This commit is contained in:
OliverS 2024-04-21 05:20:33 +02:00
commit c45c0544f0
13 changed files with 16938 additions and 511 deletions

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@ -0,0 +1,88 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using System;
public class WaypointSystemManager : MonoBehaviour
{
public static WaypointSystemManager Instance;
[SerializeField] private float WaypointRadiusTolerence = 0.01f;
[SerializeField] private List<Transform> Waypoints;
[SerializeField] public List<WaypointEntityData> activeEntities = new();
public GameObject DebugPrefab;
private void OnEnable()
{
if (Instance != null)
Destroy(Instance);
Instance = this;
}
private void Start()
{
var data = new WaypointEntityData();
data.Entity = Instantiate(DebugPrefab).transform;
data.MoveSpeed = 1;
AddObjectToPath(data);
}
private void Update()
{
for (int i = 0; i < activeEntities.Count; i++)
{
var data = activeEntities[i];
// Check if entity still exists
if (data.Entity == null)
{
activeEntities.RemoveAt(i);
continue;
}
// Set target if no target
if (data.NextTargetPosition == null)
data.NextTargetPosition = Waypoints[0];
// Changes target if within tolerence
if (Vector3.Distance(data.Entity.position, data.NextTargetPosition.position) < WaypointRadiusTolerence)
{
int index = Waypoints.IndexOf(data.NextTargetPosition);
if (index + 1 >= Waypoints.Count)
{
Destroy(data.Entity.gameObject); // Destroy object when finish waypoints
}
else
{
data.NextTargetPosition = Waypoints[index + 1];
}
}
// Move object by speed
Vector3 targetDirection = data.NextTargetPosition.position - data.Entity.position;
Vector3 normTargetDir = targetDirection.normalized;
float dist = Vector3.Distance(data.Entity.position, data.NextTargetPosition.position);
float minDist = Math.Min(dist, data.MoveSpeed * Time.deltaTime);
data.Entity.position += normTargetDir * minDist;
}
}
public void AddObjectToPath(WaypointEntityData data)
{
activeEntities.Add(data);
}
}
public class WaypointEntityData
{
public Transform Entity;
public Transform NextTargetPosition;
public float MoveSpeed;
}

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View File

@ -117,6 +117,7 @@ public class TowerPlacementManager : MonoBehaviour
Quaternion newRotation = Quaternion.AngleAxis(CurrentRotation * 90f, transform.up);
spawnedTower.transform.localRotation = newRotation;
spawnedTower.GetComponent<Tower>().Placed();
FinishBuild();
}
@ -145,6 +146,7 @@ public class TowerPlacementManager : MonoBehaviour
{
Destroy(SilhouettedObject);
OnTowerPlaced?.Invoke(SelectedTowerInfo);
}

View File

@ -26,9 +26,9 @@ public class AimTower : Tower
public float HorizontalRotation => horizontalArc.Value;
public float VerticalRotation => verticalArc.Value;
protected override void Awake()
public override void Placed()
{
base.Awake();
base.Placed();
horizontalArc.Value.AddListener(UpdateBarrelRotation);
verticalArc.Value.AddListener(UpdateBarrelRotation);
@ -40,10 +40,6 @@ public class AimTower : Tower
UpdateTrajectory();
UpdateBarrelRotation();
// dont ask me why but this makes sure everything is initialized lol
TowerSelected(true);
TowerSelected(false);
}
public override void TowerSelected(bool selected)

View File

@ -15,6 +15,11 @@ public class BeamTower : AimTower
protected override void Awake()
{
base.Awake();
}
public override void Placed()
{
base.Placed();
horizontalArc.Value.AddListener(UpdateBeam);
verticalArc.Value.AddListener(UpdateBeam);

View File

@ -18,11 +18,6 @@ public class GravityTower : Tower
private string audioName;
private AudioSource audioSc;
public override void TowerSelected(bool selected)
{
}
protected override void Awake()
{
base.Awake();
@ -54,6 +49,7 @@ public class GravityTower : Tower
{
base.OnDestroy();
if (audioSc != null)
audioSc.Stop();
}

View File

@ -18,6 +18,12 @@ public class ProjectileTower : AimTower
projectileSpawner = GetComponent<ProjectileSpawner>();
Assert.IsNotNull(projectileSpawner);
}
public override void Placed()
{
base.Placed();
StartCoroutine(AttackLoop());
}

View File

@ -25,6 +25,13 @@ public abstract class Tower : MonoBehaviour
selectedUI.SetActive(selected);
}
public virtual void Placed()
{
// dont ask me why but this makes sure everything is initialized lol
TowerSelected(true);
TowerSelected(false);
}
protected virtual void Awake()
{
healthComp = GetComponent<HealthComponent>();