Rotate turret barrel
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m_SourcePrefab: {fileID: 100100000, guid: 32921dff6554af324ba0001ca8b56fee, type: 3}
|
||||
--- !u!1660057539 &9223372036854775807
|
||||
SceneRoots:
|
||||
m_ObjectHideFlags: 0
|
||||
|
@ -503,3 +607,4 @@ SceneRoots:
|
|||
- {fileID: 410087041}
|
||||
- {fileID: 832575519}
|
||||
- {fileID: 891862850}
|
||||
- {fileID: 667212637924654954}
|
||||
|
|
|
@ -1,18 +1,57 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Assertions;
|
||||
|
||||
[RequireComponent(typeof(ProjectileSpawner))]
|
||||
public class ProjectileTower : Tower
|
||||
{
|
||||
[SerializeField, Range(0.01f, 20f)] private float attackSecondsDelay = 1f;
|
||||
[SerializeField] private ProjectilePattern[] projectileSequence;
|
||||
[SerializeField] private GameObject barrel;
|
||||
|
||||
private ProjectileSpawner projectileSpawner;
|
||||
|
||||
public Vector3 AimDirection => transform.TransformVector(transform.InverseTransformVector(horizontalArc.ToKnobVector) + transform.InverseTransformVector(verticalArc.ToKnobVector));
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
|
||||
projectileSpawner = GetComponent<ProjectileSpawner>();
|
||||
Assert.IsNotNull(projectileSpawner);
|
||||
|
||||
horizontalArc.Value.AddListener(UpdateBarrelRotation);
|
||||
verticalArc.Value.AddListener(UpdateBarrelRotation);
|
||||
|
||||
UpdateBarrelRotation();
|
||||
StartCoroutine(AttackLoop());
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
horizontalArc.Value.RemoveListener(UpdateBarrelRotation);
|
||||
verticalArc.Value.RemoveListener(UpdateBarrelRotation);
|
||||
}
|
||||
|
||||
private IEnumerator AttackLoop()
|
||||
{
|
||||
do {
|
||||
yield return new WaitForSeconds(attackSecondsDelay);
|
||||
UpdateBarrelRotation();
|
||||
Debug.Log("SPAWN");
|
||||
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);
|
||||
} while (true);
|
||||
}
|
||||
|
||||
private void UpdateBarrelRotation(float unused) => UpdateBarrelRotation();
|
||||
|
||||
// Rotate barrel to match rotation
|
||||
private void UpdateBarrelRotation()
|
||||
{
|
||||
barrel.transform.rotation = Quaternion.Euler(verticalArc.Value, horizontalArc.Value, 0f);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -4,10 +4,10 @@ using UnityEngine.Assertions;
|
|||
[RequireComponent(typeof(HealthComponent))]
|
||||
public abstract class Tower : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private EditableArc horizontalArc;
|
||||
[SerializeField] private EditableArc verticalArc;
|
||||
[SerializeField] protected EditableArc horizontalArc;
|
||||
[SerializeField] protected EditableArc verticalArc;
|
||||
|
||||
private HealthComponent healthComp;
|
||||
protected HealthComponent healthComp;
|
||||
|
||||
// Getters
|
||||
public Vector2 HorizontalRotationMinMax => horizontalArc.RotationMinMax;
|
||||
|
@ -19,7 +19,9 @@ public abstract class Tower : MonoBehaviour
|
|||
{
|
||||
healthComp = GetComponent<HealthComponent>();
|
||||
Assert.IsNotNull(healthComp);
|
||||
}
|
||||
|
||||
// Set default rotation to average between min max
|
||||
protected virtual void OnDestroy()
|
||||
{
|
||||
}
|
||||
}
|
||||
|
|
|
@ -27,6 +27,8 @@ public class EditableArc : MonoBehaviour
|
|||
public Vector3 normal => orientation == ArcOrientation.HORIZONTAL ? transform.up : transform.right;
|
||||
public Vector3 tangent => orientation == ArcOrientation.HORIZONTAL ? transform.right : transform.up;
|
||||
|
||||
public Vector3 ToKnobVector => Quaternion.AngleAxis(Value.Value, normal) * tangent;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
lineRenderer = GetComponent<LineRenderer>();
|
||||
|
@ -34,6 +36,7 @@ public class EditableArc : MonoBehaviour
|
|||
Value.AddListener(UpdateArc);
|
||||
Value.AddListener(UpdateKnobPosition);
|
||||
|
||||
// Set default rotation to average between min max
|
||||
Value.Value = (rotationMinMax.x + rotationMinMax.y) / 2f;
|
||||
|
||||
Assert.IsNotNull(knob, $"No knob on {this}");
|
||||
|
|
|
