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BOT Alex 2024-04-20 22:05:08 +02:00
commit 8356f4ae10
28 changed files with 1295 additions and 110 deletions

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@ -1,15 +1,21 @@
using UnityEngine;
using Cinemachine;
using System.Collections;
public class CameraController : MonoBehaviour
{
[SerializeField] private GameObject cam;
public float scrollSpeed;
public float stopAfterTime = 0.25f;
public AnimationCurve curve = new AnimationCurve(new Keyframe(0f, 0f, 1f, 1f), new Keyframe(1f, 1f, 1f, 1f));
[Range(1f, 0f)] public float decelerationMultiplier;
public Vector2 sens;
private Vector2 defaultMaxSpeed;
private float timer;
private void Start()
{
defaultMaxSpeed *= 0;
@ -17,16 +23,24 @@ public class CameraController : MonoBehaviour
private void Update()
{
defaultMaxSpeed = new Vector2(cam.GetComponent<CinemachineFreeLook>().m_XAxis.m_MaxSpeed, cam.GetComponent<CinemachineFreeLook>().m_YAxis.m_MaxSpeed);
//defaultMaxSpeed = new Vector2(cam.GetComponent<CinemachineFreeLook>().m_XAxis.m_MaxSpeed, cam.GetComponent<CinemachineFreeLook>().m_YAxis.m_MaxSpeed);
if (Input.GetMouseButtonDown(1))
{
defaultMaxSpeed = sens;
// Enable mouse input
cam.GetComponent<CinemachineFreeLook>().m_XAxis.m_InputAxisName = "Mouse X";
cam.GetComponent<CinemachineFreeLook>().m_YAxis.m_InputAxisName = "Mouse Y";
}
if (Input.GetMouseButtonUp(1))
{
defaultMaxSpeed *= 0;
timer = 0;
// Disable mouse input
cam.GetComponent<CinemachineFreeLook>().m_XAxis.m_InputAxisName = "";
cam.GetComponent<CinemachineFreeLook>().m_YAxis.m_InputAxisName = "";
}
cam.GetComponent<CinemachineFreeLook>().m_XAxis.m_MaxSpeed = defaultMaxSpeed.x;
@ -35,5 +49,11 @@ public class CameraController : MonoBehaviour
float scroll = Input.GetAxis("Mouse ScrollWheel");
cam.GetComponent<CinemachineCameraOffset>().m_Offset.z += scroll * scrollSpeed;
timer += Time.deltaTime;
float evalTime = timer / stopAfterTime;
if (!Input.GetMouseButton(1))
defaultMaxSpeed = Vector2.LerpUnclamped(defaultMaxSpeed, Vector2.zero, curve.Evaluate(evalTime));
}
}

View File

@ -3,18 +3,16 @@ using UnityEngine;
public class HideWall : MonoBehaviour
{
[SerializeField] private GameObject target;
[SerializeField] private GameObject origin;
public GameObject prevObject;
public Material defaultMaterial; // Material when not hitting "Wall"
public Material hitMaterial; // Material when hitting "Wall"
[Range(1f, 10f)] public float hideFadeSpeed;
[Range(1f, 10f)] public float showFadeSpeed;
public float sphereRadius;
float maxSphereRayDistance;
public Vector3 maxSphereRayDistanceOffset;
float maxSphereRayDistance;
private List<GameObject> prevHitObjects = new List<GameObject>();
private void Start()
@ -29,44 +27,36 @@ public class HideWall : MonoBehaviour
List<GameObject> hitObjectsThisFrame = new List<GameObject>();
// Change material of currently hit objects
for (int i = 0; i < hits.Length; i++)
{
if (hits[i].collider.CompareTag("Wall"))
if (hits[i].collider != null && hits[i].collider.CompareTag("Wall"))
{
var hitGameObject = hits[i].collider.gameObject;
hitObjectsThisFrame.Add(hitGameObject);
// Change material only if this object wasn't hit last frame
if (!prevHitObjects.Contains(hitGameObject))
var wallOpacity = hitGameObject.GetComponent<WallOpacity>();
if (wallOpacity != null && !prevHitObjects.Contains(hitGameObject))
{
Renderer renderer = hits[i].collider.GetComponent<Renderer>();
if (renderer != null)
{
renderer.material = hitMaterial;
}
wallOpacity.HideWall(hideFadeSpeed);
}
}
}
// Restore the material of objects that are not hit this frame but were hit in the previous frame
for (int i = 0; i < prevHitObjects.Count; i++)
foreach (var prevHitObject in prevHitObjects)
{
if (!hitObjectsThisFrame.Contains(prevHitObjects[i]))
if (!hitObjectsThisFrame.Contains(prevHitObject))
{
Renderer renderer = prevHitObjects[i].GetComponent<Renderer>();
if (renderer != null)
var wallOpacity = prevHitObject.GetComponent<WallOpacity>();
if (wallOpacity != null)
{
renderer.material = defaultMaterial;
wallOpacity.ShowWall(showFadeSpeed);
}
}
}
// Update the list of previously hit objects
prevHitObjects = hitObjectsThisFrame;
}
private void OnDrawGizmos()
{
Gizmos.color = Color.red;

