targeting and shooting

This commit is contained in:
Dom Harris 2021-01-05 17:13:29 +00:00
parent 51cb7b8d3c
commit 08a969571f
24 changed files with 898 additions and 24 deletions

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@ -0,0 +1,65 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using Utils;
using Weapons.Scripts;
public class FireAtTargets : MonoBehaviour
{
[SerializeField] private Weapon weapon;
[SerializeField] private ObjectPool<Transform> bulletPool;
[SerializeField] private Transform bulletPos;
[SerializeField] private UnityEvent OnFire;
[SerializeField] private Vector3Event OnBulletCollide;
[SerializeField] private float delayBetweenTargets;
private void Awake()
{
weapon = Instantiate(weapon);
weapon.Init();
UpdateManager.OnUpdate += weapon.Update;
UpdateManager.OnFixedUpdate += weapon.FixedUpdate;
UpdateManager.OnLateUpdate += weapon.LateUpdate;
weapon.BulletCollision += BulletCollide;
}
private void OnDestroy()
{
UpdateManager.OnUpdate -= weapon.Update;
UpdateManager.OnFixedUpdate -= weapon.FixedUpdate;
UpdateManager.OnLateUpdate -= weapon.LateUpdate;
weapon.BulletCollision -= BulletCollide;
}
private void BulletCollide(Vector3 pos)
{
OnBulletCollide?.Invoke(pos);
}
public void Fire(List<Transform> targets)
{
FireIE(targets).Run();
}
private IEnumerator FireIE(List<Transform> targets)
{
var currentTargets = new List<Transform>(targets);
foreach (var target in currentTargets)
{
bulletPos.LookAt(target);
if (weapon.Fire(bulletPool, bulletPos))
OnFire?.Invoke();
yield return delayBetweenTargets;
}
}
private void OnDrawGizmos()
{
weapon.DrawGizmos(bulletPos);
}
}

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@ -0,0 +1,16 @@
using System;
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using UnityEngine;
using Random = UnityEngine.Random;
public class MoveAfterDelay : MonoBehaviour
{
[SerializeField] private float delayMin;
[SerializeField] private float delayMax;
private void OnEnable()
{
transform.DOMoveZ(-15, 2.0f).SetEase(Ease.InQuint).SetDelay(Random.Range(delayMin, delayMax));
}
}

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@ -223,9 +223,9 @@ namespace Weapons.Spawning
Gizmos.color = color; Gizmos.color = color;
SpawnPoly(transform, (point, dir) => SpawnPoly(transform, (point, dir) =>
{ {
Gizmos.DrawSphere(new Vector3(point.x, 0, point.y), 0.25f); Gizmos.DrawSphere(transform.position + new Vector3(point.x, 0, point.y), 0.25f);
if (color.a > 0.5f) if (color.a > 0.5f)
Gizmos.DrawRay(new Vector3(point.x, 0, point.y), new Vector3(dir.x, 0, dir.y)); Gizmos.DrawRay(transform.position + new Vector3(point.x, 0, point.y), new Vector3(dir.x, 0, dir.y));
}); });
} }

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@ -0,0 +1,44 @@
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using UnityEngine.UI;
using UnityEngine;
public class TargetLockIcon : MonoBehaviour
{
[SerializeField] private TransformPool pool;
[SerializeField] private Camera cam;
private Dictionary<Transform, int> _poolObjects = new Dictionary<Transform, int>();
public void SpawnIcon (Transform obj)
{
var (icon, idx) = pool.GetObject();
icon.gameObject.SetActive(true);
icon.eulerAngles = new Vector3(0, 0, 45);
icon.localScale = Vector3.zero;
icon.position = RectTransformUtility.WorldToScreenPoint(cam, obj.position);
icon.GetComponent<Image>().color = Color.white;
icon.DORotate(Vector3.zero, 0.33f).SetEase(Ease.OutBack);
icon.DOScale(Vector3.one, 0.33f).SetEase(Ease.OutBack);
_poolObjects.Add(icon, idx);
}
public void ClearIcons()
{
foreach (var kvp in _poolObjects)
{
var delay = Random.Range(0f, 0.2f);
kvp.Key.GetComponent<Image>().DOFade(0, 0.33f).SetEase(Ease.InQuint).SetDelay(delay);
kvp.Key.DOScale(Vector3.one * 1.5f, 0.33f).SetEase(Ease.InBack).SetDelay(delay).OnComplete(() =>
{
kvp.Key.gameObject.SetActive(false);
pool.ReturnObject(kvp.Key, kvp.Value);
});
}
_poolObjects.Clear();
}
}

