added game scene and explosion particle system

This commit is contained in:
louishorlaville 2022-05-15 00:00:48 -04:00
parent b92a798be0
commit a20fa0000b
16 changed files with 33917 additions and 149 deletions

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Assets/Scenes/Game.unity Normal file

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@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 8bb2bf2697d291f4489c326d05527161
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -42,15 +42,11 @@ public class CannonScript : MonoBehaviour
if (Physics.Raycast(transform.position, lookDir, out hit, Mathf.Infinity)) if (Physics.Raycast(transform.position, lookDir, out hit, Mathf.Infinity))
{ {
Debug.DrawRay(transform.position, lookDir * hit.distance, Color.yellow);
GameObject hitObject = hit.collider.gameObject; GameObject hitObject = hit.collider.gameObject;
Debug.Log(hitObject.name);
if (hitObject.tag == "Enemy") if (hitObject.tag == "Enemy")
{ {
hitObject.GetComponent<Enemy>().IsShot(); hitObject.GetComponent<Enemy>().IsShot(hit.distance);
} }
} }
} }

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@ -4,12 +4,12 @@ using UnityEngine;
public class Enemy : MonoBehaviour public class Enemy : MonoBehaviour
{ {
public ParticleSystem explosion;
public ParticleSystem explosionDebris;
public Transform landingPoint; public Transform landingPoint;
public GameObject body;
public float flyingSpeed; public float flyingSpeed;
Vector3 launchDirection;
private void Update() private void Update()
{ {
//Debug.DrawRay(transform.position, launchDirection, Color.red); //Debug.DrawRay(transform.position, launchDirection, Color.red);
@ -18,7 +18,6 @@ public class Enemy : MonoBehaviour
{ {
this.landingPoint = landingPoint; this.landingPoint = landingPoint;
gameObject.transform.LookAt(landingPoint); gameObject.transform.LookAt(landingPoint);
GetLaunchDirection();
} }
@ -27,20 +26,27 @@ public class Enemy : MonoBehaviour
StartCoroutine("Launch", 0.01f); StartCoroutine("Launch", 0.01f);
} }
//TODO: find direction between spawn point and landing point
void GetLaunchDirection()
{
this.launchDirection = transform.position - landingPoint.position;
}
IEnumerator Launch() IEnumerator Launch()
{ {
yield return new WaitForSeconds(.1f); yield return new WaitForSeconds(.1f);
gameObject.GetComponent<Rigidbody>().velocity = gameObject.transform.forward * flyingSpeed; gameObject.GetComponent<Rigidbody>().velocity = gameObject.transform.forward * flyingSpeed;
} }
public void IsShot() public void IsShot(float distance)
{ {
float destroyDelay = Mathf.Sqrt(distance)/(500/5);
Debug.Log(distance+" : "+destroyDelay);
StartCoroutine(Destroy(destroyDelay));
}
private IEnumerator Destroy(float waitTime)
{
gameObject.GetComponent<Rigidbody>().velocity = gameObject.transform.forward * (flyingSpeed / 3);
yield return new WaitForSeconds(waitTime);
body.SetActive(false);
explosion.Emit(100);
explosionDebris.Emit(40);
yield return new WaitForSeconds(3f);
Destroy(gameObject); Destroy(gameObject);
} }
} }