1f;
|
||||
// i have no idea why but somehow this needs to be here idk
|
||||
if (orientation == ArcOrientation.VERTICAL)
|
||||
arcTangent.x *= -1f;
|
||||
|
||||
Debug.DrawRay(knob.transform.position, arcTangent3D, Color.yellow, 5f);
|
||||
|
||||
float sign = orientation == ArcOrientation.HORIZONTAL ? 1f : -1f;
|
||||
float delta = Vector2.Dot(arcTangent, mouseMovement) * knobSensitiviy * sign;
|
||||
|
||||
float delta = (Vector2.Dot(arcTangent, Vector2.up * mouseMovement.x) + Vector2.Dot(arcTangent, Vector2.right * mouseMovement.y)) * knobSensitiviy * sign;
|
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Debug.Log(delta);
|
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float newAngle = ClampAngle(Value.Value + delta, rotationMinMax.x, rotationMinMax.y);
|
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Value.Value = newAngle;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue