AbstractUnit for cross team compatibility
+ New folder in Scripts
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18 changed files with 112 additions and 80 deletions
10
Assets/Scripts/UnitScripts/AbstractUnit.cs
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10
Assets/Scripts/UnitScripts/AbstractUnit.cs
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using UnityEngine;
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public abstract class AbstractUnit : MonoBehaviour
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{
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public float price;
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[field: SerializeField] public bool IsTeamA { get; private set; }
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public abstract bool Attack();
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public abstract void TakeDamage(float damage);
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}
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2
Assets/Scripts/UnitScripts/AbstractUnit.cs.meta
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2
Assets/Scripts/UnitScripts/AbstractUnit.cs.meta
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fileFormatVersion: 2
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guid: c34c1a29dc0657256b674f37fe8466d9
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91
Assets/Scripts/UnitScripts/AttackHandler.cs
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91
Assets/Scripts/UnitScripts/AttackHandler.cs
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Serialization;
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using Random = UnityEngine.Random;
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[RequireComponent(typeof(MinecraftUnit))]
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public class AttackHandler : MonoBehaviour
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{
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[SerializeField] private float damage;
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[SerializeField] private float cooldown;
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[SerializeField] private Collider attackShape;
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[SerializeField] private float knockbackHorizontalForce;
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[SerializeField] private float knockbackVerticalForce;
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private float _timer;
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private MinecraftUnit _minecraftUnit;
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void Awake()
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{
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_minecraftUnit = GetComponent<MinecraftUnit>();
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}
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void Start()
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{
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// Random to avoid too much synchronicity
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_timer = cooldown + Random.Range(-cooldown*0.2f, cooldown*0.2f);
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}
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void Update()
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{
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_timer = _timer - Time.deltaTime;
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Attack();
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}
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/// <summary>
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/// Launch an Attack, and return true if it's possible to attack
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/// see what Units are in the attackShape, apply damage and knockback to those unit if they're ennemies
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/// </summary>
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public bool Attack()
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{
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if (_timer > 0) return false;
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Collider[] targets = DetectTargets();
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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 friendly fire
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if (targetUnit.IsTeamA == _minecraftUnit.IsTeamA) continue;
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targetUnit.TakeDamage(damage);
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Vector3 knockbackVector = knockbackHorizontalForce * (target.transform.position - transform.position).normalized
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+ knockbackVerticalForce * Vector3.up;
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// Knockback logic specific to MinecraftUnit (can't force other team to do our weird impl)
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if (targetUnit is MinecraftUnit)
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{
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MinecraftUnit minecraftTarget = (MinecraftUnit)targetUnit;
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minecraftTarget.StartCoroutine(minecraftTarget.MovementHandler.TakeImpulse(knockbackVector));
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}
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}
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_timer = cooldown + Random.Range(-cooldown*0.2f, cooldown*0.2f);
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return true;
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}
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private Collider[] DetectTargets()
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{
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Collider[] hitColliders;
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switch (attackShape)
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{
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case SphereCollider sphere:
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hitColliders = Physics.OverlapSphere(sphere.transform.position, sphere.radius, sphere.includeLayers);
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break;
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case BoxCollider box:
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hitColliders = Physics.OverlapBox(box.bounds.center, box.bounds.extents, box.transform.rotation, box.includeLayers);
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break;
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default:
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throw new ArgumentException("Only sphere or box are supported");
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}
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return hitColliders;
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}
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}
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2
Assets/Scripts/UnitScripts/AttackHandler.cs.meta
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2
Assets/Scripts/UnitScripts/AttackHandler.cs.meta
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fileFormatVersion: 2
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guid: eb03fb8c097f016f09d345ce200c3f41
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29
Assets/Scripts/UnitScripts/CameraMouvement.cs
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29
Assets/Scripts/UnitScripts/CameraMouvement.cs
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class CameraMouvement : MonoBehaviour
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{
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[SerializeField] private float moveSpeed = 5f;
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private Vector2 _moveInput;
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public void HandleCameraMovement(InputAction.CallbackContext context)
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{
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_moveInput = Vector2.zero;
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if (context.phase == InputActionPhase.Performed)
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{
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_moveInput = context.ReadValue<Vector2>();
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}
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}
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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var mouvement = moveSpeed * Time.deltaTime * (new Vector3(_moveInput.y, 0, -_moveInput.x));
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transform.Translate(mouvement, Space.World);
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}
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}
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2
Assets/Scripts/UnitScripts/CameraMouvement.cs.meta
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2
Assets/Scripts/UnitScripts/CameraMouvement.cs.meta
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fileFormatVersion: 2
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guid: 9c8ad113b549ec9a0ac0bedf3875c19e
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10
Assets/Scripts/UnitScripts/GlobalsVariable.cs
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Assets/Scripts/UnitScripts/GlobalsVariable.cs
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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public static class GlobalsVariable
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{
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public static List<MinecraftUnit> AliveUnitsTeamA = new List<MinecraftUnit>();
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public static List<MinecraftUnit> AliveUnitsTeamB = new List<MinecraftUnit>();
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}
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2
Assets/Scripts/UnitScripts/GlobalsVariable.cs.meta
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2
Assets/Scripts/UnitScripts/GlobalsVariable.cs.meta
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fileFormatVersion: 2
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guid: aff398f48f2c36187b8027e20ad9dc16
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62
Assets/Scripts/UnitScripts/HealthHandler.cs
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62
Assets/Scripts/UnitScripts/HealthHandler.cs
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using UnityEngine;
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[RequireComponent(typeof(MinecraftUnit))]
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public class HealthHandler : MonoBehaviour
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{
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[SerializeField] private float maxHealth;
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[SerializeField] private float currentHealth;
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[SerializeField] private float armor;
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private MinecraftUnit _minecraftUnit;
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public void Awake()
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{
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_minecraftUnit = GetComponent<MinecraftUnit>();
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}
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public void TakeDamage(float damage)
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{
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Debug.Assert(damage >= 0, "Damage cannot be negative, use Heal if you want to heal");
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currentHealth -= Mathf.Max(0, damage-armor);
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if (currentHealth <= 0) Death();
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}
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public void Heal(float value)
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{
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Debug.Assert(value >= 0, "value can't be less than zero");
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currentHealth = Mathf.Min(currentHealth + value, maxHealth);
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}
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public float GetArmor()
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{
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return armor;
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}
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public void EquipArmor(float armorBoost)
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{
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Debug.Assert(armorBoost >= 0, "armorBoost can't be less than zero, use UnEquipArmor instead");
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armor += armorBoost;
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}
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public void UnEquipArmor(float armorBoost)
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{
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Debug.Assert(armorBoost >= 0, "armorBoost can't be less than zero, use EquipArmor instead");
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armor -= armorBoost;
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}
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public void Death()
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{
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print("you dead");
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if (_minecraftUnit.IsTeamA)
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{
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GlobalsVariable.AliveUnitsTeamA.Remove(_minecraftUnit);
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}
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else
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{
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GlobalsVariable.AliveUnitsTeamB.Remove(_minecraftUnit);
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}
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Destroy(gameObject);
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}
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}
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2
Assets/Scripts/UnitScripts/HealthHandler.cs.meta
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2
Assets/Scripts/UnitScripts/HealthHandler.cs.meta
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fileFormatVersion: 2
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guid: 8511709ac7cfc1d05bee202fa8b8b095
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48
Assets/Scripts/UnitScripts/MinecraftUnit.cs
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48
Assets/Scripts/UnitScripts/MinecraftUnit.cs
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.AI;
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[DisallowMultipleComponent]
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[RequireComponent(typeof(Rigidbody))]
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public class MinecraftUnit : AbstractUnit
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{
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[field: SerializeField] public Rigidbody Body { get; private set; }
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[field: SerializeField] public HealthHandler HealthHandler { get; private set; }
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[field: SerializeField] public AttackHandler AttackHandler { get; private set; }
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[field: SerializeField] public MovementHandler MovementHandler { get; private set; }
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void OnValidate()
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{
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Debug.Assert(Body != null);
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Debug.Assert(HealthHandler != null);
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Debug.Assert(AttackHandler != null);
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Debug.Assert(MovementHandler != null);
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}
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void Awake()
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{
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if (IsTeamA)
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{
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GlobalsVariable.AliveUnitsTeamA.Add(this);
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}
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else
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{
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GlobalsVariable.AliveUnitsTeamB.Add(this);
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}
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}
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// Abstract implementation for compatibility with other team
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public override bool Attack()
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{
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return AttackHandler.Attack();
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}
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public override void TakeDamage(float damage)
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{
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HealthHandler.TakeDamage(damage);
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}
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}
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2
Assets/Scripts/UnitScripts/MinecraftUnit.cs.meta
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2
Assets/Scripts/UnitScripts/MinecraftUnit.cs.meta
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fileFormatVersion: 2
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guid: 9815bed5dc151c8c6a271899ed1b7c4f
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104
Assets/Scripts/UnitScripts/MovementHandler.cs
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Assets/Scripts/UnitScripts/MovementHandler.cs
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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(MinecraftUnit))]
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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 MinecraftUnit _minecraftUnit;
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private Rigidbody _rigidbody;
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void Awake()
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{
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_minecraftUnit = GetComponent<MinecraftUnit>();
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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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MinecraftUnit FindNearestEnemy()
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{
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List<MinecraftUnit> enemies = _minecraftUnit.IsTeamA ? GlobalsVariable.AliveUnitsTeamB : GlobalsVariable.AliveUnitsTeamA;
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MinecraftUnit closestMinecraftUnit = null;
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float closestDistance = float.MaxValue;
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foreach (MinecraftUnit 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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closestMinecraftUnit = enemy;
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closestDistance = distanceToEnemy;
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}
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}
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return closestMinecraftUnit;
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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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_minecraftUnit.HealthHandler.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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2
Assets/Scripts/UnitScripts/MovementHandler.cs.meta
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2
Assets/Scripts/UnitScripts/MovementHandler.cs.meta
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fileFormatVersion: 2
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guid: aa245c9f3dff7f6b9888b009a1023628
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