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@ -0,0 +1,67 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TargetLockOn : MonoBehaviour
{
[SerializeField] private Camera cam;
[SerializeField] private RectTransform cursor;
[SerializeField] private int maxTargets;
[SerializeField] private float targetTime;
[SerializeField] private float targetSize;
[SerializeField] private float delay;
[SerializeField] private LayerMask collideWith;
[SerializeField] private TransformEvent OnTargetFound;
[SerializeField] private TransformListEvent OnTargetLock;
private float _targetCountdown;
private List<Transform> _targets;
private bool _canTarget = true;
private RaycastHit[] _colliders = new RaycastHit[128];
private void Awake()
{
_targets = new List<Transform>(maxTargets);
}
private void FixedUpdate()
{
if (!_canTarget) return;
_targetCountdown -= Time.deltaTime;
if (_targetCountdown <= 0)
{
_targetCountdown = targetTime;
OnTargetLock?.Invoke(_targets);
_targets.Clear();
_canTarget = false;
WaitUtils.Wait(delay, true, () => _canTarget = true);
}
var ray = cam.ScreenPointToRay(cursor.position + Vector3.forward);
var numHits = Physics.SphereCastNonAlloc(ray, targetSize, _colliders, 50, collideWith, QueryTriggerInteraction.Collide);
if (numHits < 0) return;
for (int i = 0; i < numHits; i++)
{
if (_targets.Contains(_colliders[i].transform)) continue;
_targets.Add(_colliders[i].transform);
OnTargetFound?.Invoke(_colliders[i].transform);
if (_targets.Count >= maxTargets)
break;
}
}
}

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@ -0,0 +1,7 @@
using System;
using UnityEngine;
using UnityEngine.Events;
[Serializable]
public class TransformEvent : UnityEvent<Transform>
{}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 98f84ad589d74fcf8f1102ac1e1e00d3
timeCreated: 1609857718

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@ -0,0 +1,8 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
[Serializable]
public class TransformListEvent : UnityEvent<List<Transform>>
{}

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@ -1,8 +1,11 @@
using System;
using UnityEngine; using UnityEngine;
using UnityEngine.Events; using UnityEngine.Events;
namespace Weapons.Scripts namespace Weapons.Scripts
{ {
[Serializable]
public class Vector3Event : UnityEvent<Vector3> public class Vector3Event : UnityEvent<Vector3>
{} {}
} }

