implemented desert heavy monster (#16)
Reviewed-on: #16 Reviewed-by: EliaGingras1 <william-gin1@hotmail.com> Co-authored-by: Adam Salah <adam-hamid.salah-salah.1@ens.etsmtl.ca> Co-committed-by: Adam Salah <adam-hamid.salah-salah.1@ens.etsmtl.ca>
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11
Assets/MultiEyedOpponentEye.cs
Normal file
11
Assets/MultiEyedOpponentEye.cs
Normal file
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class MultiEyedOpponentEye : MonoBehaviour
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{
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public void DestroyEye()
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{
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Destroy(gameObject);
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}
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}
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1771
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Normal file
File diff suppressed because it is too large
Load Diff
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92
Assets/Scripts/Opponent/MultiEyedOpponent.cs
Normal file
92
Assets/Scripts/Opponent/MultiEyedOpponent.cs
Normal file
@ -0,0 +1,92 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
public class MultiEyedOpponent : Opponent
|
||||
{
|
||||
[SerializeField]
|
||||
private float _eyeMaxDistance = 2.0f;
|
||||
[SerializeField]
|
||||
private float _eyeSpeed = 3.0f;
|
||||
[SerializeField]
|
||||
private GameObject[] _eyes;
|
||||
|
||||
private int _eyeLossHpInterval;
|
||||
private List<GameObject> _remainingEyes = new List<GameObject>();
|
||||
|
||||
// tuple: (eye instance, start position, distance to end of arc, point to stop mid arc, start angle, modulated speed)
|
||||
private List<(GameObject eye ,float startX, float distance, float destination, float angle, float speed)> _dyingEyes =
|
||||
new List<(GameObject eye, float startX, float distance, float destination, float angle, float speed)>();
|
||||
|
||||
public override void Start()
|
||||
{
|
||||
base.Start();
|
||||
|
||||
_remainingEyes.AddRange(_eyes);
|
||||
_eyeLossHpInterval = Hp / _eyes.Length;
|
||||
}
|
||||
|
||||
public override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
// Check if Hp threshold for eye loss is reached
|
||||
if (_remainingEyes.Count > Hp / _eyeLossHpInterval)
|
||||
{
|
||||
int i = Random.Range(0, _remainingEyes.Count);
|
||||
var removedEye = _remainingEyes[i];
|
||||
|
||||
var dyingEye = Instantiate(removedEye, transform);
|
||||
|
||||
// Render in front of units
|
||||
var renderer = dyingEye.GetComponent<SpriteRenderer>();
|
||||
renderer.sortingLayerName = "Unit";
|
||||
renderer.sortingOrder = 100;
|
||||
|
||||
// Setup launch params
|
||||
float startX = dyingEye.transform.position.x;
|
||||
float distance = Mathf.Sign(Random.Range(-1.0f, 1.0f)) * Random.Range(_eyeMaxDistance / 5, _eyeMaxDistance);
|
||||
float destination = Random.Range(distance / 2, distance);
|
||||
float angle = Random.Range(30.0f, 80.0f);
|
||||
float speed = Mathf.Sqrt(90 * 90 - angle * angle) / 90 * _eyeSpeed;
|
||||
_dyingEyes.Add((dyingEye, startX, distance, destination, angle, speed));
|
||||
|
||||
// Remove from remaining eyes
|
||||
_remainingEyes.RemoveAt(i);
|
||||
removedEye.SetActive(false);
|
||||
}
|
||||
|
||||
// Update dying eyes position
|
||||
foreach (var entry in _dyingEyes)
|
||||
{
|
||||
var eye = entry.eye;
|
||||
if (!eye) continue;
|
||||
|
||||
// Get tuple launch params
|
||||
float startX = entry.startX;
|
||||
float distance = entry.distance;
|
||||
float destination = entry.destination;
|
||||
float angle = entry.angle;
|
||||
float speed = entry.speed;
|
||||
|
||||
// Arc function
|
||||
float k = Mathf.Sign(distance) * Mathf.Tan(angle * Mathf.Deg2Rad);
|
||||
float a = -1.0f / distance;
|
||||
float x = (eye.transform.position.x - startX) + Mathf.Sign(distance) * speed * Time.deltaTime;
|
||||
float y = k * (a * x * x + x);
|
||||
|
||||
// Check if reached destination
|
||||
if (Mathf.Abs(x) > Mathf.Abs(destination))
|
||||
{
|
||||
eye.GetComponent<Animator>().SetTrigger("Destroy");
|
||||
continue;
|
||||
}
|
||||
|
||||
// Apply movement if not in destruction animation
|
||||
Vector2 newPos = new Vector2(startX + x, transform.position.y + y);
|
||||
eye.transform.position = newPos;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Opponent/MultiEyedOpponent.cs.meta
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11
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@ -58,4 +58,6 @@ public class ArcProjectile : TargetedProjectile
|
||||
Destroy(gameObject);
|
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}
|
||||
}
|
||||
|
||||
public float Angle { get => _angle; set => _angle = value; }
|
||||
}
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user