Fix physics with navmesh agent

- desactivate navmesh temporarly when knockback (MovementHandler TakeImpulse)

- Delete unit when HealthHandler Death called

- Made 150 units fight (for performance test)
This commit is contained in:
Crizomb 2025-01-09 01:03:04 +01:00
parent 9e582b1a79
commit 0c0b9287ce
8 changed files with 9344 additions and 121 deletions

View file

@ -1,6 +1,8 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
using Random = UnityEngine.Random;
[RequireComponent(typeof(Unit))]
public class AttackHandler : MonoBehaviour
@ -8,7 +10,8 @@ public class AttackHandler : MonoBehaviour
[SerializeField] private float damage;
[SerializeField] private float cooldown;
[SerializeField] private Collider attackShape;
[SerializeField] private float knockback;
[SerializeField] private float knockbackHorizontalForce;
[SerializeField] private float knockbackVerticalForce;
private float _timer;
private Unit _unit;
@ -20,7 +23,8 @@ public class AttackHandler : MonoBehaviour
void Start()
{
_timer = cooldown;
// Random to avoid too much synchronicity
_timer = cooldown + Random.Range(-cooldown*0.2f, cooldown*0.2f);
}
void Update()
@ -38,37 +42,36 @@ public class AttackHandler : MonoBehaviour
if (_timer > 0) return false;
Collider[] targets = DetectTargets();
print(targets.Length);
foreach (Collider target in targets)
{
if (!target.CompareTag("Unit")) continue;
// GetComponent is expensive in performance, optimize here if it's slow
Unit unit = target.GetComponent<Unit>();
Unit targetUnit = target.GetComponent<Unit>();
// No friendly fire
if (unit.IsTeamA == _unit.IsTeamA) continue;
if (targetUnit.IsTeamA == _unit.IsTeamA) continue;
unit.Health.TakeDamage(damage);
Vector3 knockbackVector = knockback * (target.transform.position - transform.position).normalized;
unit.Body.AddForce(knockbackVector, ForceMode.Impulse);
targetUnit.Health.TakeDamage(damage);
Vector3 knockbackVector = knockbackHorizontalForce * (target.transform.position - transform.position).normalized
+ knockbackVerticalForce * Vector3.up;
targetUnit.StartCoroutine(targetUnit.Move.TakeImpulse(knockbackVector));
}
_timer = cooldown;
_timer = cooldown + Random.Range(-cooldown*0.2f, cooldown*0.2f);
return true;
}
private Collider[] DetectTargets()
{
// Make sure to manager layers for better performance
Collider[] hitColliders;
switch (attackShape)
{
case SphereCollider sphere:
hitColliders = Physics.OverlapSphere(sphere.transform.position, sphere.radius);
hitColliders = Physics.OverlapSphere(sphere.transform.position, sphere.radius, sphere.includeLayers);
break;
case BoxCollider box:
hitColliders = Physics.OverlapBox(box.bounds.center, box.bounds.extents, box.transform.rotation);
hitColliders = Physics.OverlapBox(box.bounds.center, box.bounds.extents, box.transform.rotation, box.includeLayers);
break;
default:
throw new ArgumentException("Only sphere or box are supported");