View File

@ -2,6 +2,7 @@ using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using DG.Tweening;
using Unity.Burst; using Unity.Burst;
using Unity.Collections; using Unity.Collections;
using Unity.Jobs; using Unity.Jobs;
@ -50,6 +51,7 @@ public class Weapon : ScriptableObject
[SerializeField] private LayerMask collidesWith; [SerializeField] private LayerMask collidesWith;
[SerializeField] private float accuracy; [SerializeField] private float accuracy;
[SerializeField] private SpawnZone zone; [SerializeField] private SpawnZone zone;
[SerializeField] private bool manualFire;
private List<Bullet> _bullets; private List<Bullet> _bullets;
private List<Transform> _bulletTransforms; private List<Transform> _bulletTransforms;
@ -71,6 +73,7 @@ public class Weapon : ScriptableObject
_job = new BulletMoveJob(); _job = new BulletMoveJob();
_bullets = new List<Bullet>(); _bullets = new List<Bullet>();
_bulletTransforms = new List<Transform>(); _bulletTransforms = new List<Transform>();
_currentCooldown = fireRate;
} }
public void Update() public void Update()
@ -158,8 +161,11 @@ public class Weapon : ScriptableObject
if (_pool == null) if (_pool == null)
_pool = pool; _pool = pool;
if (!manualFire)
{
if (_currentCooldown < fireRate) return false; if (_currentCooldown < fireRate) return false;
_currentCooldown = 0; _currentCooldown = 0;
}
SpawnBullets(position); SpawnBullets(position);
return true; return true;
@ -190,7 +196,8 @@ public class Weapon : ScriptableObject
// point the bullet in the right direction // point the bullet in the right direction
bullet.forward = new Vector3(dir.x, dir.y); bullet.forward = new Vector3(dir.x, dir.y);
bullet.transform.localScale = Vector3.one * bulletSize.EvaluateMinMaxCurve(); bullet.transform.localScale = Vector3.zero;
bullet.transform.DOScale(Vector3.one * bulletSize.EvaluateMinMaxCurve(), 0.33f).SetEase(Ease.OutQuint);
if (zone.SpawnDir != SpawnDir.Spherised) if (zone.SpawnDir != SpawnDir.Spherised)
{ {

122
Assets/Weapons/Enemy.asset Normal file
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m_Script: {fileID: 11500000, guid: 2bc932693ed0a470d9cf39b1c3168afb, type: 3}
m_Name: Enemy
m_EditorClassIdentifier:
fireRate: 6
bulletSpeed:
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m_CurveMultiplier: 1
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m_PreInfinity: 2
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m_ConstantMin: 0
m_ConstantMax: 0
bulletLifetime:
m_Mode: 3
m_CurveMultiplier: 0
m_CurveMin:
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m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
m_CurveMax:
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m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
m_ConstantMin: 15
m_ConstantMax: 20
bulletSize:
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m_CurveMultiplier: 0
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m_Curve: []
m_PreInfinity: 2
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m_RotationOrder: 4
m_ConstantMin: 0
m_ConstantMax: 1
damage: 1
collidesWith:
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m_Bits: 64
accuracy: 0
zone:
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@ -14,7 +14,7 @@ MonoBehaviour:
m_EditorClassIdentifier: m_EditorClassIdentifier:
fireRate: 0.05 fireRate: 0.05
bulletSpeed: bulletSpeed:
m_Mode: 3 m_Mode: 0
m_CurveMultiplier: 1 m_CurveMultiplier: 1
m_CurveMin: m_CurveMin:
serializedVersion: 2 serializedVersion: 2
@ -64,8 +64,8 @@ MonoBehaviour:
m_PreInfinity: 2 m_PreInfinity: 2
m_PostInfinity: 2 m_PostInfinity: 2
m_RotationOrder: 4 m_RotationOrder: 4
m_ConstantMin: 29 m_ConstantMin: 60
m_ConstantMax: 30 m_ConstantMax: 60
bulletLifetime: bulletLifetime:
m_Mode: 3 m_Mode: 3
m_CurveMultiplier: 0 m_CurveMultiplier: 0
@ -104,7 +104,7 @@ MonoBehaviour:
collidesWith: collidesWith:
serializedVersion: 2 serializedVersion: 2
m_Bits: 128 m_Bits: 128
accuracy: 10 accuracy: 0
zone: zone:
numToSpawn: 1 numToSpawn: 1
offset: {x: 0, y: 0} offset: {x: 0, y: 0}
@ -115,7 +115,8 @@ MonoBehaviour:
surfaceOnly: 1 surfaceOnly: 1
evenDistribution: 1 evenDistribution: 1
numSides: 3 numSides: 3
numPerSide: 15 numPerSide: 5
radius: 1.5 radius: 1.25
arc: 360 arc: 360
composite: [] composite: []
manualFire: 1