AbstractUnit for cross team compatibility
+ New folder in Scripts
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18 changed files with 112 additions and 80 deletions
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor.ProjectWindowCallback;
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using UnityEngine;
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using UnityEngine.AI;
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using UnityEngine.InputSystem.iOS;
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[RequireComponent(typeof(Unit))]
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[RequireComponent(typeof(Rigidbody))]
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public class MovementHandler : MonoBehaviour
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{
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[SerializeField] private float speed;
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[SerializeField] private NavMeshAgent agent;
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[SerializeField] private Transform defaultMoveTarget;
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private Unit _unit;
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private Rigidbody _rigidbody;
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void Awake()
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{
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_unit = GetComponent<Unit>();
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_rigidbody = GetComponent<Rigidbody>();
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}
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public void ChangeSpeed(float newSpeed)
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{
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speed = newSpeed;
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}
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public void StopMoving()
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{
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agent.speed = 0;
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}
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public void ResumeMoving()
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{
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agent.speed = speed;
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}
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public void MoveTowards(Vector3 destination)
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{
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if (agent.enabled) agent.SetDestination(destination);
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}
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public void MoveTowardsNearest()
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{
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MoveTowards(FindNearestEnemy().transform.position);
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}
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Unit FindNearestEnemy()
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{
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List<Unit> enemies = _unit.IsTeamA ? GlobalsVariable.AliveUnitsTeamB : GlobalsVariable.AliveUnitsTeamA;
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Unit closestUnit = null;
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float closestDistance = float.MaxValue;
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foreach (Unit enemy in enemies)
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{
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float distanceToEnemy = (enemy.transform.position - transform.position).sqrMagnitude;
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if (distanceToEnemy < closestDistance)
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{
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closestUnit = enemy;
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closestDistance = distanceToEnemy;
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}
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}
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return closestUnit;
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}
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void Update()
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{
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if (Input.GetKeyDown(KeyCode.Space))
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{
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//MoveTowards(defaultMoveTarget.position);
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MoveTowardsNearest();
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}
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}
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public IEnumerator TakeImpulse(Vector3 impulse)
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{
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// Unity navmesh, can't handle physics (it rewrite velocity). So we deactivate it when applying force.
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agent.enabled = false;
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_rigidbody.AddForce(impulse, ForceMode.Impulse);
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yield return new WaitForSeconds(0.5f);
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float noSurfaceTime = 0.0f;
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// Make sure to be on the navmesh surface before reactivating agent
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while (_rigidbody != null && !NavMesh.SamplePosition(_rigidbody.position, out _, 1.0f, NavMesh.AllAreas))
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{
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yield return new WaitForSeconds(0.5f);
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noSurfaceTime += 0.5f;
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// Die if exited navMesh for to long
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if (noSurfaceTime > 6.0f)
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{
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_unit.Health.Death();
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yield break;
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}
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}
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if (agent != null) agent.enabled = true;
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}
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}
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