@ -32,7 +32,6 @@ public class Observer<T> {
|
|||
}
|
||||
|
||||
public void Invoke() {
|
||||
Debug.Log($"Invoking {onValueChanged.GetPersistentEventCount()} listeners");
|
||||
onValueChanged.Invoke(value);
|
||||
}
|
||||
|
||||
|
|
|
@ -23,12 +23,12 @@ public class ProjectileSpawner : MonoBehaviour
|
|||
{
|
||||
[SerializeField] private float delayBetweenBulletSequences = 0.1f;
|
||||
|
||||
public void RunBulletSequence(Vector3 origin, Vector3 baseDirection, ProjectilePattern[] bulletSequence)
|
||||
public void RunBulletSequence(Vector3 origin, Vector3 normal, Vector3 baseDirection, ProjectilePattern[] bulletSequence)
|
||||
{
|
||||
StartCoroutine(RunBulletSequenceCourotine(origin, baseDirection, bulletSequence));
|
||||
StartCoroutine(RunBulletSequenceCourotine(origin, normal, baseDirection, bulletSequence));
|
||||
}
|
||||
|
||||
private IEnumerator RunBulletSequenceCourotine(Vector3 origin, Vector3 baseDirection, ProjectilePattern[] bulletSequence)
|
||||
private IEnumerator RunBulletSequenceCourotine(Vector3 origin, Vector3 normal, Vector3 baseDirection, ProjectilePattern[] bulletSequence)
|
||||
{
|
||||
baseDirection.Normalize();
|
||||
|
||||
|
@ -37,13 +37,14 @@ public class ProjectileSpawner : MonoBehaviour
|
|||
float stepSize = bulletPattern.Arc / ((float)bulletPattern.Amount);
|
||||
for (int i = 0; i < bulletPattern.Amount; i++)
|
||||
{
|
||||
Vector2 bulletDir = rotate(baseDirection, stepSize * i + stepSize / 2f - bulletPattern.Arc / 2f);
|
||||
float angle = stepSize * i + stepSize / 2f - bulletPattern.Arc / 2f;
|
||||
Vector3 bulletDir = Quaternion.AngleAxis(angle, normal) * baseDirection;
|
||||
|
||||
GameObject projectile = Instantiate(bulletPattern.bulletPrefab, origin, Quaternion.identity);
|
||||
Debug.DrawRay(origin, bulletDir, Color.magenta, 5f);
|
||||
|
||||
projectile.transform.up = bulletDir;
|
||||
projectile.GetComponent<Rigidbody2D>().AddForce(bulletDir * bulletPattern.Speed);
|
||||
projectile.GetComponent<Rigidbody>().AddForce(bulletDir * bulletPattern.Speed);
|
||||
|
||||
if (bulletPattern.Burst)
|
||||
yield return new WaitForSeconds(bulletPattern.BurstDelay);
|
||||
|
|
|
@ -3,10 +3,11 @@
|
|||
--- !u!55 &1
|
||||
PhysicsManager:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 13
|
||||
serializedVersion: 14
|
||||
m_Gravity: {x: 0, y: -9.81, z: 0}
|
||||
m_DefaultMaterial: {fileID: 0}
|
||||
m_BounceThreshold: 2
|
||||
m_DefaultMaxDepenetrationVelocity: 10
|
||||
m_SleepThreshold: 0.005
|
||||
m_DefaultContactOffset: 0.01
|
||||
m_DefaultSolverIterations: 6
|
||||
|
@ -17,10 +18,11 @@ PhysicsManager:
|
|||
m_ClothInterCollisionDistance: 0.1
|
||||
m_ClothInterCollisionStiffness: 0.2
|
||||
m_ContactsGeneration: 1
|
||||
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
||||
m_AutoSimulation: 1
|
||||
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffbfffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
||||
m_SimulationMode: 0
|
||||
m_AutoSyncTransforms: 0
|
||||
m_ReuseCollisionCallbacks: 1
|
||||
m_InvokeCollisionCallbacks: 1
|
||||
m_ClothInterCollisionSettingsToggle: 0
|
||||
m_ClothGravity: {x: 0, y: -9.81, z: 0}
|
||||
m_ContactPairsMode: 0
|
||||
|
@ -32,5 +34,7 @@ PhysicsManager:
|
|||
m_FrictionType: 0
|
||||
m_EnableEnhancedDeterminism: 0
|
||||
m_EnableUnifiedHeightmaps: 1
|
||||
m_ImprovedPatchFriction: 0
|
||||
m_SolverType: 0
|
||||
m_DefaultMaxAngularSpeed: 50
|
||||
m_FastMotionThreshold: 3.4028235e+38
|
||||
|
|
|
@ -3,8 +3,7 @@
|
|||
--- !u!78 &1
|
||||
TagManager:
|
||||
serializedVersion: 2
|
||||
tags:
|
||||
- Wall
|
||||
tags: []
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
@ -12,7 +11,8 @@ TagManager:
|
|||
-
|
||||
- Water
|
||||
- UI
|
||||
- PlacementSlots
|
||||
- Projectile
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
|
@ -37,7 +37,6 @@ TagManager:
|
|||
-
|
||||
-
|
||||
-
|
||||
- DoNotRender
|
||||
m_SortingLayers:
|
||||
- name: Default
|
||||
uniqueID: 0
|
||||
|
|
Loading…
Reference in New Issue