Pull request #4: Dev/Entities attacks

Merge in CGD/gather-and-defend from dev/Entities-attacks to main

* commit '7d225ccbd0149e6c7128d8dc924fb4487937fb64':
  v3
  v2
  no message
  v1 attack ally and enemy
This commit is contained in:
Baptiste Girard 2023-05-20 02:34:57 +00:00
commit bc57e9595d
27 changed files with 2548 additions and 2 deletions

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8
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Ally : Entity
{
void Update() {
if(IsEnemyDetected) {
AttackEnemy();
}
}
void AttackEnemy() {
//Attack Cooldown
if(AttackSpeed < AttackSpeedWait) {
Enemy.Hp-=AttackDamage;
Debug.Log("Opponent Hp = " + Enemy.Hp);
//Kill if no hp
if(Enemy.Hp <= 0) {
Destroy(Enemy);
}
AttackSpeedWait = 0f;
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AttackSpeedWait += Time.deltaTime;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Archer : Ally
{
[SerializeField]
private GameObject _arrow;
private Rigidbody2D _rigidbodyAlly;
private Rigidbody2D _rigidbodyOpponent;
void Start() {
_rigidbodyAlly = GetComponent<Rigidbody2D>();
}
void Update() {
if(IsEnemyDetected) {
_rigidbodyOpponent = Enemy.GetComponent<Rigidbody2D>();
AttackEnemy();
}
}
void AttackEnemy() {
//Attack Cooldown
if(AttackSpeed < AttackSpeedWait) {
GameObject _newArrow = Instantiate(_arrow, _rigidbodyAlly.position, Quaternion.identity);
//Warning : the Speed of the arrow is equal to the speed of this unit, if this unit need to move, use an other variable !
_newArrow.GetComponent<Projectile>().Damage = AttackDamage;
_newArrow.GetComponent<Projectile>().EnemySpeed = Enemy.Speed;
_newArrow.GetComponent<Projectile>().VectorStart = _rigidbodyAlly.position;
_newArrow.GetComponent<Projectile>().VectorEnd = _rigidbodyOpponent.position;
_newArrow.GetComponent<Projectile>().Target = Enemy;
AttackSpeedWait = 0f;
}
AttackSpeedWait += Time.deltaTime;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Detection : MonoBehaviour
{
[SerializeField]
private Entity _entityLinked;
//If it's a projectile damage > 0
private int _projectileDamage = 0;
void OnTriggerEnter2D(Collider2D other)
{
//Projectiles detection + damage deal
if(_projectileDamage > 0 && other.gameObject.GetComponent<Entity>() == _entityLinked) {
other.gameObject.GetComponent<Entity>().Hp -= _projectileDamage;
//Kill if no hp
if(other.gameObject.GetComponent<Entity>().Hp <= 0) {
Destroy(other.gameObject);
}
}
}
void OnTriggerStay2D(Collider2D other) {
if(_entityLinked.Enemy == null) {
//Detect the enemy and inform the Ally
if (other.gameObject.tag == "Opponent" && _entityLinked is Ally) {
_entityLinked.IsEnemyDetected = true;
_entityLinked.Enemy = other.gameObject.GetComponent<Entity>();
}
//Detect the enemy and inform the Opponent
if (other.gameObject.tag == "Ally" && _entityLinked is Opponent) {
_entityLinked.IsEnemyDetected = true;
_entityLinked.Enemy = other.gameObject.GetComponent<Entity>();
}
}
}
void OnTriggerExit2D(Collider2D other)
{
if(_projectileDamage == 0) {
if ((other.gameObject.tag == "Opponent" && _entityLinked is Ally) || (other.gameObject.tag == "Ally" && _entityLinked is Opponent)) {
_entityLinked.IsEnemyDetected = false;
}
}
}
//Getter and Setter
public Entity EntityLinked
{
get { return _entityLinked; }
set { _entityLinked = value; }
}
public int ProjectileDamage
{
get { return _projectileDamage; }
set { _projectileDamage = value; }
}
}

