cringe bug fix im stupid

in HealthHandmer
This commit is contained in:
Crizomb 2025-01-28 11:58:43 +01:00
parent 37bed1fd33
commit f5acd70d85
11 changed files with 135 additions and 53 deletions

View file

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@ -12,7 +12,6 @@ public class CameraMouvement : MonoBehaviour
if (context.phase == InputActionPhase.Performed)
{
_moveInput = context.ReadValue<Vector2>();
print(_moveInput);
}
}
// Start is called once before the first execution of Update after the MonoBehaviour is created

View file

@ -21,7 +21,6 @@ public class GameManager : MonoBehaviourSingletonPersistent<GameManager>
// Delete, use only for Debug
if (Input.GetKeyDown(KeyCode.Space))
{
print("OOKOKOKOKOKOK");
StartFightForAll();
}
}

View file

@ -21,7 +21,6 @@ public class AttackProjectile : AttackHandler
{
if (GlobalsVariable.AliveUnitsTeamA.Count == 0) return false;
}
_minecraftUnit.MovementHandler.UpdateNearest();
}
float launchAngle = findLaunchAngle();
//print(launchAngle);
@ -47,6 +46,7 @@ public class AttackProjectile : AttackHandler
// Source : https://en.wikipedia.org/wiki/Projectile_motion#Angle_%CE%B8_required_to_hit_coordinate_(x,_y)
AbstractUnit targetUnit = _minecraftUnit.MovementHandler.TargetUnit;
if (targetUnit == null) return -1f;
Vector3 diffVector = targetUnit.transform.position - spawnPos.position;
Vector3 projectOnPlane = Vector3.ProjectOnPlane(diffVector, Vector3.up);

View file

@ -8,10 +8,9 @@ using System.Collections.Generic;
public abstract class AbstractBehaviour : MonoBehaviour
{
[SerializeField] private float pathFps = 1.0f;
[SerializeField] private float attackFps = 5.0f;
[SerializeField] protected float distanceGoal = 0.0f;
protected abstract void MoveAction();
protected abstract void AttackAction();
protected MinecraftUnit CurrentMinecraftUnit;
@ -19,23 +18,9 @@ public abstract class AbstractBehaviour : MonoBehaviour
void Start()
{
CurrentMinecraftUnit = GetComponent<MinecraftUnit>();
StartCoroutine(attackUpdate());
StartCoroutine(pathUpdate());
}
// Path update and attack update can be expansive, so we don't do that every frame. We create custom update
// We create custom update at low fps to handle this without performance issues
private IEnumerator attackUpdate()
{
while (true)
{
AttackAction();
yield return new WaitForSeconds(1.0f/attackFps);
}
}
private IEnumerator pathUpdate()
{
while (true)

View file

@ -4,11 +4,20 @@ public class DefensiveBehaviour : AbstractBehaviour
{
protected override void MoveAction()
{
throw new System.NotImplementedException();
if (CurrentMinecraftUnit.IsTeamA)
{
if (GlobalsVariable.AliveUnitsTeamB.Count == 0) return;
CurrentMinecraftUnit.MovementHandler.UpdateNearestFrom(GlobalsVariable.QueenA.transform);
}
else
{
if (GlobalsVariable.AliveUnitsTeamA.Count == 0) return;
CurrentMinecraftUnit.MovementHandler.UpdateNearestFrom(GlobalsVariable.QueenB.transform);
}
Vector3 targetPos = CurrentMinecraftUnit.MovementHandler.TargetUnit.transform.position;
Vector3 goalPos = targetPos + (transform.position - targetPos).normalized * distanceGoal;
CurrentMinecraftUnit.MovementHandler.MoveTowards(goalPos);
}
protected override void AttackAction()
{
throw new System.NotImplementedException();
}
}

View file

@ -1,8 +1,8 @@
using System;
using UnityEngine;
public class NeutralBehaviour : AbstractBehaviour
{
[SerializeField] private float distanceGoal = 0.0f;
protected override void MoveAction()
{
if (CurrentMinecraftUnit.IsTeamA)
@ -13,15 +13,14 @@ public class NeutralBehaviour : AbstractBehaviour
{
if (GlobalsVariable.AliveUnitsTeamA.Count == 0) return;
}
CurrentMinecraftUnit.MovementHandler.UpdateNearest();
Vector3 targetPos = CurrentMinecraftUnit.MovementHandler.TargetUnit.transform.position;
AbstractUnit targetUnit = CurrentMinecraftUnit.MovementHandler.TargetUnit;
if (targetUnit == null)
{
return;
}
Vector3 targetPos = targetUnit.transform.position;
Vector3 goalPos = targetPos + (transform.position - targetPos).normalized * distanceGoal;
CurrentMinecraftUnit.MovementHandler.MoveTowards(goalPos);
}
protected override void AttackAction()
{
//CurrentMinecraftUnit.AttackHandler.Attack();
}
}

