Base Tower Script + Base Tower prefab placeholder

This commit is contained in:
Sveske Juice 2024-04-19 23:32:37 +02:00
parent 2bada9d700
commit 8e0cfa572d
14 changed files with 582 additions and 8 deletions

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using UnityEngine;
using UnityEngine.Assertions;
[RequireComponent(typeof(HealthComponent))]
public abstract class Tower : MonoBehaviour
{
[SerializeField] private Vector2 horizontalRotationMinMax;
[SerializeField] private Vector2 verticalRotationMinMax;
[SerializeField] private float horizontalRotation;
[SerializeField] private float verticalRotation;
private HealthComponent healthComp;
private void Awake()
{
healthComp = GetComponent<HealthComponent>();
Assert.IsNotNull(healthComp);
// Set default rotation to average between min max
horizontalRotation = (horizontalRotationMinMax.x + horizontalRotationMinMax.y) / 2f;
verticalRotation = (verticalRotationMinMax.x + verticalRotationMinMax.y) / 2f;
}
}

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using UnityEngine;
using UnityEngine.Events;
using System;
public class HealthComponent : MonoBehaviour
{
[SerializeField] float startHealth = 100;
public float currentHealth { get; private set; }
public static event Action<Vector3, float> OnHealthChangeAtPos;
public UnityEvent OnHealthZero;
public UnityEvent<float, float> OnHealthChange;
void Awake()
{
currentHealth = startHealth;
}
public void TakeDamage(float damage)
{
OnHealthChange?.Invoke(currentHealth, currentHealth - damage);
OnHealthChangeAtPos?.Invoke(transform.position, currentHealth - damage);
currentHealth -= damage;
currentHealth = (int) Mathf.Clamp(currentHealth, 0f, Mathf.Infinity);
if (currentHealth == 0)
OnHealthZero?.Invoke();
}
}

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