AbstractUnit for cross team compatibility

+ New folder in Scripts
This commit is contained in:
Crizomb 2025-01-09 11:44:24 +01:00
parent 385d8669b1
commit f8e85d7134
18 changed files with 112 additions and 80 deletions

View file

@ -179,12 +179,12 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 9815bed5dc151c8c6a271899ed1b7c4f, type: 3}
m_Name:
m_EditorClassIdentifier:
<Body>k__BackingField: {fileID: 3280843376750909586}
<Health>k__BackingField: {fileID: 8213395333053285225}
<Attack>k__BackingField: {fileID: 8908285060348773052}
<Move>k__BackingField: {fileID: 6587310683195830629}
<IsTeamA>k__BackingField: 1
price: 0
<IsTeamA>k__BackingField: 1
<Body>k__BackingField: {fileID: 3280843376750909586}
<HealthHandler>k__BackingField: {fileID: 8213395333053285225}
<AttackHandler>k__BackingField: {fileID: 8908285060348773052}
<MovementHandler>k__BackingField: {fileID: 6587310683195830629}
--- !u!114 &8213395333053285225
MonoBehaviour:
m_ObjectHideFlags: 0

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@ -1,10 +0,0 @@
using System;
using System.Collections.Generic;
using UnityEngine;
public static class GlobalsVariable
{
public static List<Unit> AliveUnitsTeamA = new List<Unit>();
public static List<Unit> AliveUnitsTeamB = new List<Unit>();
}

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@ -1,42 +0,0 @@
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.AI;
[DisallowMultipleComponent]
[RequireComponent(typeof(Rigidbody))]
public class Unit : MonoBehaviour
{
[field: SerializeField] public Rigidbody Body { get; private set; }
[field: SerializeField] public HealthHandler Health { get; private set; }
[field: SerializeField] public AttackHandler Attack { get; private set; }
[field: SerializeField] public MovementHandler Move { get; private set; }
[field: SerializeField] public bool IsTeamA { get; private set; }
[SerializeField] private int price;
void OnValidate()
{
Debug.Assert(Body != null);
Debug.Assert(Health != null);
Debug.Assert(Attack != null);
Debug.Assert(Move != null);
}
void Awake()
{
if (IsTeamA)
{
GlobalsVariable.AliveUnitsTeamA.Add(this);
}
else
{
GlobalsVariable.AliveUnitsTeamB.Add(this);
}
}
}

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 8a05c17988617d46a9233519a2dfbf3c
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,10 @@
using UnityEngine;
public abstract class AbstractUnit : MonoBehaviour
{
public float price;
[field: SerializeField] public bool IsTeamA { get; private set; }
public abstract bool Attack();
public abstract void TakeDamage(float damage);
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c34c1a29dc0657256b674f37fe8466d9

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@ -4,7 +4,7 @@ using UnityEngine;
using UnityEngine.Serialization;
using Random = UnityEngine.Random;
[RequireComponent(typeof(Unit))]
[RequireComponent(typeof(MinecraftUnit))]
public class AttackHandler : MonoBehaviour
{
[SerializeField] private float damage;
@ -14,11 +14,11 @@ public class AttackHandler : MonoBehaviour
[SerializeField] private float knockbackVerticalForce;
private float _timer;
private Unit _unit;
private MinecraftUnit _minecraftUnit;
void Awake()
{
_unit = GetComponent<Unit>();
_minecraftUnit = GetComponent<MinecraftUnit>();
}
void Start()
@ -46,16 +46,22 @@ public class AttackHandler : MonoBehaviour
{
if (!target.CompareTag("Unit")) continue;
// GetComponent is expensive in performance, optimize here if it's slow
Unit targetUnit = target.GetComponent<Unit>();
AbstractUnit targetUnit = target.GetComponent<AbstractUnit>();
// No friendly fire
if (targetUnit.IsTeamA == _unit.IsTeamA) continue;
if (targetUnit.IsTeamA == _minecraftUnit.IsTeamA) continue;
targetUnit.TakeDamage(damage);
targetUnit.Health.TakeDamage(damage);
Vector3 knockbackVector = knockbackHorizontalForce * (target.transform.position - transform.position).normalized
+ knockbackVerticalForce * Vector3.up;
targetUnit.StartCoroutine(targetUnit.Move.TakeImpulse(knockbackVector));
// Knockback logic specific to MinecraftUnit (can't force other team to do our weird impl)
if (targetUnit is MinecraftUnit)
{
MinecraftUnit minecraftTarget = (MinecraftUnit)targetUnit;
minecraftTarget.StartCoroutine(minecraftTarget.MovementHandler.TakeImpulse(knockbackVector));
}
}
_timer = cooldown + Random.Range(-cooldown*0.2f, cooldown*0.2f);
return true;

View file

@ -0,0 +1,10 @@
using System;
using System.Collections.Generic;
using UnityEngine;
public static class GlobalsVariable
{
public static List<MinecraftUnit> AliveUnitsTeamA = new List<MinecraftUnit>();
public static List<MinecraftUnit> AliveUnitsTeamB = new List<MinecraftUnit>();
}

View file

@ -1,17 +1,17 @@
using UnityEngine;
[RequireComponent(typeof(Unit))]
[RequireComponent(typeof(MinecraftUnit))]
public class HealthHandler : MonoBehaviour
{
[SerializeField] private float maxHealth;
[SerializeField] private float currentHealth;
[SerializeField] private float armor;
private Unit _unit;
private MinecraftUnit _minecraftUnit;
public void Awake()
{
_unit = GetComponent<Unit>();
_minecraftUnit = GetComponent<MinecraftUnit>();
}
public void TakeDamage(float damage)
@ -47,13 +47,13 @@ public class HealthHandler : MonoBehaviour
public void Death()
{
print("you dead");
if (_unit.IsTeamA)
if (_minecraftUnit.IsTeamA)
{
GlobalsVariable.AliveUnitsTeamA.Remove(_unit);
GlobalsVariable.AliveUnitsTeamA.Remove(_minecraftUnit);
}
else
{
GlobalsVariable.AliveUnitsTeamB.Remove(_unit);
GlobalsVariable.AliveUnitsTeamB.Remove(_minecraftUnit);
}
Destroy(gameObject);

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@ -0,0 +1,48 @@
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.AI;
[DisallowMultipleComponent]
[RequireComponent(typeof(Rigidbody))]
public class MinecraftUnit : AbstractUnit
{
[field: SerializeField] public Rigidbody Body { get; private set; }
[field: SerializeField] public HealthHandler HealthHandler { get; private set; }
[field: SerializeField] public AttackHandler AttackHandler { get; private set; }
[field: SerializeField] public MovementHandler MovementHandler { get; private set; }
void OnValidate()
{
Debug.Assert(Body != null);
Debug.Assert(HealthHandler != null);
Debug.Assert(AttackHandler != null);
Debug.Assert(MovementHandler != null);
}
void Awake()
{
if (IsTeamA)
{
GlobalsVariable.AliveUnitsTeamA.Add(this);
}
else
{
GlobalsVariable.AliveUnitsTeamB.Add(this);
}
}
// Abstract implementation for compatibility with other team
public override bool Attack()
{
return AttackHandler.Attack();
}
public override void TakeDamage(float damage)
{
HealthHandler.TakeDamage(damage);
}
}

View file

@ -6,7 +6,7 @@ using UnityEngine;
using UnityEngine.AI;
using UnityEngine.InputSystem.iOS;
[RequireComponent(typeof(Unit))]
[RequireComponent(typeof(MinecraftUnit))]
[RequireComponent(typeof(Rigidbody))]
public class MovementHandler : MonoBehaviour
{
@ -14,12 +14,12 @@ public class MovementHandler : MonoBehaviour
[SerializeField] private NavMeshAgent agent;
[SerializeField] private Transform defaultMoveTarget;
private Unit _unit;
private MinecraftUnit _minecraftUnit;
private Rigidbody _rigidbody;
void Awake()
{
_unit = GetComponent<Unit>();
_minecraftUnit = GetComponent<MinecraftUnit>();
_rigidbody = GetComponent<Rigidbody>();
}
@ -48,23 +48,23 @@ public class MovementHandler : MonoBehaviour
MoveTowards(FindNearestEnemy().transform.position);
}
Unit FindNearestEnemy()
MinecraftUnit FindNearestEnemy()
{
List<Unit> enemies = _unit.IsTeamA ? GlobalsVariable.AliveUnitsTeamB : GlobalsVariable.AliveUnitsTeamA;
List<MinecraftUnit> enemies = _minecraftUnit.IsTeamA ? GlobalsVariable.AliveUnitsTeamB : GlobalsVariable.AliveUnitsTeamA;
Unit closestUnit = null;
MinecraftUnit closestMinecraftUnit = null;
float closestDistance = float.MaxValue;
foreach (Unit enemy in enemies)
foreach (MinecraftUnit enemy in enemies)
{
float distanceToEnemy = (enemy.transform.position - transform.position).sqrMagnitude;
if (distanceToEnemy < closestDistance)
{
closestUnit = enemy;
closestMinecraftUnit = enemy;
closestDistance = distanceToEnemy;
}
}
return closestUnit;
return closestMinecraftUnit;
}
void Update()
@ -94,7 +94,7 @@ public class MovementHandler : MonoBehaviour
// Die if exited navMesh for to long
if (noSurfaceTime > 6.0f)
{
_unit.Health.Death();
_minecraftUnit.HealthHandler.Death();
yield break;
}