MaximilienBlanchardBizien1 d454865a24 Updated Straight Projectile Workings
Updated the function that changes the angle of the straigth projectile to work better the closer the enemy is to the shooter.

There is some more fixes to be done, as those close angles are too vertical.
2025-03-22 16:35:44 -04:00

162 lines
4.3 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Projectile : MonoBehaviour
{
[SerializeField]
private Detection _detectionLinked;
[SerializeField]
private bool straightProjectile = false;
private float _time = 0f;
private float _duration = 1f;
[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 _destinationY;
private float _speedTime = 0f;
private float _initialXDistance;
private float _initialYDistance;
private void Start()
{
_rigidbodyProjectile = GetComponent<Rigidbody2D>();
_initialX = transform.position.x;
_initialY = transform.position.y;
_destinationX = _vectorEnd.x - _initialX - _enemySpeed;
_destinationY = _vectorEnd.y - _initialY;
_detectionLinked.gameObject.GetComponent<Detection>().EntityLinked = _target;
_detectionLinked.gameObject.GetComponent<Detection>().ProjectileDamage = _damage;
_initialXDistance = Mathf.Abs(_initialX - _destinationX);
_initialYDistance = Mathf.Abs(_initialY - _destinationY);
}
private void Update()
{
if (straightProjectile)
{
transform.position = Vector2.Lerp(new Vector2(_initialX, _initialY),
new Vector2(_vectorEnd.x, _vectorEnd.y), _time/_duration);
DetStraigthArrowAngle();
//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);
}
return;
}
float x = _speedTime;
float y = (_angle*-Mathf.Pow(x, 2) + _destinationX * x);
transform.position = new Vector2(_initialX + x*_angle, _initialY + y);
// Move projectile angle according to distance with target
float lerpStep = (_destinationX - transform.position.x) / _initialXDistance;
float angle = Mathf.Lerp(-100f, 45f, lerpStep);
transform.eulerAngles = new Vector3(0, 0, angle);
_speedTime += _speed * Time.deltaTime;
if(y < 0) {
Destroy(this.gameObject);
}
}
private void DetStraigthArrowAngle()
{
float angleX = (_destinationX) / _initialXDistance;
float angleY = (_destinationY) / _initialYDistance;
Debug.Log("Angle Y: " + angleY);
Debug.Log("Angle X: " + angleX);
if(angleY >= 1 || angleY <= -1)
{
//TODO: L'angle fonctionne mieux, mais il y a toujours des problemes avec les angles pret de X
//ou ils sont beaucoup trop verticaux.
float lerpStepS;
if(angleX > 0.24 || angleX < -0.24) lerpStepS = Mathf.Rad2Deg * Mathf.Atan(angleX / angleY);
else if(angleX > 0.09 || angleX < -0.09) lerpStepS = -Mathf.Rad2Deg * Mathf.Atan(angleY / angleX);
else lerpStepS = Mathf.Rad2Deg * Mathf.Atan(angleY / angleX);
float angleS = Mathf.Lerp(lerpStepS, 0, 0);
transform.eulerAngles = new Vector3(0, 0, angleS);
}
}
//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; }
}
}