Turret aiming almost working
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|
|
@ -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;
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: a98521a4b559621438fc196adc605f3b
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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|
assetBundleVariant:
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|
@ -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);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -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;
|
||||||
|
|
||||||
|
|
|
@ -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;
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue