TheKingsRace/Assets/Scripts/Enemy scripts/Archer.cs
Julia Butenhoff 4d43e3c832 Shooting work started. Needs Hit Detection Revisions
Waiting on Karl to fix major red flags before I continue this
2022-01-28 21:36:05 -06:00

122 lines
3.7 KiB
C#

using MLAPI;
using MLAPI.Messaging;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Archer : NetworkBehaviour
{
//current target ponting at
private Transform target;
[Header("Attributes")]
//range of turret
[SerializeField]
private float range;
//how fast and how much time before the next shot
public float fireRate = 4.0f;
private float shootingCooldown = 1.0f;
[Header("Unity Setup Fields")]
public float rotationSpeed = 10f;
public Transform ArrowPrefab;
public Transform firePoint;
private GameObject arrowInScene;
// Start is called before the first frame update
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() {
//cycles through all enemies within range, the closest one, and sets the target at.
//not done every frame
GameObject[] runners = GameObject.FindGameObjectsWithTag("ArcherTarget");
//temp variable for the shortest distance for an runner
float shortestDistance = Mathf.Infinity;
//temp variable for the nearest runner
GameObject nearestRunner = null;
foreach(GameObject runner in runners)
{
//Debug.Log(runners.Length);
float distanceToRunner = Vector3.Distance(transform.position, runner.transform.position);
if(distanceToRunner < shortestDistance)
{
shortestDistance = distanceToRunner;
nearestRunner = runner;
}
}
if(nearestRunner != null && shortestDistance <= range)
{
target = nearestRunner.transform; //adding in the players rotation and momentum.
//TODO: leads the shots here
}
else
{
target = null; //out of range? deselects
}
}
// Update is called once per frame
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(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
if (shootingCooldown <= 0f) {
ShootArrowServerRPC();
shootingCooldown = 1f/ fireRate;
}
shootingCooldown -= Time.deltaTime;
}
[ServerRpc(RequireOwnership = false)]
private void ShootArrowServerRPC() {
arrowInScene = Instantiate(ArrowPrefab, firePoint.position, firePoint.rotation).gameObject;
arrowInScene.GetComponent<NetworkObject>().Spawn(null, true);
arrowInScene.GetComponent<Arrow>().Seek(target.position);
/*
GameObject arrowGO = Instantiate(ArrowPrefab, firePoint.position, firePoint.rotation).gameObject;
Arrow arrow = arrowGO.GetComponent<Arrow>();
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.
}
}