Merge branch 'main' into Soulaha
This commit is contained in:
commit
f1b528f235
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@ -585,7 +621,7 @@ SphereCollider:
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m_GameObject: {fileID: 191659641}
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@ -1036,6 +1072,7 @@ Transform:
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@ -1491,7 +1528,7 @@ Transform:
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m_GameObject: {fileID: 447549474}
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m_LocalScale: {x: 1, y: 1, z: 1}
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@ -1619,7 +1656,7 @@ Transform:
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m_GameObject: {fileID: 602984927}
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m_LocalScale: {x: 1, y: 1, z: 1}
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@ -2632,6 +2669,11 @@ MonoBehaviour:
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- {fileID: 94954471}
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landingPoints:
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- {fileID: 1306778292}
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- {fileID: 2013288063}
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- {fileID: 1967297243}
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running: 1
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--- !u!4 &762845826
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Transform:
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@ -2646,7 +2688,7 @@ Transform:
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m_Father: {fileID: 305053892}
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GameObject:
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@ -3343,6 +3385,37 @@ MeshFilter:
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m_GameObject: {fileID: 857932413}
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--- !u!1 &875235763
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GameObject:
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m_ObjectHideFlags: 0
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@ -3464,7 +3537,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 897874172}
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@ -4442,6 +4515,37 @@ MeshFilter:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1254600598}
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m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
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--- !u!1 &1306778292
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--- !u!4 &1306778293
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--- !u!1 &1308208628
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GameObject:
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@ -4854,7 +4958,7 @@ Transform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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@ -6624,6 +6728,37 @@ MeshFilter:
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--- !u!1 &1967297243
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5807
Assets/Scenes/testing_spawn_2.unity
Normal file
5807
Assets/Scenes/testing_spawn_2.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Scenes/testing_spawn_2.unity.meta
Normal file
7
Assets/Scenes/testing_spawn_2.unity.meta
Normal file
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 6aa312736c0e4ee4487a42075456bf0b
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -33,6 +33,20 @@ public class CannonScript : MonoBehaviour
|
||||
proj.GetComponent<Projectile>().SetDamage(damage);
|
||||
proj.GetComponent<Rigidbody>().AddForce(cannonForce * lookDir, ForceMode.Impulse);
|
||||
fireTimer = 0;
|
||||
|
||||
RaycastHit hit;
|
||||
|
||||
if (Physics.Raycast(transform.position, lookDir, out hit, Mathf.Infinity))
|
||||
{
|
||||
Debug.DrawRay(transform.position, lookDir * hit.distance, Color.yellow);
|
||||
|
||||
GameObject hitObject = hit.collider.gameObject;
|
||||
|
||||
if (hitObject.tag == "Enemy")
|
||||
{
|
||||
hitObject.GetComponent<Enemy>().IsShot();
|
||||
}
|
||||
}
|
||||
}
|
||||
}else if(fireTimer < fireRate){
|
||||
fireTimer += Time.deltaTime;
|
||||
|
||||
@ -4,26 +4,42 @@ using UnityEngine;
|
||||
|
||||
public class Enemy : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
public Transform landingPoint;
|
||||
public float flyingSpeed;
|
||||
|
||||
Vector3 launchDirection;
|
||||
|
||||
|
||||
private void Update()
|
||||
{
|
||||
//Debug.DrawRay(transform.position, launchDirection, Color.red);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
public void SetLandingPoint(Transform landingPoint)
|
||||
{
|
||||
|
||||
this.landingPoint = landingPoint;
|
||||
gameObject.transform.LookAt(landingPoint);
|
||||
GetLaunchDirection();
|
||||
|
||||
}
|
||||
|
||||
void SpawnFinished()
|
||||
{
|
||||
Debug.Log("launch");
|
||||
Launch();
|
||||
}
|
||||
|
||||
//TODO: find direction between spawn point and landing point
|
||||
Vector3 GetLaunchDirection()
|
||||
void GetLaunchDirection()
|
||||
{
|
||||
return new Vector3(0,0,0);
|
||||
this.launchDirection = transform.position - landingPoint.position;
|
||||
}
|
||||
|
||||
void Launch()
|
||||
{
|
||||
gameObject.GetComponent<Rigidbody>().velocity = gameObject.transform.forward * flyingSpeed;
|
||||
}
|
||||
|
||||
public void IsShot()
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
@ -6,6 +6,7 @@ public class SpawnManager : MonoBehaviour
|
||||
{
|
||||
public GameObject[] spawningEnemies;
|
||||
public Transform[] spawnPoints;
|
||||
public GameObject[] landingPoints;
|
||||
public bool running = true;
|
||||
|
||||
float elapsedTime;
|
||||
@ -27,8 +28,8 @@ public class SpawnManager : MonoBehaviour
|
||||
{
|
||||
while (running)
|
||||
{
|
||||
Instantiate(GetRandomEnemy(), GetRandomSpawn().transform.position, Quaternion.identity);
|
||||
|
||||
GameObject spawned = Instantiate(GetRandomEnemy(), GetRandomSpawn().transform.position, Quaternion.identity);
|
||||
spawned.GetComponent<Enemy>().SetLandingPoint(GetRandomLandingPoint().transform);
|
||||
//TODO: replace 2f by function depending on elapsed time, decreasing waiting time over time
|
||||
yield return new WaitForSeconds(2f);
|
||||
}
|
||||
@ -41,6 +42,12 @@ public class SpawnManager : MonoBehaviour
|
||||
return spawningEnemies[index];
|
||||
}
|
||||
|
||||
GameObject GetRandomLandingPoint()
|
||||
{
|
||||
int index = Random.Range(0, landingPoints.Length);
|
||||
return landingPoints[index];
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a random spawn point in array.
|
||||
* You can't get the same spawn point twice
|
||||
|
||||
@ -3,7 +3,8 @@
|
||||
--- !u!78 &1
|
||||
TagManager:
|
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serializedVersion: 2
|
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tags: []
|
||||
tags:
|
||||
- Enemy
|
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layers:
|
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- Default
|
||||
- TransparentFX
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user