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|
@ -0,0 +1,28 @@
|
|||
using UnityEngine;
|
||||
|
||||
public class GravityTower : Tower
|
||||
{
|
||||
[SerializeField, Range(0.1f, 10f)]
|
||||
private float radius = 1f;
|
||||
|
||||
[SerializeField]
|
||||
private Transform orb;
|
||||
|
||||
[SerializeField]
|
||||
private LayerMask affectedBodies;
|
||||
|
||||
[SerializeField]
|
||||
private AnimationCurve distToAcceleration;
|
||||
|
||||
protected override void FixedUpdate()
|
||||
{
|
||||
Collider[] projectilesInRadius = Physics.OverlapSphere(orb.position, radius, affectedBodies);
|
||||
foreach (var projectile in projectilesInRadius)
|
||||
{
|
||||
Rigidbody projectileBody = projectile.GetComponent<Rigidbody>();
|
||||
Vector3 projToOrb = orb.position - projectile.transform.position;
|
||||
float dist = projToOrb.magnitude;
|
||||
projectileBody.AddForce(projToOrb.normalized * distToAcceleration.Evaluate(dist));
|
||||
}
|
||||
}
|
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}
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@ -0,0 +1,11 @@
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@ -15,7 +15,7 @@ public class ProjectileTower : Tower
|
|||
|
||||
private ProjectileSpawner projectileSpawner;
|
||||
|
||||
public Vector3 AimDirection => transform.TransformVector(transform.InverseTransformVector(horizontalArc.ToKnobVector) + transform.InverseTransformVector(verticalArc.ToKnobVector));
|
||||
public Vector3 AimDirection => barrel.transform.forward;
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
|
@ -75,7 +75,7 @@ public class ProjectileTower : Tower
|
|||
Debug.DrawRay(transform.position, horizontalArc.ToKnobVector, Color.red, attackSecondsDelay);
|
||||
Debug.DrawRay(transform.position, verticalArc.ToKnobVector, Color.green, attackSecondsDelay);
|
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Debug.DrawRay(transform.position, AimDirection, Color.yellow, attackSecondsDelay);
|
||||
projectileSpawner.RunBulletSequence(transform.position, transform.up, AimDirection, projectileSequence);
|
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projectileSpawner.RunBulletSequence(barrel.transform.position, transform.up, AimDirection, projectileSequence);
|
||||
} while (true);
|
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}
|
||||
|
||||
|
@ -84,7 +84,6 @@ public class ProjectileTower : Tower
|
|||
// Rotate barrel to match rotation
|
||||
private void UpdateBarrelRotation()
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{
|
||||
// TODOu
|
||||
barrel.transform.localRotation = Quaternion.Euler(-verticalArc.Value, horizontalArc.Value, 0f);
|
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}
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}
|
||||
|
|
|
@ -33,4 +33,12 @@ public abstract class Tower : MonoBehaviour
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{
|
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horizontalArc.Value.RemoveListener(SnapVerticalToHorizontal);
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}
|
||||
|
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protected virtual void Update()
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{
|
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}
|
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|
||||
protected virtual void FixedUpdate()
|
||||
{
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue