Turret aiming almost working

This commit is contained in:
Sveske Juice 2024-04-20 15:56:26 +02:00
parent 6acb4293e0
commit 8c862f1cec
12 changed files with 1388 additions and 676 deletions

8
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View File

@ -0,0 +1,22 @@
using UnityEngine;
using UnityEngine.Assertions;
[RequireComponent(typeof(Collider))]
public class Projectile : MonoBehaviour
{
[SerializeField, Range(0f, 1f)]
private float bounciness = 0.5f;
private Collider projCol;
private void Awake()
{
projCol = GetComponent<Collider>();
Assert.IsNotNull(projCol);
PhysicMaterial pMat = new();
pMat.bounciness = this.bounciness;
projCol.material = pMat;
}
}

View File

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View File

@ -1,5 +1,6 @@
using System; using System;
using System.Collections; using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.Assertions; using UnityEngine.Assertions;
@ -9,6 +10,9 @@ public class ProjectileTower : Tower
[SerializeField, Range(0.01f, 20f)] private float attackSecondsDelay = 1f; [SerializeField, Range(0.01f, 20f)] private float attackSecondsDelay = 1f;
[SerializeField] private ProjectilePattern[] projectileSequence; [SerializeField] private ProjectilePattern[] projectileSequence;
[SerializeField] private GameObject barrel; [SerializeField] private GameObject barrel;
[SerializeField] private LineRenderer trajectory;
[SerializeField] private int trajectoryBounces = 2;
private const float k_trajectory_maxdist = 100f;
private ProjectileSpawner projectileSpawner; private ProjectileSpawner projectileSpawner;
@ -24,10 +28,39 @@ public class ProjectileTower : Tower
horizontalArc.Value.AddListener(UpdateBarrelRotation); horizontalArc.Value.AddListener(UpdateBarrelRotation);
verticalArc.Value.AddListener(UpdateBarrelRotation); verticalArc.Value.AddListener(UpdateBarrelRotation);
horizontalArc.Value.AddListener(UpdateTrajectory);
verticalArc.Value.AddListener(UpdateTrajectory);
UpdateBarrelRotation(); UpdateBarrelRotation();
UpdateTrajectory();
StartCoroutine(AttackLoop()); StartCoroutine(AttackLoop());
} }
private void UpdateTrajectory(float unused) => UpdateTrajectory();
private void UpdateTrajectory()
{
if (trajectory == null) return;
// TODO: change to barrel tip
Vector3 origin = transform.position;
Vector3 dir = AimDirection;
List<Vector3> pointsInTrajectory = new();
for (int i = 0; i < trajectoryBounces; i++)
{
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() protected override void OnDestroy()
{ {
horizontalArc.Value.RemoveListener(UpdateBarrelRotation); horizontalArc.Value.RemoveListener(UpdateBarrelRotation);
@ -51,6 +84,6 @@ public class ProjectileTower : Tower
// Rotate barrel to match rotation // Rotate barrel to match rotation
private void UpdateBarrelRotation() private void UpdateBarrelRotation()
{ {
barrel.transform.rotation = Quaternion.Euler(verticalArc.Value, horizontalArc.Value, 0f); barrel.transform.localRotation = Quaternion.Euler(verticalArc.Value, horizontalArc.Value, 0f);
} }
} }

View File

@ -4,6 +4,8 @@ using UnityEngine.Assertions;
[RequireComponent(typeof(HealthComponent))] [RequireComponent(typeof(HealthComponent))]
public abstract class Tower : MonoBehaviour public abstract class Tower : MonoBehaviour
{ {
public bool towerSelected { get; set; } = true;
[SerializeField] protected EditableArc horizontalArc; [SerializeField] protected EditableArc horizontalArc;
[SerializeField] protected EditableArc verticalArc; [SerializeField] protected EditableArc verticalArc;

View File

@ -24,8 +24,8 @@ public class EditableArc : MonoBehaviour
public Observer<float> Value { get; private set; } = new(0); public Observer<float> Value { get; private set; } = new(0);
public Vector2 RotationMinMax => rotationMinMax; public Vector2 RotationMinMax => rotationMinMax;
public Vector3 normal => orientation == ArcOrientation.HORIZONTAL ? transform.up : transform.right; public Vector3 normal => orientation == ArcOrientation.HORIZONTAL ? transform.up : transform.forward;
public Vector3 tangent => orientation == ArcOrientation.HORIZONTAL ? transform.right : transform.up; public Vector3 tangent => orientation == ArcOrientation.HORIZONTAL ? transform.forward : transform.up;
public Vector3 ToKnobVector => Quaternion.AngleAxis(Value.Value, normal) * tangent; public Vector3 ToKnobVector => Quaternion.AngleAxis(Value.Value, normal) * tangent;