ProjetAMJV_CR/Assets/Scripts/UnitScripts/Attacks/Projectiles/AttackProjectile.cs
2025-01-28 04:11:53 +01:00

70 lines
2.9 KiB
C#

using UnityEngine;
public class AttackProjectile : AttackHandler
{
[SerializeField] private GameObject arrowPrefab;
[SerializeField] private float arrowBaseSpeed;
[SerializeField] private Transform spawnPos;
[SerializeField] private bool directShot;
public override bool Attack()
{
// If no target (target is dead an destroyed)
if (!_minecraftUnit.MovementHandler.TargetUnit)
{
if (_minecraftUnit.IsTeamA)
{
if (GlobalsVariable.AliveUnitsTeamB.Count == 0) return false;
}
else
{
if (GlobalsVariable.AliveUnitsTeamA.Count == 0) return false;
}
_minecraftUnit.MovementHandler.UpdateNearest();
}
float launchAngle = findLaunchAngle();
//print(launchAngle);
// If target not reachable
if (launchAngle < 0) return false;
GameObject arrow = Instantiate(arrowPrefab, spawnPos.position, spawnPos.rotation);
ProjectileHandler projectileHandler = arrow.GetComponent<ProjectileHandler>();
// In target <-> launcher + transform.up basis
Vector2 localLaunchVector = arrowBaseSpeed * new Vector2(Mathf.Cos(launchAngle), Mathf.Sin(launchAngle));
// Transform it in global basis
AbstractUnit targetUnit = _minecraftUnit.MovementHandler.TargetUnit;
Vector3 diffVector = Vector3.ProjectOnPlane(targetUnit.transform.position - spawnPos.position, Vector3.up);
Vector3 launchVectorNormalized = (localLaunchVector.x * diffVector.normalized + localLaunchVector.y * Vector3.up).normalized;
projectileHandler.LaunchProjectile(launchVectorNormalized * arrowBaseSpeed, _minecraftUnit.IsTeamA, _minecraftUnit);
return true;
}
private float findLaunchAngle()
{
// Source : https://en.wikipedia.org/wiki/Projectile_motion#Angle_%CE%B8_required_to_hit_coordinate_(x,_y)
AbstractUnit targetUnit = _minecraftUnit.MovementHandler.TargetUnit;
Vector3 diffVector = targetUnit.transform.position - spawnPos.position;
Vector3 projectOnPlane = Vector3.ProjectOnPlane(diffVector, Vector3.up);
float x = Vector3.ProjectOnPlane(projectOnPlane, Vector3.up).magnitude;
float y = diffVector.y;
float g = Physics.gravity.magnitude;
float v = arrowBaseSpeed;
float v_sqr = v * v;
//print("x : " + x);
float inside_sqrt_root = v_sqr*v_sqr - g*(g*x*x + 2*y*v_sqr);
if (inside_sqrt_root < 0.0f) return -1f; // Can't reach target
// directShot is the smallest angle, undirectShot shot is the biggest angle
float numerator = directShot ? v_sqr - Mathf.Sqrt(inside_sqrt_root) : v_sqr + Mathf.Sqrt(inside_sqrt_root);
float inside_arctan = numerator / (g * x);
return Mathf.Atan(inside_arctan);
}
}