Sword Halo & Arrow to the nearest enemy
This commit is contained in:
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@@ -1,19 +1,22 @@
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using System.Collections.Generic;
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using UnityEngine;
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[RequireComponent (typeof(PlayerMovements))]
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public class PlayerWeapons : MonoBehaviour
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{
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[SerializeField] private GameObject laser;
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[Header("If all are false: only on 1 side")]
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[SerializeField] private bool laserOnX;
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[SerializeField] private bool laserOnY;
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[SerializeField] private GameObject arrow;
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private PlayerMovements _pm;
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private void Start()
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{
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_pm = GetComponent<PlayerMovements>();
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InvokeRepeating(nameof(ShootBeam), 5f, 5f);
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InvokeRepeating(nameof(ShootArrow), 2f, 2f);
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}
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private void ShootBeam()
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@@ -32,4 +35,54 @@ public class PlayerWeapons : MonoBehaviour
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}
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}
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private void ShootArrow()
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{
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// Get all enemies in given radius
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Collider2D[] hits = Physics2D.OverlapCircleAll(transform.position, 20f, LayerMask.GetMask("Enemy"));
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if (hits.Length <= 0)
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{
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return;
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}
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GameObject target = null;
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float shortestDistance = Mathf.Infinity;
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for(int i = 0; i < hits.Length; i++)
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{
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float distance = Vector3.Distance(transform.position, hits[i].transform.position);
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if (distance < shortestDistance)
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{
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shortestDistance = distance;
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target = hits[i].gameObject;
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}
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}
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// Shoot arrow
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if (target != null)
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{
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GameObject spawnedArrow = Instantiate(arrow, transform.position, Quaternion.identity);
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spawnedArrow.GetComponent<Arrow>().target = target;
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}
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}
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GameObject GetClosestEnemy(GameObject[] enemies)
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{
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GameObject bestTarget = null;
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float closestDistanceSqr = Mathf.Infinity;
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Vector3 currentPosition = transform.position;
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foreach (GameObject potentialTarget in enemies)
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{
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Vector3 directionToTarget = potentialTarget.transform.position - currentPosition;
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float dSqrToTarget = directionToTarget.sqrMagnitude;
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if (dSqrToTarget < closestDistanceSqr)
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{
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closestDistanceSqr = dSqrToTarget;
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bestTarget = potentialTarget;
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}
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}
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return bestTarget;
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}
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}
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using UnityEngine;
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||||
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public class Arrow : MonoBehaviour
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||||
{
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public int Damages = 10;
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||||
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||||
public GameObject target;
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private void Update()
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{
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transform.position = Vector3.MoveTowards(transform.position, target.transform.position, 20f * Time.deltaTime);
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if (target == null)
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{
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Destroy(gameObject);
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}
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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"))
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||||
{
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||||
collision.gameObject.GetComponent<Ennemy>().Life -= Damages;
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||||
Destroy(gameObject);
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}
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using System.Collections.Generic;
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using UnityEngine;
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public class Halo : MonoBehaviour
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{
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[SerializeField]
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private int radius = 1;
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[SerializeField]
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private int initialSwordsCount = 5;
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[SerializeField]
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private GameObject _sword;
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private List<GameObject> swords = new();
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private void Start()
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{
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float angle = Mathf.PI*2f / initialSwordsCount;
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for(int i = 0; i < initialSwordsCount; i++)
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{
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GameObject sword = Instantiate(
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_sword,
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transform.position + new Vector3(Mathf.Cos(i * angle), Mathf.Sin(i * angle), 0),
|
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Quaternion.identity,
|
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transform
|
||||
);
|
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swords.Add(sword);
|
||||
}
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||||
}
|
||||
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private void Update()
|
||||
{
|
||||
transform.Rotate(Vector3.forward, 200f * Time.deltaTime, Space.Self);
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}
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||||
|
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private void OnDrawGizmos()
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{
|
||||
Gizmos.DrawWireSphere(transform.position, radius);
|
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}
|
||||
|
||||
public void AddSword()
|
||||
{
|
||||
for(int i = 0; i < swords.Count; i++)
|
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{
|
||||
Destroy(swords[i]);
|
||||
}
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||||
swords.Clear();
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||||
|
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float angle = Mathf.PI * 2f / initialSwordsCount;
|
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for (int i = 0; i < initialSwordsCount; i++)
|
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{
|
||||
GameObject sword = Instantiate(
|
||||
_sword,
|
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transform.position + new Vector3(Mathf.Cos(i * angle), Mathf.Sin(i * angle), 0),
|
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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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using UnityEngine;
|
||||
|
||||
[RequireComponent (typeof(BoxCollider2D))]
|
||||
public class Sword : MonoBehaviour
|
||||
{
|
||||
public int Damages = 25;
|
||||
|
||||
private void Update()
|
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{
|
||||
RotateSword();
|
||||
}
|
||||
|
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private void RotateSword()
|
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{
|
||||
// LookAt 2D
|
||||
Vector3 target = transform.parent.position;
|
||||
// get the angle
|
||||
Vector3 norTar = (target - transform.position).normalized;
|
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float angle = Mathf.Atan2(norTar.y, norTar.x) * Mathf.Rad2Deg;
|
||||
// rotate to angle
|
||||
Quaternion rotation = new();
|
||||
rotation.eulerAngles = new Vector3(0, 0, angle - 180);
|
||||
transform.rotation = rotation;
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D collision)
|
||||
{
|
||||
if (collision.CompareTag("Ennemy") && collision.gameObject != null)
|
||||
{
|
||||
collision.GetComponent<Ennemy>().Life -= Damages;
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||||
}
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}
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Reference in New Issue
Block a user