92 lines
3 KiB
C#
92 lines
3 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(MinecraftUnit))]
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public class AttackHandler : MonoBehaviour
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{
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[SerializeField] protected float damage;
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[SerializeField] protected float cooldown;
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[SerializeField] protected Collider attackShape;
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[SerializeField] protected float knockbackHorizontalForce;
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[SerializeField] protected float knockbackVerticalForce;
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protected 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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InvokeRepeating(nameof(Attack), Random.Range(-cooldown*0.2f, cooldown*0.2f), cooldown);
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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 virtual bool Attack()
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{
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Collider[] targets = DetectTargets();
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bool hasHit = false;
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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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_minecraftUnit.Capacity.AddMana(damage);
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hasHit = true;
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Vector3 knockbackVector = knockbackHorizontalForce * (target.transform.position - transform.position).normalized
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+ knockbackVerticalForce * Vector3.up;
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// logic specific if targetUnit is Unit
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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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// Attack animation
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if (_minecraftUnit.Animator && hasHit)
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{
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_minecraftUnit.Animator.SetTrigger("Attack");
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}
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return hasHit;
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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(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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