View File

@ -0,0 +1,51 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WallOpacity : MonoBehaviour
{
private float t;
private bool isShowing = true;
private float showFadeSpeed;
private float hideFadeSpeed;
private void Start()
{
t = 1;
}
void Update()
{
if (isShowing)
{
t += Time.deltaTime * showFadeSpeed;
}
else
{
t -= Time.deltaTime * hideFadeSpeed;
}
t = Mathf.Clamp(t, 0, 1);
Renderer renderer = GetComponent<Renderer>();
if (renderer != null)
{
var originalMat = renderer.material;
var originalColor = originalMat.color;
originalMat.color = new Color(originalColor.r, originalColor.g, originalColor.b, t);
renderer.material = originalMat;
}
}
public void ShowWall(float speed)
{
isShowing = true;
showFadeSpeed = speed;
}
public void HideWall(float speed)
{
isShowing = false;
hideFadeSpeed = speed;
}
}

View File

@ -0,0 +1,11 @@
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MonoImporter:
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@ -0,0 +1,10 @@
using System.Collections;
using UnityEngine;
namespace Assets
{
public static class FloatExtensions
{
public static float Clamp(this float x, float min, float max) => Mathf.Clamp(x, min, max);
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 92c9a051ffde8174690f03cc2c3d547b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
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icon: {instanceID: 0}
userData:
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@ -0,0 +1,120 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AimTower : Tower
{
[SerializeField] protected Barrel barrel;
[SerializeField] protected EditableArc horizontalArc;
[SerializeField] protected EditableArc verticalArc;
[Header("Trajectory")]
[SerializeField] private float spaceBetweenGhosts = 0.5f;
[SerializeField] private int trajectoryBounces = 3;
private const float k_trajectory_maxdist = 100f;
private List<GameObject> ghosts = new();
[SerializeField] private GameObject ghostPrefab;
[SerializeField] private LineRenderer trajectoryLine;
[SerializeField] private int trajectoryObjectPoolSize = 25;
private int poolIdx = 0;
public Vector3 AimDirection => barrel.transform.forward;
public Vector2 HorizontalRotationMinMax => horizontalArc.RotationMinMax;
public Vector2 VerticalRotationMinMax => verticalArc.RotationMinMax;
public float HorizontalRotation => horizontalArc.Value;
public float VerticalRotation => verticalArc.Value;
protected override void Awake()
{
horizontalArc.Value.AddListener(UpdateBarrelRotation);
verticalArc.Value.AddListener(UpdateBarrelRotation);
horizontalArc.Value.AddListener(UpdateTrajectory);
verticalArc.Value.AddListener(UpdateTrajectory);
horizontalArc.Value.AddListener(SnapVerticalToHorizontal);
UpdateBarrelRotation();
UpdateTrajectory();
}
protected override void OnDestroy()
{
horizontalArc.Value.RemoveListener(UpdateBarrelRotation);
verticalArc.Value.RemoveListener(UpdateBarrelRotation);
horizontalArc.Value.RemoveListener(SnapVerticalToHorizontal);
}
private void UpdateBarrelRotation(float unused) => UpdateBarrelRotation();
// Rotate barrel to match rotation
private void UpdateBarrelRotation()
{
