- desactivate navmesh temporarly when knockback (MovementHandler TakeImpulse) - Delete unit when HealthHandler Death called - Made 150 units fight (for performance test)
85 lines
2.6 KiB
C#
85 lines
2.6 KiB
C#
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(Unit))]
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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 Unit _unit;
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void Awake()
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{
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_unit = GetComponent<Unit>();
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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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Unit targetUnit = target.GetComponent<Unit>();
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// No friendly fire
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if (targetUnit.IsTeamA == _unit.IsTeamA) continue;
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targetUnit.Health.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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targetUnit.StartCoroutine(targetUnit.Move.TakeImpulse(knockbackVector));
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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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