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.Collections.Generic;
using System.Linq; using System.Linq;
using UnityEditor.ProjectWindowCallback;
using UnityEngine; using UnityEngine;
using UnityEngine.AI; using UnityEngine.AI;
using UnityEngine.InputSystem.iOS;
[RequireComponent(typeof(Unit))] [RequireComponent(typeof(Unit))]
[RequireComponent(typeof(Rigidbody))]
public class MovementHandler : MonoBehaviour public class MovementHandler : MonoBehaviour
{ {
[SerializeField] private float speed; [SerializeField] private float speed;
[SerializeField] private NavMeshAgent agent; [SerializeField] private NavMeshAgent agent;
[SerializeField] private Transform defaultMoveTarget; [SerializeField] private Transform defaultMoveTarget;
private Unit _unit; private Unit _unit;
private Rigidbody _rigidbody;
void Awake() void Awake()
{ {
_unit = GetComponent<Unit>(); _unit = GetComponent<Unit>();
_rigidbody = GetComponent<Rigidbody>();
} }
public void ChangeSpeed(float newSpeed) public void ChangeSpeed(float newSpeed)
@ -35,7 +40,7 @@ public class MovementHandler : MonoBehaviour
public void MoveTowards(Vector3 destination) public void MoveTowards(Vector3 destination)
{ {
agent.SetDestination(destination); if (agent.enabled) agent.SetDestination(destination);
} }
public void MoveTowardsNearest() public void MoveTowardsNearest()
@ -46,12 +51,20 @@ public class MovementHandler : MonoBehaviour
Unit FindNearestEnemy() Unit FindNearestEnemy()
{ {
List<Unit> enemies = _unit.IsTeamA ? GlobalsVariable.AliveUnitsTeamB : GlobalsVariable.AliveUnitsTeamA; List<Unit> enemies = _unit.IsTeamA ? GlobalsVariable.AliveUnitsTeamB : GlobalsVariable.AliveUnitsTeamA;
return enemies
.Aggregate((nearest, current) => Unit closestUnit = null;
(current.transform.position - transform.position).sqrMagnitude < float closestDistance = float.MaxValue;
(nearest.transform.position - transform.position).sqrMagnitude foreach (Unit enemy in enemies)
? current {
: nearest); float distanceToEnemy = (enemy.transform.position - transform.position).sqrMagnitude;
if (distanceToEnemy < closestDistance)
{
closestUnit = enemy;
closestDistance = distanceToEnemy;
}
}
return closestUnit;
} }
void Update() void Update()
@ -62,4 +75,30 @@ public class MovementHandler : MonoBehaviour
MoveTowardsNearest(); 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;
}
} }