barrel.transform.localRotation = Quaternion.Euler(-verticalArc.Value, horizontalArc.Value, 0f);
}
private void SnapVerticalToHorizontal(float horizontalAngle)
{
verticalArc.transform.rotation = Quaternion.Euler(verticalArc.transform.rotation.eulerAngles.x, horizontalAngle, verticalArc.transform.rotation.eulerAngles.z);
}
private void UpdateTrajectory(float unused) => UpdateTrajectory();
private void UpdateTrajectory()
{
foreach (var ghost in ghosts)
{
ghost.SetActive(false);
}
Vector3 origin = barrel.Tip.position;
Vector3 dir = barrel.transform.forward;
List<Vector3> pointsInTrajectory = new();
pointsInTrajectory.Add(origin);
for (int i = 0; i < trajectoryBounces; i++)
{
Debug.DrawRay(origin, dir.normalized * k_trajectory_maxdist, Color.red, 5f);
RaycastHit hit;
if (!Physics.Raycast(origin, dir, out hit, k_trajectory_maxdist))
break;
pointsInTrajectory.Add(hit.point);
dir = Vector3.Reflect(dir, hit.normal);
origin = hit.point;
}
trajectoryLine.positionCount = pointsInTrajectory.Count;
trajectoryLine.SetPositions(pointsInTrajectory.ToArray());
// Build trajectory
for (int i = 0; i < pointsInTrajectory.Count - 1; i++)
{
Vector3 point1 = pointsInTrajectory[i];
Vector3 point2 = pointsInTrajectory[i + 1];
Vector3 trajDir = (point2 - point1).normalized;
float dist = Vector3.Distance(point1, point2);
for (float j = 0; j < dist; j += spaceBetweenGhosts)
{
Vector3 ghostPos = point1 + trajDir * j;
// Use object pool or spawn new
if (ghosts.Count >= trajectoryObjectPoolSize)
{
ghosts[poolIdx].transform.position = ghostPos;
ghosts[poolIdx].SetActive(true);
poolIdx = (poolIdx + 1) % trajectoryObjectPoolSize;
}
else
{
var ghost = Instantiate(ghostPrefab);
ghost.transform.position = ghostPos;
ghost.transform.parent = transform;
ghosts.Add(ghost);
}
}
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
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@ -8,15 +8,57 @@ public class Projectile : MonoBehaviour
private float bounciness = 0.5f;
private Collider projCol;
private Rigidbody body;
[SerializeField, Range(0, 50)]
private int damage = 10;
[SerializeField]
private int wallRebounces = 4;
private int hitWalls = 0;
public HealthComponent comingFrom;
private Vector3 prevVel;
private void Awake()
{
projCol = GetComponent<Collider>();
body = GetComponent<Rigidbody>();
Assert.IsNotNull(projCol);
PhysicMaterial pMat = new();
pMat.bounciness = this.bounciness;
pMat.staticFriction = 0f;
pMat.dynamicFriction = 0f;
pMat.frictionCombine = PhysicMaterialCombine.Minimum;
pMat.bounceCombine = PhysicMaterialCombine.Minimum;
projCol.material = pMat;
}
private void LateUpdate()
{
prevVel = body.velocity;
}
private void OnCollisionEnter(Collision collision)
{
HealthComponent hitHealthComp = collision.gameObject.GetComponent<HealthComponent>();
if (hitHealthComp == comingFrom) return;
if (hitHealthComp)
{
hitHealthComp.TakeDamage(damage);
Destroy(gameObject);
}
else
{
if (++hitWalls == wallRebounces)
{
Destroy(gameObject);
}
Vector3 newVel = Vector3.Reflect(prevVel.normalized, collision.contacts[0].normal.normalized);
body.velocity = newVel.normalized * prevVel.magnitude * bounciness;
}
}
}

