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ae1e75cc55
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ae1e75cc55 | |||
08ea2e0dcf |
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914
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7
Assets/Scenes/TitleScreen.unity.meta
Normal file
7
Assets/Scenes/TitleScreen.unity.meta
Normal file
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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userData:
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assetBundleVariant:
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@ -1,5 +1,48 @@
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using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ArtistController : MonoBehaviour {
|
||||
public int range = 50;
|
||||
public int projectileSpeed = 5;
|
||||
public GameObject projectile;
|
||||
|
||||
private Queue<GameObject> enemyQueue;
|
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void Start() {
|
||||
InvokeRepeating(nameof(fireAttack), 0, 1);
|
||||
}
|
||||
|
||||
public void setEnemyQueue(Queue<GameObject> enemyQueueIn) {
|
||||
enemyQueue = enemyQueueIn;
|
||||
}
|
||||
|
||||
// Look through all of the queue, and find the distance between each enemy and the artist.
|
||||
// Keep track of the enemy with the lowest distance, and after you have looped through the entire queue,
|
||||
// Initiate a new instance of the projectile game object, from the artists position, in the direction of the enemy.
|
||||
private void fireAttack() {
|
||||
if (enemyQueue.Count == 0) return; // If there are no enemies in the queue, return.
|
||||
if (enemyQueue.Peek() == null) return; // If the first enemy in the queue is null, return.
|
||||
|
||||
float lowestDistance = range;
|
||||
GameObject enemyTarget = null;
|
||||
|
||||
foreach (var enemy in enemyQueue) {
|
||||
var distance = Vector3.Distance(enemy.transform.position, transform.position);
|
||||
if (distance < lowestDistance) {
|
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lowestDistance = distance;
|
||||
enemyTarget = enemy;
|
||||
}
|
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}
|
||||
|
||||
if (enemyTarget == null) return; // If there are no enemies in range, return.
|
||||
|
||||
//Find the vector that points from the artist to the enemy.
|
||||
var heading = enemyTarget.transform.position - transform.position;
|
||||
//Find the angle between the artist and the enemy.
|
||||
var angle = Mathf.Atan2(heading.y, heading.x) * Mathf.Rad2Deg;
|
||||
//Create a quaternion (rotation) based on the angle.
|
||||
var q = Quaternion.Euler(0,0,angle);
|
||||
var projectileInstance = Instantiate(projectile, transform.position, q);
|
||||
projectileInstance.GetComponent<StandardProjectileController>().setSpeed(projectileSpeed);
|
||||
}
|
||||
}
|
@ -4,37 +4,43 @@ using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class GenerationController : MonoBehaviour {
|
||||
internal GameObject[] waypoints;
|
||||
public float speed;
|
||||
private GameObject[] waypoints;
|
||||
private int waypointIndex = 1;
|
||||
|
||||
private Rigidbody2D rb;
|
||||
|
||||
// Start is called before the first frame update
|
||||
private void Start() {
|
||||
rb = GetComponent<Rigidbody2D>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update() { }
|
||||
|
||||
private void FixedUpdate() {
|
||||
if (waypointIndex < waypoints.Length) {
|
||||
var target = waypoints[waypointIndex].transform.position;
|
||||
var direction = target - transform.position;
|
||||
var f = transform.position + direction.normalized * 0.1f;
|
||||
rb.MovePosition(f);
|
||||
} else if (waypointIndex >= waypoints.Length) {
|
||||
Destroy(gameObject);
|
||||
}
|
||||
moveToNextWaypoint();
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D col) {
|
||||
if (col.gameObject == waypoints[waypointIndex]) {
|
||||
waypointIndex++;
|
||||
moveToNextWaypoint();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void setWaypoints(GameObject[] waypointsIn) {
|
||||
waypoints = waypointsIn;
|
||||
}
|
||||
|
||||
private void moveToNextWaypoint() {
|
||||
if (waypointIndex < waypoints.Length) {
|
||||
// Point towards the next waypoint
|
||||
var heading = waypoints[waypointIndex].transform.position - transform.position;
|
||||
var distance = heading.magnitude;
|
||||
var direction = heading / distance;
|
||||
var angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
|
||||
var q = Quaternion.Euler(0,0,angle);
|
||||
transform.rotation = q;
|
||||
|
||||
//Move towards the next waypoint, taking into account the speed variable
|
||||
rb.velocity = direction * speed;
|
||||
} else if (waypointIndex >= waypoints.Length) {
|
||||
Destroy(gameObject);
|
||||
}
|
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}
|
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}
|
@ -18,7 +18,8 @@ public class LevelController : MonoBehaviour {
|
||||
// Update is called once per frame
|
||||
void Update() {
|
||||
if (Input.GetMouseButtonDown(0)) {
|
||||
Instantiate(artist, Camera.main.ScreenToWorldPoint(Input.mousePosition) + Vector3.forward, Quaternion.identity);
|
||||
var a = Instantiate(artist, Camera.main.ScreenToWorldPoint(Input.mousePosition) + (Vector3.forward * 10), Quaternion.identity);
|
||||
a.GetComponent<ArtistController>().setEnemyQueue(enemies);
|
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}
|
||||
}
|
||||
|
||||
|
27
Assets/Scripts/StandardProjectileController.cs
Normal file
27
Assets/Scripts/StandardProjectileController.cs
Normal file
@ -0,0 +1,27 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class StandardProjectileController : MonoBehaviour {
|
||||
private float speed;
|
||||
private Rigidbody2D rb;
|
||||
|
||||
void Start() {
|
||||
rb = GetComponent<Rigidbody2D>();
|
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rb.velocity = transform.right * speed ;
|
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}
|
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|
||||
void Update() {
|
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|
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}
|
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|
||||
public void setSpeed( float speedIn) {
|
||||
speed = speedIn;
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D col) {
|
||||
Destroy(col.gameObject);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
11
Assets/Scripts/StandardProjectileController.cs.meta
Normal file
11
Assets/Scripts/StandardProjectileController.cs.meta
Normal file
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serializedVersion: 2
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Loading…
Reference in New Issue
Block a user