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78
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Entity : MonoBehaviour
{
//Attribut
[SerializeField]
private int _hp;
[SerializeField]
private float _speed;
[SerializeField]
private int _attack_damage;
[SerializeField]
private float _attack_speed;
private float _attack_speed_wait = 0f;
//Enemy Spotted
private bool _isEnemyDetected = false;
private Entity _enemy;
//GETTERS AND SETTERS
public int Hp
{
get { return _hp; }
set { _hp = value; }
}
public float Speed
{
get { return _speed; }
set { _speed = value; }
}
public int AttackDamage
{
get { return _attack_damage; }
set { _attack_damage = value; }
}
public float AttackSpeed
{
get { return _attack_speed; }
set { _attack_speed = value; }
}
public float AttackSpeedWait
{
get { return _attack_speed_wait; }
set { _attack_speed_wait = value; }
}
public bool IsEnemyDetected
{
get { return _isEnemyDetected; }
set { _isEnemyDetected = value; }
}
public Entity Enemy
{
get { return _enemy; }
set { _enemy = value; }
}
/*
void Start()
{
}
void Update()
{
}*/
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Opponent : Entity
{
private Vector2 _movementVector = Vector2.zero;
private Rigidbody2D _rigidbody;
void Start()
{
_rigidbody = GetComponent<Rigidbody2D>();
}
void Update() {
_movementVector.x = -Time.deltaTime * Speed;
_movementVector.Normalize();
_rigidbody.velocity = _movementVector * Speed;
if(IsEnemyDetected) {
AttackEnemy();
}
}
void AttackEnemy() {
//Attack Cooldown
if(AttackSpeed < AttackSpeedWait) {
Enemy.Hp-=AttackDamage;
Debug.Log("Ally Hp = " + Enemy.Hp);
//Kill if no hp
if(Enemy.Hp <= 0) {
Destroy(Enemy);
}
AttackSpeedWait = 0f;
}
AttackSpeedWait += Time.deltaTime;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Projectile : MonoBehaviour
{
[SerializeField]
private Detection _detectionLinked;
[SerializeField]
private float _angle = 10f; //Default
[SerializeField]
private float _speed = 2f; //Default
private Vector2 _vectorStart;
private Vector2 _vectorEnd;
private int _damage;
private float _enemySpeed;
private Entity _target;
private Rigidbody2D _rigidbodyProjectile;
private float _initialX;
private float _initialY;
private float _destinationX;
private float _speedTime = 0f;
void Start() {
_rigidbodyProjectile = GetComponent<Rigidbody2D>();
_initialX = transform.position.x;
_initialY = transform.position.y;
_destinationX = _vectorEnd.x - _initialX - _enemySpeed;
_detectionLinked.gameObject.GetComponent<Detection>().EntityLinked = _target;
_detectionLinked.gameObject.GetComponent<Detection>().ProjectileDamage = _damage;
}
// Update is called once per frame
void Update()
{
float x = _speedTime;
float y = (_angle*-Mathf.Pow(x, 2) + _destinationX * x);
transform.position = new Vector2(_initialX + x*_angle, _initialY + y);
_speedTime += _speed * Time.deltaTime;
if(y < 0) {
Destroy(this.gameObject);
}
}
//Getter and Setter
public float EnemySpeed
{
get { return _enemySpeed; }
set { _enemySpeed = value; }
}
public float Angle
{
get { return _angle; }
set { _angle = value; }
}
public float Speed
{
get { return _speed; }
set { _speed = value; }
}
public int Damage
{
get { return _damage; }
set { _damage = value; }
}
public Vector2 VectorStart
{
get { return _vectorStart; }
set { _vectorStart = value; }
}
public Vector2 VectorEnd
{
get { return _vectorEnd; }
set { _vectorEnd = value; }
}
public Entity Target
{
get { return _target; }
set { _target = value; }
}
}

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