Walls + Start Arrow

This commit is contained in:
Crizomb 2025-01-14 13:11:00 +01:00
parent 7da33be977
commit 33467f6cc4
71 changed files with 4255 additions and 81 deletions

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@ -1,11 +1,49 @@
using UnityEngine;
public enum DeathSate
{
NotImportant = 0,
QueenADead = 1,
QueenBDead = 2,
}
public abstract class AbstractUnit : MonoBehaviour
{
public float price;
[field: SerializeField] public bool IsTeamA { get; private set; }
[field: SerializeField] public bool IsQueen { get; private set; }
public abstract bool Attack();
public abstract void TakeDamage(float damage);
void Awake()
{
if (IsTeamA)
{
GlobalsVariable.AliveUnitsTeamA.Add(this);
if (IsQueen) GlobalsVariable.QueenA = this;
}
else
{
GlobalsVariable.AliveUnitsTeamB.Add(this);
if (IsQueen) GlobalsVariable.QueenB = this;
}
}
public DeathSate AbstractDeath()
{
if (IsTeamA)
{
GlobalsVariable.AliveUnitsTeamA.Remove(this);
if (IsQueen) return DeathSate.QueenADead;
}
else
{
GlobalsVariable.AliveUnitsTeamB.Remove(this);
if (IsQueen) return DeathSate.QueenBDead;
}
return DeathSate.NotImportant;
}
}

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using UnityEngine;
/// <summary>
/// Should be attached to the Arrow, not the skeleton
/// </summary>
[RequireComponent(typeof(Rigidbody))]
public class ArrowHandler : MonoBehaviour
{
[SerializeField] private float baseDamage;
[SerializeField] private float baseKnockback;
public Rigidbody _rigidBody;
void Awake()
{
_rigidBody = GetComponent<Rigidbody>();
}
public void LaunchArrow(Vector3 baseSpeed)
{
_rigidBody.linearVelocity = baseSpeed;
}
void OnCollisionEnter(Collision collision)
{
// Can be optimized with tags, but it add dependance beetween teams
if (collision.gameObject.TryGetComponent<AbstractUnit>(out AbstractUnit unit))
{
if (unit is MinecraftUnit)
{
MinecraftUnit minecraftUnit = unit as MinecraftUnit;
Vector3 knockback = _rigidBody.linearVelocity * baseKnockback;
minecraftUnit.StartCoroutine(minecraftUnit.MovementHandler.TakeImpulse(knockback));
}
unit.TakeDamage(baseDamage);
}
}
}

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@ -7,13 +7,13 @@ using Random = UnityEngine.Random;
[RequireComponent(typeof(MinecraftUnit))]
public class AttackHandler : MonoBehaviour
{
[SerializeField] private float damage;
[SerializeField] private float cooldown;
[SerializeField] private Collider attackShape;
[SerializeField] private float knockbackHorizontalForce;
[SerializeField] private float knockbackVerticalForce;
[SerializeField] protected float damage;
[SerializeField] protected float cooldown;
[SerializeField] protected Collider attackShape;
[SerializeField] protected float knockbackHorizontalForce;
[SerializeField] protected float knockbackVerticalForce;
private float _timer;
protected float _timer;
private MinecraftUnit _minecraftUnit;
void Awake()
@ -36,7 +36,7 @@ public class AttackHandler : MonoBehaviour
/// Launch an Attack, and return true if it's possible to attack
/// see what Units are in the attackShape, apply damage and knockback to those unit if they're ennemies
/// </summary>
public bool Attack()
public virtual bool Attack()
{
if (_timer > 0) return false;

View file

@ -0,0 +1,18 @@
using UnityEngine;
public class AttackSkeleton : AttackHandler
{
[SerializeField] private GameObject arrowPrefab;
[SerializeField] private float arrowBaseSpeed;
[SerializeField] private Transform spawnPos;
public override bool Attack()
{
if (_timer > 0) return false;
GameObject arrow = Instantiate(arrowPrefab, spawnPos.position, spawnPos.rotation);
ArrowHandler arrowHandler = arrow.GetComponent<ArrowHandler>();
arrowHandler.LaunchArrow(arrowBaseSpeed * spawnPos.forward);
return true;
}
}

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fileFormatVersion: 2
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View file

@ -4,8 +4,8 @@ using UnityEngine;
public static class GlobalsVariable
{
public static List<MinecraftUnit> AliveUnitsTeamA = new List<MinecraftUnit>();
public static List<MinecraftUnit> AliveUnitsTeamB = new List<MinecraftUnit>();
public static List<AbstractUnit> AliveUnitsTeamA = new List<AbstractUnit>();
public static List<AbstractUnit> AliveUnitsTeamB = new List<AbstractUnit>();
public static AbstractUnit QueenA;
public static AbstractUnit QueenB;
}

View file

@ -46,16 +46,9 @@ public class HealthHandler : MonoBehaviour
public void Death()
{
print("you dead");
if (_minecraftUnit.IsTeamA)
{
GlobalsVariable.AliveUnitsTeamA.Remove(_minecraftUnit);
}
else
{
GlobalsVariable.AliveUnitsTeamB.Remove(_minecraftUnit);
}
DeathSate deathState = _minecraftUnit.AbstractDeath();
if (deathState == DeathSate.QueenADead) print("TEAM B WIN GG");
if (deathState == DeathSate.QueenBDead) print("TEAM A WIN GG");
Destroy(gameObject);
}

View file

@ -11,36 +11,18 @@ public class MinecraftUnit : AbstractUnit
[field: SerializeField] public AttackHandler AttackHandler { get; private set; }
[field: SerializeField] public MovementHandler MovementHandler { get; private set; }
void OnValidate()
{
Debug.Assert(Body != null);
Debug.Assert(Body != null);
Debug.Assert(HealthHandler != null);
Debug.Assert(AttackHandler != null);
Debug.Assert(MovementHandler != null);
}
void Awake()
{
if (IsTeamA)
{
GlobalsVariable.AliveUnitsTeamA.Add(this);
}
else
{
GlobalsVariable.AliveUnitsTeamB.Add(this);
}
}
// Abstract implementation for compatibility with other team
public override bool Attack()
{
return AttackHandler.Attack();
}
public override void TakeDamage(float damage)
{
HealthHandler.TakeDamage(damage);

View file

@ -46,23 +46,23 @@ public class MovementHandler : MonoBehaviour
MoveTowards(FindNearestEnemy().transform.position);
}
MinecraftUnit FindNearestEnemy()
AbstractUnit FindNearestEnemy()
{
List<MinecraftUnit> enemies = _minecraftUnit.IsTeamA ? GlobalsVariable.AliveUnitsTeamB : GlobalsVariable.AliveUnitsTeamA;
List<AbstractUnit> enemies = _minecraftUnit.IsTeamA ? GlobalsVariable.AliveUnitsTeamB : GlobalsVariable.AliveUnitsTeamA;
MinecraftUnit closestMinecraftUnit = null;
AbstractUnit closestUnit = null;
float closestDistance = float.MaxValue;
foreach (MinecraftUnit enemy in enemies)
foreach (AbstractUnit enemy in enemies)
{
float distanceToEnemy = (enemy.transform.position - transform.position).sqrMagnitude;
if (distanceToEnemy < closestDistance)
{
closestMinecraftUnit = enemy;
closestUnit = enemy;
closestDistance = distanceToEnemy;
}
}
return closestMinecraftUnit;
return closestUnit;
}
public IEnumerator TakeImpulse(Vector3 impulse)