Refactorisation
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@@ -0,0 +1,39 @@
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using UnityEngine;
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[RequireComponent (typeof(BoxCollider2D))]
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public class Sword : MonoBehaviour
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{
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private PlayerManager _manager;
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private void Start()
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{
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_manager = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerManager>();
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}
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private void Update()
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{
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RotateSword();
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}
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private void RotateSword()
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{
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// LookAt 2D
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Vector3 target = transform.parent.position;
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// get the angle
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Vector3 norTar = (target - transform.position).normalized;
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float angle = Mathf.Atan2(norTar.y, norTar.x) * Mathf.Rad2Deg;
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// rotate to angle
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Quaternion rotation = new();
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rotation.eulerAngles = new Vector3(0, 0, angle - 180);
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transform.rotation = rotation;
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}
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private void OnTriggerEnter2D(Collider2D collision)
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{
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if (collision.CompareTag("Ennemy") && collision.gameObject != null)
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{
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collision.GetComponent<Ennemy>().Life -= _manager.SwordsDamages;
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collision.gameObject.GetComponent<Ennemy>().AnimateHit();
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}
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}
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}
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@@ -0,0 +1,97 @@
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using System.Collections.Generic;
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using UnityEngine;
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||||
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||||
public class SwordHalo : MonoBehaviour
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||||
{
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||||
[SerializeField]
|
||||
private GameObject _sword;
|
||||
|
||||
private PlayerManager _manager;
|
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private List<GameObject> _swords = new();
|
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private float _oldRadius;
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private int _oldSwordsCount;
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private void Start()
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{
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_manager = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerManager>();
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_oldRadius = _manager.SwordsHaloRadius;
|
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_oldSwordsCount = (int)_manager.SwordsQuantity;
|
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float angle = Mathf.PI*2f / _manager.SwordsQuantity;
|
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for(int i = 0; i < _manager.SwordsQuantity; i++)
|
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{
|
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GameObject sword = Instantiate(
|
||||
_sword,
|
||||
transform.position + new Vector3(Mathf.Cos(i * angle) * _manager.SwordsHaloRadius, Mathf.Sin(i * angle) * _manager.SwordsHaloRadius, 0),
|
||||
Quaternion.identity,
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transform
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||||
);
|
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_swords.Add(sword);
|
||||
}
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||||
}
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||||
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||||
private void Update()
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||||
{
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||||
if (_oldRadius != _manager.SwordsHaloRadius)
|
||||
{
|
||||
_oldRadius = _manager.SwordsHaloRadius;
|
||||
ResizeHalo();
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||||
}
|
||||
|
||||
if (_oldSwordsCount != _manager.SwordsQuantity)
|
||||
{
|
||||
AddSword();
|
||||
_oldSwordsCount = (int)_manager.SwordsQuantity;
|
||||
}
|
||||
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||||
transform.Rotate(Vector3.forward, 200f * Time.deltaTime, Space.Self);
|
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}
|
||||
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||||
private void OnDrawGizmos()
|
||||
{
|
||||
Gizmos.DrawWireSphere(transform.position, _manager ? _manager.SwordsHaloRadius : 1f);
|
||||
}
|
||||
|
||||
private void AddSword()
|
||||
{
|
||||
for (int i = 0; i < _oldSwordsCount; i++)
|
||||
{
|
||||
Destroy(_swords[i]);
|
||||
}
|
||||
_swords.Clear();
|
||||
|
||||
float angle = Mathf.PI * 2f / _manager.SwordsQuantity;
|
||||
for (int i = 0; i < _manager.SwordsQuantity; i++)
|
||||
{
|
||||
GameObject sword = Instantiate(
|
||||
_sword,
|
||||
transform.position + new Vector3(Mathf.Cos(i * angle) * _manager.SwordsHaloRadius, Mathf.Sin(i * angle) * _manager.SwordsHaloRadius, 0),
|
||||
Quaternion.identity,
|
||||
transform
|
||||
);
|
||||
_swords.Add(sword);
|
||||
}
|
||||
}
|
||||
|
||||
private void ResizeHalo()
|
||||
{
|
||||
for (int i = 0; i < _manager.SwordsQuantity; i++)
|
||||
{
|
||||
DestroyImmediate(_swords[i]);
|
||||
}
|
||||
_swords.Clear();
|
||||
|
||||
float angle = Mathf.PI * 2f / _manager.SwordsQuantity;
|
||||
for (int i = 0; i < _manager.SwordsQuantity; i++)
|
||||
{
|
||||
GameObject sword = Instantiate(
|
||||
_sword,
|
||||
transform.position + new Vector3(Mathf.Cos(i * angle) * _manager.SwordsHaloRadius, Mathf.Sin(i * angle) * _manager.SwordsHaloRadius, 0),
|
||||
Quaternion.identity,
|
||||
transform
|
||||
);
|
||||
_swords.Add(sword);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c66d516caeed4214d850b87e7b964e5f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user