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Tower.cs
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Tower.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Tower : 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;
void Start()
{
myAnimator = this.GetComponentInChildren<Animator>();
boxCollider = this.GetComponentInChildren<BoxCollider>();
}
void Update()
{
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);
}
else
{
myAnimator.SetBool("isAttacking", false);
}
}
Debug.DrawLine(enemyPosition, this.transform.position);
}
}