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ae1e75cc55
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2dad7631dd
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@ -1,48 +1,5 @@
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using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
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||||||
|
|
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public class ArtistController : MonoBehaviour {
|
public class ArtistController : MonoBehaviour {
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public int range = 50;
|
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||||||
public int projectileSpeed = 5;
|
|
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public GameObject projectile;
|
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||||||
|
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private Queue<GameObject> enemyQueue;
|
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||||||
void Start() {
|
|
||||||
InvokeRepeating(nameof(fireAttack), 0, 1);
|
|
||||||
}
|
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||||||
|
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public void setEnemyQueue(Queue<GameObject> enemyQueueIn) {
|
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enemyQueue = enemyQueueIn;
|
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||||||
}
|
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||||||
|
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||||||
// 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.
|
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|
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float lowestDistance = range;
|
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GameObject enemyTarget = null;
|
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|
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foreach (var enemy in enemyQueue) {
|
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var distance = Vector3.Distance(enemy.transform.position, transform.position);
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if (distance < lowestDistance) {
|
|
||||||
lowestDistance = distance;
|
|
||||||
enemyTarget = enemy;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
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);
|
|
||||||
}
|
|
||||||
}
|
}
|
@ -4,43 +4,37 @@ using System.Collections.Generic;
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class GenerationController : MonoBehaviour {
|
public class GenerationController : MonoBehaviour {
|
||||||
public float speed;
|
internal GameObject[] waypoints;
|
||||||
private GameObject[] waypoints;
|
|
||||||
private int waypointIndex = 1;
|
private int waypointIndex = 1;
|
||||||
|
|
||||||
private Rigidbody2D rb;
|
private Rigidbody2D rb;
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
private void Start() {
|
private void Start() {
|
||||||
rb = GetComponent<Rigidbody2D>();
|
rb = GetComponent<Rigidbody2D>();
|
||||||
moveToNextWaypoint();
|
}
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnTriggerEnter2D(Collider2D col) {
|
private void OnTriggerEnter2D(Collider2D col) {
|
||||||
if (col.gameObject == waypoints[waypointIndex]) {
|
if (col.gameObject == waypoints[waypointIndex]) {
|
||||||
waypointIndex++;
|
waypointIndex++;
|
||||||
moveToNextWaypoint();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void setWaypoints(GameObject[] waypointsIn) {
|
public void setWaypoints(GameObject[] waypointsIn) {
|
||||||
waypoints = 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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
@ -18,8 +18,7 @@ public class LevelController : MonoBehaviour {
|
|||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update() {
|
void Update() {
|
||||||
if (Input.GetMouseButtonDown(0)) {
|
if (Input.GetMouseButtonDown(0)) {
|
||||||
var a = Instantiate(artist, Camera.main.ScreenToWorldPoint(Input.mousePosition) + (Vector3.forward * 10), Quaternion.identity);
|
Instantiate(artist, Camera.main.ScreenToWorldPoint(Input.mousePosition) + Vector3.forward, Quaternion.identity);
|
||||||
a.GetComponent<ArtistController>().setEnemyQueue(enemies);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1,27 +0,0 @@
|
|||||||
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>();
|
|
||||||
rb.velocity = transform.right * speed ;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Update() {
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public void setSpeed( float speedIn) {
|
|
||||||
speed = speedIn;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnTriggerEnter2D(Collider2D col) {
|
|
||||||
Destroy(col.gameObject);
|
|
||||||
Destroy(gameObject);
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 7cdb7de3f3533494eae1b220ca0aebe1
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -6,6 +6,6 @@ EditorBuildSettings:
|
|||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
m_Scenes:
|
m_Scenes:
|
||||||
- enabled: 1
|
- enabled: 1
|
||||||
path: Assets/Scenes/Game.unity
|
path: Assets/Scenes/SampleScene.unity
|
||||||
guid: 8c9cfa26abfee488c85f1582747f6a02
|
guid: 8c9cfa26abfee488c85f1582747f6a02
|
||||||
m_configObjects: {}
|
m_configObjects: {}
|
||||||
|
@ -41,9 +41,6 @@ TagManager:
|
|||||||
- name: Background
|
- name: Background
|
||||||
uniqueID: 4272006243
|
uniqueID: 4272006243
|
||||||
locked: 0
|
locked: 0
|
||||||
- name: Attacks
|
|
||||||
uniqueID: 1035096185
|
|
||||||
locked: 0
|
|
||||||
- name: Default
|
- name: Default
|
||||||
uniqueID: 0
|
uniqueID: 0
|
||||||
locked: 0
|
locked: 0
|
||||||
|
Loading…
Reference in New Issue
Block a user