Merge branch 'main' into Soulaha

This commit is contained in:
Soulaha Balde 2022-05-14 14:25:01 -04:00
commit f1b528f235
60 changed files with 10810 additions and 706 deletions

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@ -33,6 +33,20 @@ public class CannonScript : MonoBehaviour
proj.GetComponent<Projectile>().SetDamage(damage); proj.GetComponent<Projectile>().SetDamage(damage);
proj.GetComponent<Rigidbody>().AddForce(cannonForce * lookDir, ForceMode.Impulse); proj.GetComponent<Rigidbody>().AddForce(cannonForce * lookDir, ForceMode.Impulse);
fireTimer = 0; 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){ }else if(fireTimer < fireRate){
fireTimer += Time.deltaTime; fireTimer += Time.deltaTime;

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@ -4,26 +4,42 @@ using UnityEngine;
public class Enemy : MonoBehaviour public class Enemy : MonoBehaviour
{ {
// Start is called before the first frame update public Transform landingPoint;
void Start() public float flyingSpeed;
{
Vector3 launchDirection;
private void Update()
{
//Debug.DrawRay(transform.position, launchDirection, Color.red);
} }
public void SetLandingPoint(Transform landingPoint)
// Update is called once per frame
void Update()
{ {
this.landingPoint = landingPoint;
gameObject.transform.LookAt(landingPoint);
GetLaunchDirection();
} }
void SpawnFinished() void SpawnFinished()
{ {
Debug.Log("launch"); Launch();
} }
//TODO: find direction between spawn point and landing point //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);
} }
} }

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@ -6,6 +6,7 @@ public class SpawnManager : MonoBehaviour
{ {
public GameObject[] spawningEnemies; public GameObject[] spawningEnemies;
public Transform[] spawnPoints; public Transform[] spawnPoints;
public GameObject[] landingPoints;
public bool running = true; public bool running = true;
float elapsedTime; float elapsedTime;
@ -27,8 +28,8 @@ public class SpawnManager : MonoBehaviour
{ {
while (running) 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 //TODO: replace 2f by function depending on elapsed time, decreasing waiting time over time
yield return new WaitForSeconds(2f); yield return new WaitForSeconds(2f);
} }
@ -41,6 +42,12 @@ public class SpawnManager : MonoBehaviour
return spawningEnemies[index]; return spawningEnemies[index];
} }
GameObject GetRandomLandingPoint()
{
int index = Random.Range(0, landingPoints.Length);
return landingPoints[index];
}
/** /**
* Get a random spawn point in array. * Get a random spawn point in array.
* You can't get the same spawn point twice * You can't get the same spawn point twice

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@ -3,7 +3,8 @@
--- !u!78 &1 --- !u!78 &1
TagManager: TagManager:
serializedVersion: 2 serializedVersion: 2
tags: [] tags:
- Enemy
layers: layers:
- Default - Default
- TransparentFX - TransparentFX