HandleMovement + Basic NavMesh

This commit is contained in:
Crizomb 2024-12-23 01:32:01 +01:00
parent d4a32d9593
commit 47a59a5440
18 changed files with 3104 additions and 52 deletions

View file

@ -0,0 +1,65 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.AI;
[RequireComponent(typeof(Unit))]
public class MovementHandler : MonoBehaviour
{
[SerializeField] private float speed;
[SerializeField] private NavMeshAgent agent;
[SerializeField] private Transform defaultMoveTarget;
private Unit _unit;
void Awake()
{
_unit = GetComponent<Unit>();
}
public void ChangeSpeed(float newSpeed)
{
speed = newSpeed;
}
public void StopMoving()
{
agent.speed = 0;
}
public void ResumeMoving()
{
agent.speed = speed;
}
public void MoveTowards(Vector3 destination)
{
agent.SetDestination(destination);
}
public void MoveTowardsNearest()
{
MoveTowards(FindNearestEnemy().transform.position);
}
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);
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
//MoveTowards(defaultMoveTarget.position);
MoveTowardsNearest();
}
}
}