View File

@ -4,26 +4,13 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Assertions;
public class ProjectileTower : Tower
public class ProjectileTower : AimTower
{
[SerializeField] protected EditableArc horizontalArc;
[SerializeField] protected EditableArc verticalArc;
[SerializeField, Range(0.01f, 20f)] private float attackSecondsDelay = 1f;
[SerializeField] private ProjectilePattern[] projectileSequence;
[SerializeField] private Barrel barrel;
[SerializeField] private LineRenderer trajectory;
[SerializeField] private int trajectoryBounces = 2;
private const float k_trajectory_maxdist = 100f;
private ProjectileSpawner projectileSpawner;
public Vector3 AimDirection => barrel.transform.forward;
public Vector2 HorizontalRotationMinMax => horizontalArc.RotationMinMax;
public Vector2 VerticalRotationMinMax => verticalArc.RotationMinMax;
public float HorizontalRotation => horizontalArc.Value;
public float VerticalRotation => verticalArc.Value;
protected override void Awake()
{
base.Awake();
@ -31,74 +18,18 @@ public class ProjectileTower : Tower
projectileSpawner = GetComponent<ProjectileSpawner>();
Assert.IsNotNull(projectileSpawner);
horizontalArc.Value.AddListener(UpdateBarrelRotation);
verticalArc.Value.AddListener(UpdateBarrelRotation);
horizontalArc.Value.AddListener(UpdateTrajectory);
verticalArc.Value.AddListener(UpdateTrajectory);
horizontalArc.Value.AddListener(SnapVerticalToHorizontal);
UpdateBarrelRotation();
UpdateTrajectory();
StartCoroutine(AttackLoop());
}
private void SnapVerticalToHorizontal(float horizontalAngle)
{
verticalArc.transform.rotation = Quaternion.Euler(verticalArc.transform.rotation.eulerAngles.x, horizontalAngle, verticalArc.transform.rotation.eulerAngles.z);
}
private void UpdateTrajectory(float unused) => UpdateTrajectory();
private void UpdateTrajectory()
{
if (trajectory == null) return;
Vector3 origin = barrel.Tip.position;
Vector3 dir = barrel.transform.forward;
List<Vector3> pointsInTrajectory = new();
pointsInTrajectory.Add(origin);
for (int i = 0; i < trajectoryBounces; i++)
{
Debug.DrawRay(origin, dir.normalized * k_trajectory_maxdist, Color.red, 5f);
RaycastHit hit;
if (!Physics.Raycast(origin, dir, out hit, k_trajectory_maxdist))
break;
pointsInTrajectory.Add(hit.point);
dir = Vector3.Reflect(dir, hit.normal);
origin = hit.point;
}
trajectory.positionCount = pointsInTrajectory.Count;
trajectory.SetPositions(pointsInTrajectory.ToArray());
}
protected override void OnDestroy()
{
horizontalArc.Value.RemoveListener(UpdateBarrelRotation);
verticalArc.Value.RemoveListener(UpdateBarrelRotation);
horizontalArc.Value.RemoveListener(SnapVerticalToHorizontal);
}
private IEnumerator AttackLoop()
{
do {
yield return new WaitForSeconds(attackSecondsDelay);
UpdateBarrelRotation();
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(barrel.transform.position, transform.up, AimDirection, projectileSequence);
projectileSpawner.RunBulletSequence(barrel.Tip.position, transform.up, AimDirection, projectileSequence);
} while (true);
}
private void UpdateBarrelRotation(float unused) => UpdateBarrelRotation();
// Rotate barrel to match rotation
private void UpdateBarrelRotation()
{
barrel.transform.localRotation = Quaternion.Euler(-verticalArc.Value, horizontalArc.Value, 0f);
}
}

View File

@ -28,5 +28,10 @@ public class HealthComponent : MonoBehaviour
if (currentHealth == 0)
OnHealthZero?.Invoke();
}
public void SimpleKill()
{
Destroy(gameObject);
}
}

View File

@ -45,6 +45,7 @@ public class ProjectileSpawner : MonoBehaviour
projectile.transform.up = bulletDir;
projectile.GetComponent<Rigidbody>().AddForce(bulletDir * bulletPattern.Speed);
projectile.GetComponent<Projectile>().comingFrom = GetComponent<HealthComponent>();
if (bulletPattern.Burst)
yield return new WaitForSeconds(bulletPattern.BurstDelay);