Merge branch 'main' of https://gitea.deprived.dev/Sveskejuice/ColorDefense
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--- !u!1001 &667212637924654954
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PrefabInstance:
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@ -583,3 +1212,9 @@ SceneRoots:
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|
|
@ -23,6 +23,7 @@ public class CameraSlotClickDetect : MonoBehaviour
|
|||
if (Physics.Raycast(ray, out hit, Mathf.Infinity, layerMask))
|
||||
{
|
||||
var slotInfo = hit.collider.gameObject.GetComponentInParent<SlotManager>();
|
||||
slotInfo.OnClick();
|
||||
|
||||
Debug.Log($"Hit PlacementSlot! At ({slotInfo.x}, {slotInfo.y})");
|
||||
}
|
||||
|
|
|
@ -7,14 +7,22 @@ public class GridManager : MonoBehaviour
|
|||
{
|
||||
[SerializeField] private Vector2Int GridSize;
|
||||
[SerializeField] private float Gap = 0.1f;
|
||||
[SerializeField] private GridType gridType = GridType.Primary;
|
||||
[Space(10)]
|
||||
[SerializeField] private GameObject TowerSlotPrefab;
|
||||
|
||||
[DoNotSerialize] public List<GameObject> SpawnedSlots = new();
|
||||
|
||||
/// <summary>
|
||||
/// Not implimented
|
||||
/// </summary>
|
||||
[DoNotSerialize] public string[,] GridStates;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
TowerPlacementManager.OnSpawnGridRequested += SpawnSlots;
|
||||
|
||||
GridStates = new string[GridSize.x, GridSize.y];
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
|
@ -39,8 +47,17 @@ public class GridManager : MonoBehaviour
|
|||
infoHolder.x = x;
|
||||
infoHolder.y = y;
|
||||
|
||||
infoHolder.OnSlotClicked += sender.OnSlotClicked;
|
||||
|
||||
SpawnedSlots.Add(spawned);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public enum GridType
|
||||
{
|
||||
Primary,
|
||||
Wall,
|
||||
Celling
|
||||
}
|
|
@ -10,9 +10,14 @@ public class TowerPlacementManager : MonoBehaviour
|
|||
/// Sender
|
||||
/// </summary>
|
||||
public static event Action<TowerPlacementManager> OnSpawnGridRequested;
|
||||
|
||||
public static TowerPlacementManager Singleton;
|
||||
|
||||
// Section: Selection
|
||||
private SlotManager CurrentSelected;
|
||||
|
||||
// Section: Debug
|
||||
public GameObject DebugTowerPrefab;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (Singleton != this)
|
||||
|
@ -24,6 +29,31 @@ public class TowerPlacementManager : MonoBehaviour
|
|||
|
||||
public void OnSlotClicked(SlotManager slot, GridManager grid, int x, int y)
|
||||
{
|
||||
slot.gameObject.GetComponentInChildren<Renderer>().material.color = Color.blue;
|
||||
OnSelectSlot(slot);
|
||||
|
||||
SpawnTowerAtSelected(DebugTowerPrefab);
|
||||
}
|
||||
|
||||
// Called when a slot is selected
|
||||
public void OnSelectSlot(SlotManager slot)
|
||||
{
|
||||
// Detects if the selected slot is new
|
||||
if (CurrentSelected != null && CurrentSelected != slot)
|
||||
OnDeselectSlot(CurrentSelected, slot);
|
||||
CurrentSelected = slot;
|
||||
|
||||
slot.gameObject.GetComponentInChildren<Renderer>().material.color = Color.blue;
|
||||
}
|
||||
|
||||
// Called when another slot is getting selected
|
||||
public void OnDeselectSlot(SlotManager prevSlot, SlotManager newSlot)
|
||||
{
|
||||
prevSlot.gameObject.GetComponentInChildren<Renderer>().material.color = Color.white;
|
||||
}
|
||||
|
||||
public void SpawnTowerAtSelected(GameObject towerPrefab)
|
||||
{
|
||||
Instantiate(towerPrefab, CurrentSelected.transform);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -9,8 +9,15 @@ public class SlotManager : MonoBehaviour
|
|||
public int x;
|
||||
public int y;
|
||||
|
||||
public Transform TowerSpawnPoint;
|
||||
|
||||
/// <summary>
|
||||
/// (Sender, spawnerRef, X, Y)
|
||||
/// </summary>
|
||||
public static event Action<SlotManager, GridManager, int, int> OnSlotClicked;
|
||||
public event Action<SlotManager, GridManager, int, int> OnSlotClicked;
|
||||
|
||||
public void OnClick()
|
||||
{
|
||||
OnSlotClicked?.Invoke(this, spawnerRef, x, y);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,9 @@
|
|||
using UnityEngine;
|
||||
|
||||
public class Barrel : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
private Transform tip;
|
||||
|
||||
public Transform Tip => tip;
|
||||
}
|
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: 7e81b110ace4ce100b765f538ff6522f
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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:
|
||||
assetBundleName:
