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

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@ -0,0 +1,15 @@
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@ -18,7 +18,7 @@ GameObject:
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@ -120,8 +120,8 @@ Rigidbody:
m_UseGravity: 1 m_UseGravity: 1
m_IsKinematic: 0 m_IsKinematic: 0
m_Interpolate: 0 m_Interpolate: 0
m_Constraints: 0 m_Constraints: 80
m_CollisionDetection: 0 m_CollisionDetection: 1
--- !u!195 &5811210244409818000 --- !u!195 &5811210244409818000
NavMeshAgent: NavMeshAgent:
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@ -151,7 +151,7 @@ CapsuleCollider:
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@ -212,10 +212,11 @@ MonoBehaviour:
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m_Name: m_Name:
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damage: 10 damage: 20
cooldown: 2 cooldown: 2
attackShape: {fileID: 2074347425566192522} attackShape: {fileID: 2074347425566192522}
knockback: 2 knockbackHorizontalForce: 8
knockbackVerticalForce: 5
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@ -361,7 +362,7 @@ BoxCollider:
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@ -1,6 +1,8 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.Serialization;
using Random = UnityEngine.Random;
[RequireComponent(typeof(Unit))] [RequireComponent(typeof(Unit))]
public class AttackHandler : MonoBehaviour public class AttackHandler : MonoBehaviour
@ -8,7 +10,8 @@ public class AttackHandler : MonoBehaviour
[SerializeField] private float damage; [SerializeField] private float damage;
[SerializeField] private float cooldown; [SerializeField] private float cooldown;
[SerializeField] private Collider attackShape; [SerializeField] private Collider attackShape;
[SerializeField] private float knockback; [SerializeField] private float knockbackHorizontalForce;
[SerializeField] private float knockbackVerticalForce;
private float _timer; private float _timer;
private Unit _unit; private Unit _unit;
@ -20,7 +23,8 @@ public class AttackHandler : MonoBehaviour
void Start() void Start()
{ {
_timer = cooldown; // Random to avoid too much synchronicity
_timer = cooldown + Random.Range(-cooldown*0.2f, cooldown*0.2f);
} }
void Update() void Update()
@ -38,37 +42,36 @@ public class AttackHandler : MonoBehaviour
if (_timer > 0) return false; if (_timer > 0) return false;
Collider[] targets = DetectTargets(); Collider[] targets = DetectTargets();
print(targets.Length);
foreach (Collider target in targets) foreach (Collider target in targets)
{ {
if (!target.CompareTag("Unit")) continue; if (!target.CompareTag("Unit")) continue;
// GetComponent is expensive in performance, optimize here if it's slow // GetComponent is expensive in performance, optimize here if it's slow
Unit unit = target.GetComponent<Unit>(); Unit targetUnit = target.GetComponent<Unit>();
// No friendly fire // No friendly fire
if (unit.IsTeamA == _unit.IsTeamA) continue; if (targetUnit.IsTeamA == _unit.IsTeamA) continue;
unit.Health.TakeDamage(damage); targetUnit.Health.TakeDamage(damage);
Vector3 knockbackVector = knockback * (target.transform.position - transform.position).normalized; Vector3 knockbackVector = knockbackHorizontalForce * (target.transform.position - transform.position).normalized
unit.Body.AddForce(knockbackVector, ForceMode.Impulse); + knockbackVerticalForce * Vector3.up;
targetUnit.StartCoroutine(targetUnit.Move.TakeImpulse(knockbackVector));
} }
_timer = cooldown; _timer = cooldown + Random.Range(-cooldown*0.2f, cooldown*0.2f);
return true; return true;
} }
private Collider[] DetectTargets() private Collider[] DetectTargets()
{ {
// Make sure to manager layers for better performance
Collider[] hitColliders; Collider[] hitColliders;
switch (attackShape) switch (attackShape)
{ {
case SphereCollider sphere: case SphereCollider sphere:
hitColliders = Physics.OverlapSphere(sphere.transform.position, sphere.radius); hitColliders = Physics.OverlapSphere(sphere.transform.position, sphere.radius, sphere.includeLayers);
break; break;
case BoxCollider box: 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; break;
default: default:
throw new ArgumentException("Only sphere or box are supported"); throw new ArgumentException("Only sphere or box are supported");

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@ -55,6 +55,8 @@ public class HealthHandler : MonoBehaviour
{ {
GlobalsVariable.AliveUnitsTeamB.Remove(_unit); GlobalsVariable.AliveUnitsTeamB.Remove(_unit);
} }
Destroy(gameObject);
} }
} }

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@ -12,8 +12,8 @@ TagManager:
- -
- Water - Water
- UI - UI
- - Units
- - NavmeshSurface
- -
- -
- -