- Improved the capture functionnality for Squad objects

-> see : http://http://unitydojo.blogspot.ca/2014/03/how-to-use-lerp-in-unity-like-boss.html
- Created ZombieSquad prefab
- Created VampireSquad prefab
This commit is contained in:
Samuel 2015-08-15 11:34:56 -04:00
parent 7342d75101
commit 702f323edc
15 changed files with 4656 additions and 69 deletions

1459
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@ -90,7 +90,7 @@ public class CharacterBehavior : MonoBehaviour
void FixedUpdate() void FixedUpdate()
{ {
PlayRunAnimation(true); //PlayRunAnimation(true);
//PlayRunAnimation(false); //PlayRunAnimation(false);
//PlayAttackAnimation(true); //PlayAttackAnimation(true);
//PlayAttackAnimation(false); //PlayAttackAnimation(false);

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@ -224,9 +224,10 @@ public class Squad : Unit
// make the human a child of the squad game object // make the human a child of the squad game object
//Debug.Log(String.Format("Human parent before colision :{0}", unit.transform.name)); //Debug.Log(String.Format("Human parent before colision :{0}", unit.transform.name));
unit.IsCaptured = true; unit.IsCaptured = true;
unit.transform.parent = this.transform; //unit.transform.parent = this.transform;
unit.transform.gameObject.GetComponent<Rigidbody>().useGravity = false; unit.TargetDestination = this.transform;
unit.transform.localPosition = new Vector3(0, 0, 0); //unit.transform.gameObject.GetComponent<Rigidbody>().useGravity = false;
//unit.transform.localPosition = new Vector3(0, 0, 0);
//Debug.Log(String.Format("Human parent before colision :{0}", unit.transform.parent.name)); //Debug.Log(String.Format("Human parent before colision :{0}", unit.transform.parent.name));
AddHuman(unit); AddHuman(unit);
Debug.Log(string.Format("{0} joined the squad of : {1} ", unit.gameObject.name, transform.gameObject.name)); Debug.Log(string.Format("{0} joined the squad of : {1} ", unit.gameObject.name, transform.gameObject.name));

View File

@ -9,7 +9,10 @@ public class Unit : MonoBehaviour
private LinkedList<Command> commandList; private LinkedList<Command> commandList;
public int defaultHp = 250; public int defaultHp = 250;
public int defaultAttack = 100; public int defaultAttack = 100;
public float LerpSpeed = 1;
public int destinationGap = 5;
private int _hp; // the unit hp private int _hp; // the unit hp
private CharacterBehavior _character;
// Use this for initialization // Use this for initialization
void Start () void Start ()
{ {
@ -20,6 +23,23 @@ public class Unit : MonoBehaviour
Tag = TagLayerManager.Human; Tag = TagLayerManager.Human;
Layer = TagLayerManager.HumanLayerIndex; Layer = TagLayerManager.HumanLayerIndex;
IsDead = false; IsDead = false;
_character = GetComponent<CharacterBehavior>();
}
void Update()
{
if (IsCaptured)
{
var gapVector = new Vector3(TargetDestination.position.x + destinationGap, TargetDestination.position.y,TargetDestination.position.z + destinationGap);
// TODO improve the translation position so that every unit captured are around the squad leader and not at only one position.
transform.position = Vector3.Lerp(transform.position, gapVector, LerpSpeed * 3.0f * Time.deltaTime);
//See more at: http://unitydojo.blogspot.ca/2014/03/how-to-use-lerp-in-unity-like-boss.html#sthash.ueWlstRk.dpuf*/
_character.PlayCaptureAnimation(IsCaptured);
}
else
{
_character.PlayCaptureAnimation(IsCaptured);
}
} }
/// <summary> /// <summary>
@ -73,6 +93,8 @@ public class Unit : MonoBehaviour
public int Attack { get; set; } public int Attack { get; set; }
public bool IsDead { get; set; } public bool IsDead { get; set; }
public Transform TargetDestination { get; set; }
public string Tag public string Tag
{ {
get { return this.gameObject.tag; } get { return this.gameObject.tag; }

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