- Fixed an issue where the castle arrow couldn't fire at enemies in an angle, and only straight forward;

- Modified the castle's infos so that it fires only 4 arrows per intervals instead of 5.
This commit is contained in:
MaximilienBlanchardBizien1 2025-01-05 16:33:16 -05:00
parent 503a8dedbc
commit e36d43d69a
5 changed files with 252 additions and 8 deletions

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@ -40,12 +40,10 @@ public class Castle : Building
//Attack Cooldown
if (AttackInterval < AttackSpeedWait)
{
//TODO: Probleme avec l'envoie de projectile sur un angle.
//Sur la meme fonctionne, mais doit corriger le projectile
//pour qu'il puisse etre envoye dans les lignes du bas et haut.
for(int i = 0; i < 5 && IsEnemyDetected; i++)
for(int i = 0; i < 4 && IsEnemyDetected; i++)
{
Invoke("ShootInterval", 0.1f);
Invoke("ShootInterval", 0.1f * i);
if(Enemy.Hp <= 0) IsEnemyDetected = false;
}

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@ -11,6 +11,9 @@ public class Projectile : MonoBehaviour
[SerializeField]
private bool straightProjectile = false;
private float _time = 0f;
private float _duration = 1f;
[SerializeField]
private float _angle = 10f; //Default
[SerializeField]
@ -48,8 +51,14 @@ public class Projectile : MonoBehaviour
{
if (straightProjectile)
{
transform.position = new Vector2(_initialX + _speedTime, _initialY);
_speedTime += _speed * Time.deltaTime;
transform.position = Vector2.Lerp(new Vector2(_initialX, _initialY),
new Vector2(_vectorEnd.x, _vectorEnd.y), _time/_duration);
//TODO: Implementer cette methode pour mieux faire fonctionner le projectile lorsque possible.
//transform.LookAt(VectorEnd, Vector3.forward);
_time += Time.deltaTime;
if (transform.position.x >= _vectorEnd.x)
{
Destroy(this.gameObject);