Rotate turret barrel

This commit is contained in:
Sveske Juice 2024-04-20 13:15:33 +02:00
parent e7b14349d5
commit 5303db9a59
12 changed files with 437 additions and 18 deletions

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@ -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);
}
}

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@ -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()
{
}
}

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@ -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}");

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@ -32,7 +32,6 @@ public class Observer<T> {
}
public void Invoke() {
Debug.Log($"Invoking {onValueChanged.GetPersistentEventCount()} listeners");
onValueChanged.Invoke(value);
}

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@ -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);

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