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