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ArcherTower.cs
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ArcherTower.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ArcherTower : MonoBehaviour
{
[SerializeField] Transform objectToPan;
Vector3 enemyPosition;
[SerializeField] float attackRange = 150f;
[SerializeField] float atkSpeed = 1f;
public float atkDamage = 4f;
private bool isAttacking;
Animator myAnimator;
Collider boxCollider;
Vector3 arrowPostion = new Vector3(0f, 65f, -55f);
[SerializeField] GameObject arrowPrefab;
float arrowImpulse = 10f;
float arrowTime = 0.0f;
void Start()
{
myAnimator = this.GetComponentInChildren<Animator>();
boxCollider = this.GetComponentInChildren<BoxCollider>();
}
void Update()
{
arrowTime = Time.deltaTime;
SetEnemy();
}
void SetEnemy()
{
EnemyDamage[] allEnemies = GameObject.FindObjectsOfType<EnemyDamage>();
if (allEnemies.Length <= 0)
{
myAnimator.SetBool("isAttacking", false);
}
else
{
float enemyDistance = Mathf.Infinity;
EnemyDamage closestEnemy;
foreach (EnemyDamage nearestEnemy in allEnemies)
{
float distanceToEnemy = (nearestEnemy.transform.position - this.transform.position).sqrMagnitude;
if (distanceToEnemy < enemyDistance)
{
enemyDistance = distanceToEnemy;
closestEnemy = nearestEnemy;
enemyPosition = closestEnemy.transform.position;
}
}
float closestDistance = Vector3.Distance(enemyPosition, this.transform.position);
if (closestDistance <= attackRange)
{
objectToPan.LookAt(enemyPosition);
myAnimator.SetBool("isAttacking", true);
if(arrowTime > 0.01f)
{
arrowTime -= 0.01f;
GameObject arrow = (GameObject)Instantiate(arrowPrefab, transform.position + arrowPostion, Quaternion.identity);
arrow.GetComponent<Rigidbody>().AddForce(transform.forward * arrowImpulse, ForceMode.Impulse);
}
//StartCoroutine(FireArrow());
}
else
{
myAnimator.SetBool("isAttacking", false);
}
}
Debug.DrawLine(enemyPosition, this.transform.position);
}
/*
IEnumerator FireArrow()
{
if (arrow)
GameObject arrow = (GameObject)Instantiate(arrowPrefab, transform.position + arrowPostion, Quaternion.identity);
arrow.GetComponent<Rigidbody>().AddForce(transform.forward * arrowImpulse, ForceMode.Impulse);
yield return new WaitForSeconds(1f);
}
*/
}