fix physics navmesh forgot file oupsse

forgot this file oupsee
This commit is contained in:
Crizomb 2025-01-09 01:04:00 +01:00
parent 0c0b9287ce
commit 385d8669b1

View file

@ -1,21 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.ProjectWindowCallback;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.InputSystem.iOS;
[RequireComponent(typeof(Unit))]
[RequireComponent(typeof(Rigidbody))]
public class MovementHandler : MonoBehaviour
{
[SerializeField] private float speed;
[SerializeField] private NavMeshAgent agent;
[SerializeField] private Transform defaultMoveTarget;
private Unit _unit;
private Rigidbody _rigidbody;
void Awake()
{
_unit = GetComponent<Unit>();
_rigidbody = GetComponent<Rigidbody>();
}
public void ChangeSpeed(float newSpeed)
@ -35,7 +40,7 @@ public class MovementHandler : MonoBehaviour
public void MoveTowards(Vector3 destination)
{
agent.SetDestination(destination);
if (agent.enabled) agent.SetDestination(destination);
}
public void MoveTowardsNearest()
@ -46,12 +51,20 @@ public class MovementHandler : MonoBehaviour
Unit FindNearestEnemy()
{
List<Unit> enemies = _unit.IsTeamA ? GlobalsVariable.AliveUnitsTeamB : GlobalsVariable.AliveUnitsTeamA;
return enemies
.Aggregate((nearest, current) =>
(current.transform.position - transform.position).sqrMagnitude <
(nearest.transform.position - transform.position).sqrMagnitude
? current
: nearest);
Unit closestUnit = null;
float closestDistance = float.MaxValue;
foreach (Unit enemy in enemies)
{
float distanceToEnemy = (enemy.transform.position - transform.position).sqrMagnitude;
if (distanceToEnemy < closestDistance)
{
closestUnit = enemy;
closestDistance = distanceToEnemy;
}
}
return closestUnit;
}
void Update()
@ -62,4 +75,30 @@ public class MovementHandler : MonoBehaviour
MoveTowardsNearest();
}
}
public IEnumerator TakeImpulse(Vector3 impulse)
{
// Unity navmesh, can't handle physics (it rewrite velocity). So we deactivate it when applying force.
agent.enabled = false;
_rigidbody.AddForce(impulse, ForceMode.Impulse);
yield return new WaitForSeconds(0.5f);
float noSurfaceTime = 0.0f;
// Make sure to be on the navmesh surface before reactivating agent
while (_rigidbody != null && !NavMesh.SamplePosition(_rigidbody.position, out _, 1.0f, NavMesh.AllAreas))
{
yield return new WaitForSeconds(0.5f);
noSurfaceTime += 0.5f;
// Die if exited navMesh for to long
if (noSurfaceTime > 6.0f)
{
_unit.Health.Death();
yield break;
}
}
if (agent != null) agent.enabled = true;
}
}