temporary files rename
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823 changed files with 20 additions and 5 deletions
25
Assets/BasedScripts/UnitScripts/Attacks/Projectiles/Arrow.cs
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Assets/BasedScripts/UnitScripts/Attacks/Projectiles/Arrow.cs
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using UnityEngine;
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public class Arrow : ProjectileHandler
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{
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[SerializeField] private float baseDamage;
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[SerializeField] private float baseKnockback;
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void OnCollisionEnter(Collision collision)
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{
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// Can be optimized with tags, but it add dependance beetween teams
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if (collision.gameObject.TryGetComponent<AbstractUnit>(out AbstractUnit unit))
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{
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if (unit is MinecraftUnit && unit.IsTeamA != FromTeamA) // No friendly fire
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{
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MinecraftUnit minecraftUnit = unit as MinecraftUnit;
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Vector3 knockback = RigidBody.linearVelocity * baseKnockback;
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minecraftUnit.StartCoroutine(minecraftUnit.MovementHandler.TakeImpulse(knockback));
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}
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unit.TakeDamage(baseDamage);
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_minecraftUnitOrigin.Capacity.AddMana(baseDamage);
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}
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Destroy(this.gameObject);
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}
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}
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fileFormatVersion: 2
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guid: 36e1a3cc9e04b444cadcfe2b444d0abc
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using UnityEngine;
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public class AttackProjectile : AttackHandler
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{
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[SerializeField] private GameObject arrowPrefab;
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[SerializeField] private float arrowBaseSpeed;
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[SerializeField] private Transform spawnPos;
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[SerializeField] private bool directShot;
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public override bool Attack()
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{
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// If no target (target is dead an destroyed)
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if (!_minecraftUnit.MovementHandler.TargetUnit)
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{
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if (_minecraftUnit.IsTeamA)
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{
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if (GlobalsVariable.AliveUnitsTeamB.Count == 0) return false;
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}
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else
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{
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if (GlobalsVariable.AliveUnitsTeamA.Count == 0) return false;
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}
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}
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float launchAngle = findLaunchAngle();
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//print(launchAngle);
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// If target not reachable
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if (launchAngle < 0) return false;
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GameObject arrow = Instantiate(arrowPrefab, spawnPos.position, spawnPos.rotation);
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ProjectileHandler projectileHandler = arrow.GetComponent<ProjectileHandler>();
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// In target <-> launcher + transform.up basis
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Vector2 localLaunchVector = arrowBaseSpeed * new Vector2(Mathf.Cos(launchAngle), Mathf.Sin(launchAngle));
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// Transform it in global basis
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AbstractUnit targetUnit = _minecraftUnit.MovementHandler.TargetUnit;
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Vector3 diffVector = Vector3.ProjectOnPlane(targetUnit.transform.position - spawnPos.position, Vector3.up);
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Vector3 launchVectorNormalized = (localLaunchVector.x * diffVector.normalized + localLaunchVector.y * Vector3.up).normalized;
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projectileHandler.LaunchProjectile(launchVectorNormalized * arrowBaseSpeed, _minecraftUnit.IsTeamA, _minecraftUnit);
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return true;
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}
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private float findLaunchAngle()
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{
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// Source : https://en.wikipedia.org/wiki/Projectile_motion#Angle_%CE%B8_required_to_hit_coordinate_(x,_y)
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AbstractUnit targetUnit = _minecraftUnit.MovementHandler.TargetUnit;
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if (targetUnit == null) return -1f;
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Vector3 diffVector = targetUnit.transform.position - spawnPos.position;
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Vector3 projectOnPlane = Vector3.ProjectOnPlane(diffVector, Vector3.up);
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float x = Vector3.ProjectOnPlane(projectOnPlane, Vector3.up).magnitude;
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float y = diffVector.y;
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float g = Physics.gravity.magnitude;
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float v = arrowBaseSpeed;
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float v_sqr = v * v;
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//print("x : " + x);
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float inside_sqrt_root = v_sqr*v_sqr - g*(g*x*x + 2*y*v_sqr);
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if (inside_sqrt_root < 0.0f) return -1f; // Can't reach target
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// directShot is the smallest angle, undirectShot shot is the biggest angle
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float numerator = directShot ? v_sqr - Mathf.Sqrt(inside_sqrt_root) : v_sqr + Mathf.Sqrt(inside_sqrt_root);
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float inside_arctan = numerator / (g * x);
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return Mathf.Atan(inside_arctan);
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}
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}
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fileFormatVersion: 2
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guid: 6fa6d262ce5ee0761b28bd18f6bcd247
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using UnityEngine;
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using System.Collections;
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public class HealthPotion : ProjectileHandler
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{
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[SerializeField] private float healthAdd;
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[SerializeField] private SphereCollider healthPotionEffectArea;
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[SerializeField] private GameObject explodeMesh;
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[SerializeField] private float exploseMeshTime = 0.5f;
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void OnCollisionEnter(Collision collision)
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{
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Collider[] targets = Physics.OverlapSphere(transform.position, healthPotionEffectArea.radius, healthPotionEffectArea.includeLayers);
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foreach (Collider target in targets)
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{
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if (!target.CompareTag("Unit")) continue;
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// GetComponent is expensive in performance, optimize here if it's slow
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AbstractUnit targetUnit = target.GetComponent<AbstractUnit>();
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// No EnemyHealing
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if (targetUnit.IsTeamA != FromTeamA) continue;
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targetUnit.Heal(healthAdd);
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_minecraftUnitOrigin.Capacity.AddMana(healthAdd*0.1f);
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}
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CoroutineManager.Instance.StartCoroutine(ExplodeVisual());
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Destroy(gameObject);
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}
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private IEnumerator ExplodeVisual()
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{
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GameObject explosion = Instantiate(explodeMesh, transform.position, Quaternion.identity);
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explosion.transform.parent = null;
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yield return new WaitForSeconds(exploseMeshTime);
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Destroy(explosion);
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}
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}
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fileFormatVersion: 2
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guid: fd66c851299240c02a3082ade5b6295d
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using Unity.VisualScripting;
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using UnityEngine;
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/// <summary>
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/// Should be attached to the Arrow, not the skeleton
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/// </summary>
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[RequireComponent(typeof(Rigidbody))]
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public class ProjectileHandler : MonoBehaviour
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{
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[SerializeField] protected float _lifeSpan = 8.0f;
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protected Rigidbody RigidBody;
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protected bool FromTeamA;
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protected MinecraftUnit _minecraftUnitOrigin;
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void Awake()
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{
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RigidBody = GetComponent<Rigidbody>();
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}
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void Start()
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{
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// Destroy after _lifeSpan, in all case
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Destroy(this.gameObject, _lifeSpan);
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}
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void Update()
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{
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// Align with speed
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if (RigidBody.linearVelocity.magnitude >= 1f) transform.forward = RigidBody.linearVelocity.normalized;
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}
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public void LaunchProjectile(Vector3 baseSpeed, bool fromTeamA, MinecraftUnit minecraftUnit)
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{
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RigidBody.linearVelocity = baseSpeed;
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FromTeamA = fromTeamA;
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_minecraftUnitOrigin = minecraftUnit;
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}
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}
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 9aa6ff4d0673f53389daff2a5ba3c45f
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