- Modified the castle's infos so that it fires only 4 arrows per intervals instead of 5.
129 lines
3.2 KiB
C#
129 lines
3.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Projectile : MonoBehaviour
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{
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[SerializeField]
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private Detection _detectionLinked;
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[SerializeField]
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private bool straightProjectile = false;
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private float _time = 0f;
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private float _duration = 1f;
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[SerializeField]
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private float _angle = 10f; //Default
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[SerializeField]
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private float _speed = 2f; //Default
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private Vector2 _vectorStart;
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private Vector2 _vectorEnd;
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private int _damage;
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private float _enemySpeed;
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private Entity _target;
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private Rigidbody2D _rigidbodyProjectile;
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private float _initialX;
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private float _initialY;
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private float _destinationX;
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private float _speedTime = 0f;
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private float _initialXDistance;
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private void Start()
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{
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_rigidbodyProjectile = GetComponent<Rigidbody2D>();
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_initialX = transform.position.x;
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_initialY = transform.position.y;
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_destinationX = _vectorEnd.x - _initialX - _enemySpeed;
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_detectionLinked.gameObject.GetComponent<Detection>().EntityLinked = _target;
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_detectionLinked.gameObject.GetComponent<Detection>().ProjectileDamage = _damage;
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_initialXDistance = Mathf.Abs(_initialX - _destinationX);
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}
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private void Update()
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{
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if (straightProjectile)
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{
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transform.position = Vector2.Lerp(new Vector2(_initialX, _initialY),
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new Vector2(_vectorEnd.x, _vectorEnd.y), _time/_duration);
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//TODO: Implementer cette methode pour mieux faire fonctionner le projectile lorsque possible.
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//transform.LookAt(VectorEnd, Vector3.forward);
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_time += Time.deltaTime;
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if (transform.position.x >= _vectorEnd.x)
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{
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Destroy(this.gameObject);
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}
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return;
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}
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float x = _speedTime;
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float y = (_angle*-Mathf.Pow(x, 2) + _destinationX * x);
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transform.position = new Vector2(_initialX + x*_angle, _initialY + y);
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// Move projectile angle according to distance with target
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float lerpStep = (_destinationX - transform.position.x) / _initialXDistance;
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float angle = Mathf.Lerp(-100f, 45f, lerpStep);
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transform.eulerAngles = new Vector3(0, 0, angle);
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_speedTime += _speed * Time.deltaTime;
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if(y < 0) {
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Destroy(this.gameObject);
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}
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}
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//Getter and Setter
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public float EnemySpeed
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{
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get { return _enemySpeed; }
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set { _enemySpeed = value; }
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}
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public float Angle
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{
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get { return _angle; }
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set { _angle = value; }
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}
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public float Speed
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{
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get { return _speed; }
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set { _speed = value; }
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}
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public int Damage
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{
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get { return _damage; }
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set { _damage = value; }
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}
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public Vector2 VectorStart
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{
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get { return _vectorStart; }
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set { _vectorStart = value; }
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}
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public Vector2 VectorEnd
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{
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get { return _vectorEnd; }
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set { _vectorEnd = value; }
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}
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public Entity Target
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{
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get { return _target; }
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set { _target = value; }
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}
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}
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