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||||
assetBundleVariant:
|
|
@ -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 @@
|
|||
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:
|
|
@ -1,5 +1,6 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Assertions;
|
||||
|
||||
|
@ -8,7 +9,10 @@ public class ProjectileTower : Tower
|
|||
{
|
||||
[SerializeField, Range(0.01f, 20f)] private float attackSecondsDelay = 1f;
|
||||
[SerializeField] private ProjectilePattern[] projectileSequence;
|
||||
[SerializeField] private GameObject barrel;
|
||||
[SerializeField] private Barrel barrel;
|
||||
[SerializeField] private LineRenderer trajectory;
|
||||
[SerializeField] private int trajectoryBounces = 2;
|
||||
private const float k_trajectory_maxdist = 100f;
|
||||
|
||||
private ProjectileSpawner projectileSpawner;
|
||||
|
||||
|
@ -24,10 +28,40 @@ public class ProjectileTower : Tower
|
|||
horizontalArc.Value.AddListener(UpdateBarrelRotation);
|
||||
verticalArc.Value.AddListener(UpdateBarrelRotation);
|
||||
|
||||
horizontalArc.Value.AddListener(UpdateTrajectory);
|
||||
verticalArc.Value.AddListener(UpdateTrajectory);
|
||||
|
||||
UpdateBarrelRotation();
|
||||
UpdateTrajectory();
|
||||
StartCoroutine(AttackLoop());
|
||||
}
|
||||
|
||||
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);
|
||||
|
@ -51,6 +85,6 @@ public class ProjectileTower : Tower
|
|||
// Rotate barrel to match rotation
|
||||
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))]
|
||||
public abstract class Tower : MonoBehaviour
|
||||
{
|
||||
public bool towerSelected { get; set; } = true;
|
||||
|
||||
[SerializeField] protected EditableArc horizontalArc;
|
||||
[SerializeField] protected EditableArc verticalArc;
|
||||
|
||||
|
|
|
@ -24,8 +24,8 @@ public class EditableArc : MonoBehaviour
|
|||
public Observer<float> Value { get; private set; } = new(0);
|
||||
public Vector2 RotationMinMax => rotationMinMax;
|
||||
|
||||
public Vector3 normal => orientation == ArcOrientation.HORIZONTAL ? transform.up : transform.right;
|
||||
public Vector3 tangent => orientation == ArcOrientation.HORIZONTAL ? transform.right : transform.up;
|
||||
public Vector3 normal => orientation == ArcOrientation.HORIZONTAL ? transform.up : transform.forward;
|
||||
public Vector3 tangent => orientation == ArcOrientation.HORIZONTAL ? transform.forward : transform.up;
|
||||
|
||||
public Vector3 ToKnobVector => Quaternion.AngleAxis(Value.Value, normal) * tangent;
|
||||
|
||||
|
@ -37,7 +37,7 @@ public class EditableArc : MonoBehaviour
|
|||
Value.AddListener(UpdateKnobPosition);
|
||||
|
||||
// Set default rotation to average between min max
|
||||
Value.Value = (rotationMinMax.x + rotationMinMax.y) / 2f;
|
||||
// Value.Value = (rotationMinMax.x + rotationMinMax.y) / 2f;
|
||||
|
||||
Assert.IsNotNull(knob, $"No knob on {this}");
|
||||
knob.OnDrag += PointerDraggedOnKnob;
|
||||
|
@ -71,7 +71,7 @@ public class EditableArc : MonoBehaviour
|
|||
float sign = -1f;
|
||||
|
||||
float delta = mouseMovement * knobSensitiviy * sign;
|
||||
float newAngle = Mathf.Clamp(Value.Value + delta, rotationMinMax.x, rotationMinMax.y);
|
||||
float newAngle = ClampAngle(Value.Value + delta, rotationMinMax.x, rotationMinMax.y);
|
||||
Value.Value = newAngle;
|
||||
}
|
||||
|
||||
|
@ -100,12 +100,30 @@ public class EditableArc : MonoBehaviour
|
|||
}
|
||||
|
||||
lineRenderer.SetPositions(positions);
|
||||
|
||||
// Set looop
|
||||
if (angle >= 360)
|
||||
lineRenderer.loop = true;
|
||||
else
|
||||
lineRenderer.loop = false;
|
||||
}
|
||||
|
||||
public Vector3 SamplePointOnArc(Vector3 startPoint, Vector3 endPoint, float radius, float t)
|
||||
{
|
||||
float angle = Mathf.LerpAngle(rotationMinMax.x, rotationMinMax.y, t);
|
||||
float angle = Mathf.Lerp(rotationMinMax.x, rotationMinMax.y, t);
|
||||
Vector3 dir = Quaternion.AngleAxis(angle, normal) * tangent;
|
||||
return transform.position + dir.normalized * radius;
|
||||
}
|
||||
|
||||
public static float ClampAngle(float current, float min, float max)
|
||||
{
|
||||
float dtAngle = Mathf.Abs(((min - max) + 180) % 360 - 180);
|
||||
float hdtAngle = dtAngle * 0.5f;
|
||||
float midAngle = min + hdtAngle;
|
||||
|
||||
float offset = Mathf.Abs(Mathf.DeltaAngle(current, midAngle)) - hdtAngle;
|
||||
if (offset > 0)
|
||||
current = Mathf.MoveTowardsAngle(current, midAngle, offset);
|
||||
return current;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue