Zombies + Skeleton Physics arrow + aimbot

360 headhsot ezz
This commit is contained in:
Crizomb 2025-01-15 00:51:59 +01:00
parent b3a87fb2a6
commit bf010f3476
91 changed files with 28021 additions and 84 deletions

View file

@ -8,13 +8,19 @@ public class ArrowHandler : MonoBehaviour
{
[SerializeField] private float baseDamage;
[SerializeField] private float baseKnockback;
public Rigidbody _rigidBody;
private Rigidbody _rigidBody;
void Awake()
{
_rigidBody = GetComponent<Rigidbody>();
}
void Update()
{
// Align with speed
if (_rigidBody.linearVelocity.magnitude >= 1f) transform.forward = _rigidBody.linearVelocity.normalized;
}
public void LaunchArrow(Vector3 baseSpeed)
{
_rigidBody.linearVelocity = baseSpeed;
@ -33,5 +39,7 @@ public class ArrowHandler : MonoBehaviour
}
unit.TakeDamage(baseDamage);
}
Destroy(this.gameObject);
}
}

View file

@ -14,7 +14,7 @@ public class AttackHandler : MonoBehaviour
[SerializeField] protected float knockbackVerticalForce;
protected float _timer;
private MinecraftUnit _minecraftUnit;
protected MinecraftUnit _minecraftUnit;
void Awake()
{

View file

@ -5,14 +5,55 @@ public class AttackSkeleton : AttackHandler
[SerializeField] private GameObject arrowPrefab;
[SerializeField] private float arrowBaseSpeed;
[SerializeField] private Transform spawnPos;
[SerializeField] private bool directShot;
public override bool Attack()
{
if (_timer > 0) return false;
float launchAngle = findLaunchAngle();
//print(launchAngle);
// If target not reachable
if (launchAngle < 0) return false;
_timer = cooldown;
GameObject arrow = Instantiate(arrowPrefab, spawnPos.position, spawnPos.rotation);
ArrowHandler arrowHandler = arrow.GetComponent<ArrowHandler>();
arrowHandler.LaunchArrow(arrowBaseSpeed * spawnPos.forward);
// In target <-> launcher + transform.up basis
Vector2 localLaunchVector = arrowBaseSpeed * new Vector2(Mathf.Cos(launchAngle), Mathf.Sin(launchAngle));
// Transform it in global basis
AbstractUnit targetUnit = _minecraftUnit.MovementHandler.TargetUnit;
Vector3 diffVector = Vector3.ProjectOnPlane(targetUnit.transform.position - spawnPos.position, Vector3.up);
Vector3 launchVectorNormalized = (localLaunchVector.x * diffVector.normalized + localLaunchVector.y * Vector3.up).normalized;
arrowHandler.LaunchArrow(launchVectorNormalized * arrowBaseSpeed);
return true;
}
private float findLaunchAngle()
{
// Source : https://en.wikipedia.org/wiki/Projectile_motion#Angle_%CE%B8_required_to_hit_coordinate_(x,_y)
AbstractUnit targetUnit = _minecraftUnit.MovementHandler.TargetUnit;
Vector3 diffVector = Vector3.ProjectOnPlane(targetUnit.transform.position - spawnPos.position, Vector3.up);
float x = Vector3.ProjectOnPlane(diffVector, Vector3.up).magnitude;
float y = diffVector.y;
float g = Physics.gravity.magnitude;
float v = arrowBaseSpeed;
float v_sqr = v * v;
//print("x : " + x);
float inside_sqrt_root = v_sqr*v_sqr - g*(g*x*x + 2*y*v_sqr);
if (inside_sqrt_root < 0.0f) return -1f; // Can't reach target
// directShot is the smallest angle, undirectShot shot is the biggest angle
float numerator = directShot ? v_sqr - Mathf.Sqrt(inside_sqrt_root) : v_sqr + Mathf.Sqrt(inside_sqrt_root);
float inside_arctan = numerator / (g * x);
print(inside_arctan);
return Mathf.Atan(inside_arctan);
}
}