View file

@ -4,11 +4,19 @@ public class OffensiveBehaviour : AbstractBehaviour
{
protected override void MoveAction()
{
throw new System.NotImplementedException();
if (CurrentMinecraftUnit.IsTeamA)
{
if (GlobalsVariable.QueenB == null) return;
}
else
{
if (GlobalsVariable.QueenA == null) return;
}
CurrentMinecraftUnit.MovementHandler.TargetUnit = GlobalsVariable.QueenB;
Vector3 targetPos = CurrentMinecraftUnit.MovementHandler.TargetUnit.transform.position;
Vector3 goalPos = targetPos + (transform.position - targetPos).normalized * distanceGoal;
CurrentMinecraftUnit.MovementHandler.MoveTowards(goalPos);
}
protected override void AttackAction()
{
throw new System.NotImplementedException();
}
}

View file

@ -6,9 +6,9 @@ public class WitchSummon : BaseCapacity
protected override bool CapacityCall()
{
print("SUMMON");
print(Mana);
Instantiate(summonUnit, transform.position, Quaternion.identity);
GameObject unit = Instantiate(summonUnit, transform.position, Quaternion.identity);
AbstractUnit unitScript = unit.GetComponent<AbstractUnit>();
unitScript.StartFight();
return true;
}
}

View file

@ -49,6 +49,7 @@ public class HealthHandler : MonoBehaviour
if (deathState == DeathSate.NotImportant)
{
Destroy(gameObject, delay);
return;
}
GlobalsVariable.AliveUnitsTeamB = new List<AbstractUnit>();

View file

@ -15,7 +15,7 @@ public class MovementHandler : MonoBehaviour
[SerializeField] private float knockbackTime = 1.2f;
private float _noNavMeshDeadTime = 6.0f;
[HideInInspector] public AbstractUnit TargetUnit {get; private set; }
[HideInInspector] public AbstractUnit TargetUnit {get; set; }
private MinecraftUnit _minecraftUnit;
private Rigidbody _rigidbody;
@ -62,24 +62,25 @@ public class MovementHandler : MonoBehaviour
TargetUnit = FindNearest(followEnemy);
}
public void MoveTowardsNearest()
public void UpdateNearestFrom(Transform transform)
{
MoveTowards(TargetUnit.transform.position);
TargetUnit = FindNearestFromTransform(true, transform);
}
// If findEnemy, return closest ennemy else return closest ally
public AbstractUnit FindNearest(bool findEnemy)
private AbstractUnit FindNearestFromTransform(bool findEnemy, Transform from)
{
// Funny funny double ternary operator.
List<AbstractUnit> targets = findEnemy ?
_minecraftUnit.IsTeamA ? GlobalsVariable.AliveUnitsTeamB : GlobalsVariable.AliveUnitsTeamA
_minecraftUnit.IsTeamA ? GlobalsVariable.AliveUnitsTeamB : GlobalsVariable.AliveUnitsTeamA
: _minecraftUnit.IsTeamA ? GlobalsVariable.AliveUnitsTeamA : GlobalsVariable.AliveUnitsTeamB;
AbstractUnit closestUnit = null;
float closestDistance = float.MaxValue;
foreach (AbstractUnit target in targets)
{
float distanceToEnemy = (target.transform.position - transform.position).sqrMagnitude;
float distanceToEnemy = (target.transform.position - from.position).sqrMagnitude;
if (distanceToEnemy < closestDistance && target != _minecraftUnit)
{
closestUnit = target;
@ -87,9 +88,21 @@ public class MovementHandler : MonoBehaviour
}
}
if (closestUnit == null)
{
print("What");
print(targets.Count);
print(targets);
}
return closestUnit;
}
private AbstractUnit FindNearest(bool findEnemy)
{
return FindNearestFromTransform(findEnemy, transform);
}
public IEnumerator TakeImpulse(Vector3 impulse)
{
// Unity navmesh, can't handle physics (it rewrite velocity). So we deactivate it when applying force.