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https://github.com/Leahnaya/TheKingsRace.git
synced 2026-03-21 17:24:45 -05:00
Archer rotates to target the player. Doesn't shoot yet
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@ -1,46 +1,42 @@
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using System.Diagnostics;
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using MLAPI;
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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 Archer : MonoBehaviour
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public class Archer : NetworkBehaviour
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{
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//current target ponting at
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private Transform target;
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[Header("Attributes")]
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//range of turret
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public float range = 20.0f;
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[SerializeField]
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private float range;
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//how fast and how much time before the next shot
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public float fireRate = 4.0f;
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private float shootingCooldown = 1.0f;
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[Header("Unity Setup Fields")]
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public string runnerTag = "Player"; //tags the player;
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public Transform partToRotate;
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public float rotationSpeed = 10f;
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public GameObject ArrowPrefab;
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public Transform firePoint;
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[SerializeField] GameObject[] runners;
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// Start is called before the first frame update
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void Start()
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{
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||||
//setting updateTarget to be called 2 times a second
|
||||
|
||||
InvokeRepeating("updateTarget",0f,0.5f);
|
||||
void Start() {
|
||||
// Only the host should update targetting
|
||||
if (IsHost) {
|
||||
//setting updateTarget to be called 2 times a second
|
||||
InvokeRepeating("updateTarget",0f,0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
void updateTarget()
|
||||
{
|
||||
void updateTarget() {
|
||||
//cycles through all enemies within range, the closest one, and sets the target at.
|
||||
//not done every frame
|
||||
|
||||
runners = GameObject.FindGameObjectsWithTag(runnerTag);
|
||||
GameObject[] runners = GameObject.FindGameObjectsWithTag("ArcherTarget");
|
||||
|
||||
//temp variable for the shortest distance for an runner
|
||||
float shortestDistance = Mathf.Infinity;
|
||||
|
|
@ -64,7 +60,8 @@ public class Archer : MonoBehaviour
|
|||
if(nearestRunner != null && shortestDistance <= range)
|
||||
{
|
||||
target = nearestRunner.transform; //adding in the players rotation and momentum.
|
||||
//leads the shots here
|
||||
|
||||
//TODO: leads the shots here
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -73,20 +70,23 @@ public class Archer : MonoBehaviour
|
|||
|
||||
}
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (target == null)
|
||||
{
|
||||
return; //no target, does nothing
|
||||
}
|
||||
void Update() {
|
||||
|
||||
// Shooting Checks are done here, so return and do nothing if not host OR no target
|
||||
|
||||
if (!IsHost || target == null) { return; }
|
||||
|
||||
//b - a
|
||||
Vector3 dir = (target.position - transform.position);
|
||||
Quaternion lookRotation = Quaternion.LookRotation(dir);//how to rotate to look that way.
|
||||
//convert into a VEC 3 from Quaternion
|
||||
Vector3 rotation = Quaternion.Lerp(partToRotate.rotation, lookRotation, Time.deltaTime *rotationSpeed).eulerAngles;
|
||||
partToRotate.rotation = Quaternion.Euler (0f, rotation.y, 0f);
|
||||
Vector3 rotation = Quaternion.Lerp(this.gameObject.transform.rotation, lookRotation, Time.deltaTime * rotationSpeed).eulerAngles;
|
||||
Debug.Log("Look Rot: " + lookRotation + " Rot: " + rotation);
|
||||
this.gameObject.transform.rotation = Quaternion.Euler (0f, rotation.y, 0f);
|
||||
|
||||
|
||||
// Actually shoot it
|
||||
// TODO: Network this part
|
||||
/*
|
||||
if (shootingCooldown <= 0f)
|
||||
{
|
||||
Shoot();
|
||||
|
|
@ -94,30 +94,25 @@ public class Archer : MonoBehaviour
|
|||
}
|
||||
|
||||
shootingCooldown -= Time.deltaTime;
|
||||
*/
|
||||
}
|
||||
|
||||
|
||||
void Shoot()
|
||||
{
|
||||
void Shoot() {
|
||||
|
||||
GameObject arrowGO = (GameObject)Instantiate (ArrowPrefab, firePoint.position, firePoint.rotation);
|
||||
GameObject arrowGO = Instantiate(ArrowPrefab, firePoint.position, firePoint.rotation).gameObject;
|
||||
Arrow arrow = arrowGO.GetComponent<Arrow>();
|
||||
|
||||
if (arrow != null)
|
||||
{
|
||||
if (arrow != null) {
|
||||
arrow.Seek(target.position);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void OnDrawGizmosSelected()
|
||||
{
|
||||
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawWireSphere(transform.position, range);
|
||||
//^ this shows the range of the archer, only in editor.
|
||||
|
||||
void OnDrawGizmosSelected() {
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawWireSphere(transform.position, range);
|
||||
//^ this shows the range of the archer, only in editor.
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -13,6 +13,7 @@ TagManager:
|
|||
- destroyable
|
||||
- RunnerHUD
|
||||
- GroundCheck
|
||||
- ArcherTarget
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
|
@ -46,7 +47,6 @@ TagManager:
|
|||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
m_SortingLayers:
|
||||
- name: UI_Backgrounds
|
||||
uniqueID: 378093239
|
||||
|
|
|
|||
|
|
@ -9,13 +9,13 @@ EditorUserSettings:
|
|||
value: 22424703114646680e0b0227036c731f1415016439262f2434
|
||||
flags: 0
|
||||
RecentlyUsedScenePath-1:
|
||||
value: 22424703114646680e0b0227036c78111b125507233d28242c20137df7ee3d2cfb
|
||||
value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26
|
||||
flags: 0
|
||||
RecentlyUsedScenePath-2:
|
||||
value: 22424703114646680e0b0227036c6f02131b172b282d347e38271427fb
|
||||
value: 22424703114646680e0b0227036c78111b125507233d28242c20137df7ee3d2cfb
|
||||
flags: 0
|
||||
RecentlyUsedScenePath-3:
|
||||
value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26
|
||||
value: 22424703114646680e0b0227036c6f02131b172b282d347e38271427fb
|
||||
flags: 0
|
||||
vcSharedLogLevel:
|
||||
value: 0d5e400f0650
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user