Walls + Start Arrow
This commit is contained in:
parent
7da33be977
commit
33467f6cc4
71 changed files with 4255 additions and 81 deletions
90
Assets/Scripts/UnitScripts/Attacks/AttackHandler.cs
Normal file
90
Assets/Scripts/UnitScripts/Attacks/AttackHandler.cs
Normal file
|
@ -0,0 +1,90 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
[RequireComponent(typeof(MinecraftUnit))]
|
||||
public class AttackHandler : MonoBehaviour
|
||||
{
|
||||
[SerializeField] protected float damage;
|
||||
[SerializeField] protected float cooldown;
|
||||
[SerializeField] protected Collider attackShape;
|
||||
[SerializeField] protected float knockbackHorizontalForce;
|
||||
[SerializeField] protected float knockbackVerticalForce;
|
||||
|
||||
protected float _timer;
|
||||
private MinecraftUnit _minecraftUnit;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
_minecraftUnit = GetComponent<MinecraftUnit>();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Random to avoid too much synchronicity
|
||||
_timer = cooldown + Random.Range(-cooldown*0.2f, cooldown*0.2f);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
_timer = _timer - Time.deltaTime;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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 virtual bool Attack()
|
||||
{
|
||||
if (_timer > 0) return false;
|
||||
|
||||
Collider[] targets = DetectTargets();
|
||||
foreach (Collider target in targets)
|
||||
{
|
||||
if (!target.CompareTag("Unit")) continue;
|
||||
// GetComponent is expensive in performance, optimize here if it's slow
|
||||
AbstractUnit targetUnit = target.GetComponent<AbstractUnit>();
|
||||
|
||||
// No friendly fire
|
||||
if (targetUnit.IsTeamA == _minecraftUnit.IsTeamA) continue;
|
||||
|
||||
targetUnit.TakeDamage(damage);
|
||||
|
||||
Vector3 knockbackVector = knockbackHorizontalForce * (target.transform.position - transform.position).normalized
|
||||
+ knockbackVerticalForce * Vector3.up;
|
||||
|
||||
// Knockback logic specific to MinecraftUnit (can't force other team to do our weird impl)
|
||||
if (targetUnit is MinecraftUnit)
|
||||
{
|
||||
MinecraftUnit minecraftTarget = (MinecraftUnit)targetUnit;
|
||||
minecraftTarget.StartCoroutine(minecraftTarget.MovementHandler.TakeImpulse(knockbackVector));
|
||||
}
|
||||
}
|
||||
_timer = cooldown + Random.Range(-cooldown*0.2f, cooldown*0.2f);
|
||||
return true;
|
||||
}
|
||||
|
||||
private Collider[] DetectTargets()
|
||||
{
|
||||
Collider[] hitColliders;
|
||||
|
||||
switch (attackShape)
|
||||
{
|
||||
case SphereCollider sphere:
|
||||
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, box.includeLayers);
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentException("Only sphere or box are supported");
|
||||
}
|
||||
|
||||
return hitColliders;
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue