Compare commits
9
Commits
| Author | SHA1 | Date | |
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63d2836dc9 | ||
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7a0ee6b519 | ||
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78a94a17d0 | ||
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b5eadea728 | ||
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3c490bdae8 | ||
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36ecac038a | ||
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22df749a0e | ||
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6b1a6b83a4 | ||
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1dc80339d4 |
+2
-1
@@ -78,4 +78,5 @@ crashlytics-build.properties
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ProjectSettings/Packages/com.unity.probuilder/Settings.json
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Assets/Editor/x64/Bakery/.uvgblog.txt
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Assets/Editor/x64/Bakery/.uvgblog.txt
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||||
Assets/Editor/x64/Bakery/.uvgblog.txt
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Assets/Editor/x64/Bakery/.uvgblog.txt
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using UnityEngine;
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[DisallowMultipleComponent]
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public sealed class AirTarget : MapTarget
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{
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protected override void TickMovement(float deltaTime)
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{
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if (Player == null || Config == null || Config.MovementSpeed <= 0f)
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return;
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if (Vector2.Distance(MapCoordinates, playerCoordinates) <= Config.StoppingDistance)
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return;
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MapCoordinates,
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playerCoordinates,
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Config.MovementSpeed * deltaTime);
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@@ -1,167 +0,0 @@
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using UnityEditor;
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using UnityEngine;
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[CustomEditor(typeof(MapCoordinateSystem))]
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public sealed class MapCoordinateSystemEditor : Editor
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{
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public override void OnInspectorGUI()
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{
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DrawDefaultInspector();
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EditorGUILayout.HelpBox(
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"Select MapCoordinates to display its grid and live crosshair coordinates in the Scene view. " +
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"This visualization is not rendered in the Game view or in builds.",
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MessageType.Info);
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}
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private void OnSceneGUI()
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{
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MapCoordinateSystem coordinateSystem = (MapCoordinateSystem)target;
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if (!coordinateSystem.ShowSceneVisualization || !coordinateSystem.HasValidCorners())
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return;
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DrawGrid(coordinateSystem);
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DrawCorners(coordinateSystem);
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DrawCrosshairs(coordinateSystem);
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DrawTargets(coordinateSystem);
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DrawPlayers(coordinateSystem);
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}
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private static void DrawGrid(MapCoordinateSystem coordinateSystem)
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{
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int divisions = coordinateSystem.GridDivisions;
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GUIStyle labelStyle = CreateLabelStyle(coordinateSystem.BoundaryColor);
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for (int index = 0; index <= divisions; index++)
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{
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float normalized = (float)index / divisions;
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Vector3 verticalStart = Vector3.Lerp(
|
||||
coordinateSystem.BottomLeft.position,
|
||||
coordinateSystem.BottomRight.position,
|
||||
normalized);
|
||||
Vector3 verticalEnd = Vector3.Lerp(
|
||||
coordinateSystem.TopLeft.position,
|
||||
coordinateSystem.TopRight.position,
|
||||
normalized);
|
||||
Vector3 horizontalStart = Vector3.Lerp(
|
||||
coordinateSystem.BottomLeft.position,
|
||||
coordinateSystem.TopLeft.position,
|
||||
normalized);
|
||||
Vector3 horizontalEnd = Vector3.Lerp(
|
||||
coordinateSystem.BottomRight.position,
|
||||
coordinateSystem.TopRight.position,
|
||||
normalized);
|
||||
|
||||
bool isBoundary = index == 0 || index == divisions;
|
||||
Handles.color = isBoundary ? coordinateSystem.BoundaryColor : coordinateSystem.GridColor;
|
||||
Handles.DrawLine(verticalStart, verticalEnd);
|
||||
Handles.DrawLine(horizontalStart, horizontalEnd);
|
||||
|
||||
if (!coordinateSystem.ShowCoordinateLabels)
|
||||
continue;
|
||||
|
||||
float horizontalCoordinate = coordinateSystem.MaximumCoordinates.x * normalized;
|
||||
float verticalCoordinate = coordinateSystem.MaximumCoordinates.y * normalized;
|
||||
Handles.Label(verticalStart, horizontalCoordinate.ToString("0.##"), labelStyle);
|
||||
Handles.Label(horizontalStart, verticalCoordinate.ToString("0.##"), labelStyle);
|
||||
}
|
||||
}
|
||||
|
||||
private static void DrawCorners(MapCoordinateSystem coordinateSystem)
|
||||
{
|
||||
Handles.color = coordinateSystem.BoundaryColor;
|
||||
DrawCorner(coordinateSystem.BottomLeft, "(0, 0)", coordinateSystem);
|
||||
DrawCorner(
|
||||
coordinateSystem.BottomRight,
|
||||
$"({coordinateSystem.MaximumCoordinates.x:0.##}, 0)",
|
||||
coordinateSystem);
|
||||
DrawCorner(
|
||||
coordinateSystem.TopLeft,
|
||||
$"(0, {coordinateSystem.MaximumCoordinates.y:0.##})",
|
||||
coordinateSystem);
|
||||
DrawCorner(
|
||||
coordinateSystem.TopRight,
|
||||
$"({coordinateSystem.MaximumCoordinates.x:0.##}, " +
|
||||
$"{coordinateSystem.MaximumCoordinates.y:0.##})",
|
||||
coordinateSystem);
|
||||
}
|
||||
|
||||
private static void DrawCorner(
|
||||
Transform corner,
|
||||
string label,
|
||||
MapCoordinateSystem coordinateSystem)
|
||||
{
|
||||
float size = coordinateSystem.MarkerSize * HandleUtility.GetHandleSize(corner.position);
|
||||
Handles.SphereHandleCap(0, corner.position, Quaternion.identity, size, EventType.Repaint);
|
||||
|
||||
if (coordinateSystem.ShowCoordinateLabels)
|
||||
Handles.Label(corner.position, label, CreateLabelStyle(coordinateSystem.BoundaryColor));
|
||||
}
|
||||
|
||||
private static void DrawCrosshairs(MapCoordinateSystem coordinateSystem)
|
||||
{
|
||||
MapController[] controllers =
|
||||
Object.FindObjectsByType<MapController>(FindObjectsSortMode.None);
|
||||
|
||||
foreach (MapController controller in controllers)
|
||||
{
|
||||
if (controller.CoordinateSystem != coordinateSystem || controller.CrosshairVisual == null)
|
||||
continue;
|
||||
|
||||
Vector3 position = controller.CrosshairVisual.position;
|
||||
Vector2 coordinates = coordinateSystem.WorldPositionToCoordinates(position);
|
||||
float size = coordinateSystem.MarkerSize * 1.35f * HandleUtility.GetHandleSize(position);
|
||||
|
||||
Handles.color = Color.yellow;
|
||||
Handles.SphereHandleCap(0, position, Quaternion.identity, size, EventType.Repaint);
|
||||
Handles.Label(
|
||||
position,
|
||||
$"Crosshair ({coordinates.x:0.00}, {coordinates.y:0.00})",
|
||||
CreateLabelStyle(Color.yellow));
|
||||
}
|
||||
}
|
||||
|
||||
private static void DrawTargets(MapCoordinateSystem coordinateSystem)
|
||||
{
|
||||
if (!coordinateSystem.ShowCoordinateLabels)
|
||||
return;
|
||||
|
||||
MapTarget[] targets = Object.FindObjectsByType<MapTarget>(FindObjectsSortMode.None);
|
||||
foreach (MapTarget mapTarget in targets)
|
||||
{
|
||||
if (mapTarget.CoordinateSystem != null && mapTarget.CoordinateSystem != coordinateSystem)
|
||||
continue;
|
||||
|
||||
Vector3 position = mapTarget.transform.position;
|
||||
Vector2 coordinates = coordinateSystem.WorldPositionToCoordinates(position);
|
||||
Handles.Label(
|
||||
position,
|
||||
$"{mapTarget.name} ({coordinates.x:0.00}, {coordinates.y:0.00})",
|
||||
CreateLabelStyle(Color.red));
|
||||
}
|
||||
}
|
||||
|
||||
private static void DrawPlayers(MapCoordinateSystem coordinateSystem)
|
||||
{
|
||||
MapPlayer[] players = Object.FindObjectsByType<MapPlayer>(FindObjectsSortMode.None);
|
||||
foreach (MapPlayer mapPlayer in players)
|
||||
{
|
||||
if (mapPlayer.CoordinateSystem != null && mapPlayer.CoordinateSystem != coordinateSystem)
|
||||
continue;
|
||||
|
||||
Vector3 position = mapPlayer.transform.position;
|
||||
Vector2 coordinates = coordinateSystem.WorldPositionToCoordinates(position);
|
||||
Handles.Label(
|
||||
position,
|
||||
$"MapPlayer ({coordinates.x:0.00}, {coordinates.y:0.00})",
|
||||
CreateLabelStyle(Color.green));
|
||||
}
|
||||
}
|
||||
|
||||
private static GUIStyle CreateLabelStyle(Color color)
|
||||
{
|
||||
GUIStyle style = new(EditorStyles.boldLabel);
|
||||
style.normal.textColor = color;
|
||||
return style;
|
||||
}
|
||||
}
|
||||
@@ -1,25 +0,0 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
[CustomEditor(typeof(MapTargetController))]
|
||||
public sealed class MapTargetControllerEditor : Editor
|
||||
{
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
DrawDefaultInspector();
|
||||
EditorGUILayout.Space();
|
||||
|
||||
using (new EditorGUI.DisabledScope(!Application.isPlaying))
|
||||
{
|
||||
if (GUILayout.Button("Start Next Wave"))
|
||||
((MapTargetController)target).StartNextWave();
|
||||
}
|
||||
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
EditorGUILayout.HelpBox(
|
||||
"Start Next Wave becomes available in Play Mode.",
|
||||
MessageType.Info);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 09f50d05321d420f86622f0dc7a6fa14
|
||||
@@ -1,4 +0,0 @@
|
||||
[UnityEngine.DisallowMultipleComponent]
|
||||
public sealed class GroundTarget : MapTarget
|
||||
{
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8be0d56377aa4082a276cfe31702e80c
|
||||
@@ -1,100 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
[DisallowMultipleComponent]
|
||||
public sealed class MapController : MonoBehaviour
|
||||
{
|
||||
[Header("Main References")]
|
||||
[SerializeField] private MapCrosshairController crosshair = null;
|
||||
[SerializeField] private MapCoordinateSystem coordinateSystem = null;
|
||||
[SerializeField] private MapPlayer mapPlayer = null;
|
||||
|
||||
[Header("Target System")]
|
||||
[SerializeField] private MapTargetController targetController = null;
|
||||
[SerializeField] private Transform targetParent = null;
|
||||
|
||||
[Header("Radar System")]
|
||||
[SerializeField] private MapRadarController radarController = null;
|
||||
[FormerlySerializedAs("targetPrefab")]
|
||||
[SerializeField] private MapTarget radarMarkPrefab = null;
|
||||
|
||||
[Header("Crosshair Objects")]
|
||||
[SerializeField] private Transform relayX = null;
|
||||
[SerializeField] private Transform relayY = null;
|
||||
[SerializeField] private Transform crosshairVisual = null;
|
||||
|
||||
[Header("Input")]
|
||||
[SerializeField, Min(0f)] private float movementSpeed = 1f;
|
||||
[SerializeField] private bool useKeyboardInput = true;
|
||||
|
||||
public MapCoordinateSystem CoordinateSystem => coordinateSystem;
|
||||
public Transform CrosshairVisual => crosshairVisual;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (mapPlayer != null)
|
||||
mapPlayer.Configure(coordinateSystem);
|
||||
|
||||
if (targetController != null)
|
||||
targetController.Configure(coordinateSystem, targetParent, mapPlayer);
|
||||
|
||||
if (radarController != null)
|
||||
radarController.Configure(coordinateSystem, targetController, radarMarkPrefab);
|
||||
|
||||
if (crosshair == null)
|
||||
return;
|
||||
|
||||
crosshair.Configure(
|
||||
coordinateSystem,
|
||||
relayX,
|
||||
relayY,
|
||||
crosshairVisual,
|
||||
movementSpeed,
|
||||
useKeyboardInput,
|
||||
targetController);
|
||||
|
||||
}
|
||||
|
||||
public void SetHorizontalAxis(float value)
|
||||
{
|
||||
if (crosshair != null)
|
||||
crosshair.SetHorizontalAxis(value);
|
||||
}
|
||||
|
||||
public void SetVerticalAxis(float value)
|
||||
{
|
||||
if (crosshair != null)
|
||||
crosshair.SetVerticalAxis(value);
|
||||
}
|
||||
|
||||
public Vector2 GetCrosshairCoordinates()
|
||||
{
|
||||
return crosshair != null ? crosshair.GetCrosshairCoordinates() : Vector2.zero;
|
||||
}
|
||||
|
||||
public void CreateAndPlaceTargets()
|
||||
{
|
||||
if (targetController != null)
|
||||
targetController.CreateAndPlaceTargets();
|
||||
}
|
||||
|
||||
public bool StartNextWave()
|
||||
{
|
||||
return targetController != null && targetController.StartNextWave();
|
||||
}
|
||||
|
||||
public bool TryGetNearestTarget(out MapTarget target, out float distance)
|
||||
{
|
||||
if (crosshair != null)
|
||||
return crosshair.TryGetNearestTarget(out target, out distance);
|
||||
|
||||
target = null;
|
||||
distance = -1f;
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool ActivateRadar()
|
||||
{
|
||||
return radarController != null && radarController.ActivateRadar();
|
||||
}
|
||||
}
|
||||
@@ -1,147 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
[DisallowMultipleComponent]
|
||||
public sealed class MapCoordinateSystem : MonoBehaviour
|
||||
{
|
||||
public const float CoordinateMaximum = 10f;
|
||||
|
||||
[Header("Coordinate Bounds")]
|
||||
[SerializeField] private Transform bottomLeft = null;
|
||||
[SerializeField] private Transform bottomRight = null;
|
||||
[SerializeField] private Transform topLeft = null;
|
||||
[SerializeField] private Transform topRight = null;
|
||||
|
||||
[Header("Square Bounds")]
|
||||
[SerializeField, Min(0.001f)] private float squareSize = 5.14925f;
|
||||
|
||||
[Header("Scene View Visualization")]
|
||||
[SerializeField] private bool showSceneVisualization = true;
|
||||
[SerializeField, Range(1, 20)] private int gridDivisions = 10;
|
||||
[SerializeField] private bool showCoordinateLabels = true;
|
||||
[SerializeField] private Color boundaryColor = new(0f, 0.85f, 1f, 1f);
|
||||
[SerializeField] private Color gridColor = new(0f, 0.85f, 1f, 0.3f);
|
||||
[SerializeField, Min(0.001f)] private float markerSize = 0.06f;
|
||||
|
||||
public Vector2 MaximumCoordinates => new(CoordinateMaximum, CoordinateMaximum);
|
||||
public float SquareSize => Mathf.Max(0.001f, squareSize);
|
||||
public bool ShowSceneVisualization => showSceneVisualization;
|
||||
public int GridDivisions => Mathf.Max(1, gridDivisions);
|
||||
public bool ShowCoordinateLabels => showCoordinateLabels;
|
||||
public Color BoundaryColor => boundaryColor;
|
||||
public Color GridColor => gridColor;
|
||||
public float MarkerSize => Mathf.Max(0.001f, markerSize);
|
||||
public Transform BottomLeft => bottomLeft;
|
||||
public Transform BottomRight => bottomRight;
|
||||
public Transform TopLeft => topLeft;
|
||||
public Transform TopRight => topRight;
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
squareSize = Mathf.Max(0.001f, squareSize);
|
||||
ApplySquareBounds();
|
||||
}
|
||||
|
||||
public void ApplySquareBounds()
|
||||
{
|
||||
if (!HasValidCorners())
|
||||
return;
|
||||
|
||||
Vector3 origin = bottomLeft.position;
|
||||
Vector3 rightDirection = bottomRight.position - origin;
|
||||
Vector3 upDirection = topLeft.position - origin;
|
||||
if (rightDirection.sqrMagnitude <= Mathf.Epsilon || upDirection.sqrMagnitude <= Mathf.Epsilon)
|
||||
return;
|
||||
|
||||
rightDirection.Normalize();
|
||||
upDirection = Vector3.ProjectOnPlane(upDirection, rightDirection);
|
||||
if (upDirection.sqrMagnitude <= Mathf.Epsilon)
|
||||
return;
|
||||
|
||||
upDirection.Normalize();
|
||||
float size = SquareSize;
|
||||
bottomRight.position = origin + rightDirection * size;
|
||||
topLeft.position = origin + upDirection * size;
|
||||
topRight.position = origin + (rightDirection + upDirection) * size;
|
||||
}
|
||||
|
||||
public Vector2 ClampCoordinates(Vector2 coordinates)
|
||||
{
|
||||
return new Vector2(
|
||||
Mathf.Clamp(coordinates.x, 0f, CoordinateMaximum),
|
||||
Mathf.Clamp(coordinates.y, 0f, CoordinateMaximum));
|
||||
}
|
||||
|
||||
public Vector3 CoordinatesToWorldPosition(Vector2 coordinates)
|
||||
{
|
||||
if (!HasValidCorners())
|
||||
return transform.position;
|
||||
|
||||
Vector2 clamped = ClampCoordinates(coordinates);
|
||||
float horizontal = clamped.x / CoordinateMaximum;
|
||||
float vertical = clamped.y / CoordinateMaximum;
|
||||
|
||||
Vector3 bottom = Vector3.Lerp(bottomLeft.position, bottomRight.position, horizontal);
|
||||
Vector3 top = Vector3.Lerp(topLeft.position, topRight.position, horizontal);
|
||||
return Vector3.Lerp(bottom, top, vertical);
|
||||
}
|
||||
|
||||
public Vector2 WorldPositionToCoordinates(Vector3 worldPosition)
|
||||
{
|
||||
if (!HasValidCorners())
|
||||
return Vector2.zero;
|
||||
|
||||
Vector3 horizontalEdge = bottomRight.position - bottomLeft.position;
|
||||
Vector3 verticalEdge = topLeft.position - bottomLeft.position;
|
||||
Vector3 fromBottomLeft = worldPosition - bottomLeft.position;
|
||||
|
||||
float horizontal = horizontalEdge.sqrMagnitude > Mathf.Epsilon
|
||||
? Vector3.Dot(fromBottomLeft, horizontalEdge) / horizontalEdge.sqrMagnitude
|
||||
: 0f;
|
||||
float vertical = verticalEdge.sqrMagnitude > Mathf.Epsilon
|
||||
? Vector3.Dot(fromBottomLeft, verticalEdge) / verticalEdge.sqrMagnitude
|
||||
: 0f;
|
||||
|
||||
for (int iteration = 0; iteration < 6; iteration++)
|
||||
{
|
||||
Vector3 current = BilinearPosition(horizontal, vertical);
|
||||
Vector3 error = worldPosition - current;
|
||||
Vector3 horizontalDerivative = Vector3.Lerp(
|
||||
bottomRight.position - bottomLeft.position,
|
||||
topRight.position - topLeft.position,
|
||||
vertical);
|
||||
Vector3 verticalDerivative = Vector3.Lerp(
|
||||
topLeft.position - bottomLeft.position,
|
||||
topRight.position - bottomRight.position,
|
||||
horizontal);
|
||||
|
||||
float horizontalLength = Vector3.Dot(horizontalDerivative, horizontalDerivative);
|
||||
float mixedLength = Vector3.Dot(horizontalDerivative, verticalDerivative);
|
||||
float verticalLength = Vector3.Dot(verticalDerivative, verticalDerivative);
|
||||
float determinant = horizontalLength * verticalLength - mixedLength * mixedLength;
|
||||
if (Mathf.Abs(determinant) <= Mathf.Epsilon)
|
||||
break;
|
||||
|
||||
float horizontalError = Vector3.Dot(horizontalDerivative, error);
|
||||
float verticalError = Vector3.Dot(verticalDerivative, error);
|
||||
horizontal += (horizontalError * verticalLength - verticalError * mixedLength) / determinant;
|
||||
vertical += (verticalError * horizontalLength - horizontalError * mixedLength) / determinant;
|
||||
}
|
||||
|
||||
Vector2 coordinates = new(
|
||||
horizontal * CoordinateMaximum,
|
||||
vertical * CoordinateMaximum);
|
||||
return ClampCoordinates(coordinates);
|
||||
}
|
||||
|
||||
private Vector3 BilinearPosition(float horizontal, float vertical)
|
||||
{
|
||||
Vector3 bottom = Vector3.LerpUnclamped(bottomLeft.position, bottomRight.position, horizontal);
|
||||
Vector3 top = Vector3.LerpUnclamped(topLeft.position, topRight.position, horizontal);
|
||||
return Vector3.LerpUnclamped(bottom, top, vertical);
|
||||
}
|
||||
|
||||
public bool HasValidCorners()
|
||||
{
|
||||
return bottomLeft != null && bottomRight != null && topLeft != null && topRight != null;
|
||||
}
|
||||
}
|
||||
@@ -1,181 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
[DisallowMultipleComponent]
|
||||
public sealed class MapCrosshairController : MonoBehaviour
|
||||
{
|
||||
[Header("Nearest Target (Runtime)")]
|
||||
[SerializeField] private MapTarget nearestTarget = null;
|
||||
[SerializeField] private float distanceToNearestTarget = -1f;
|
||||
|
||||
private MapCoordinateSystem coordinateSystem;
|
||||
private MapTargetController targetController;
|
||||
private Transform relayX;
|
||||
private Transform relayY;
|
||||
private Transform crosshairVisual;
|
||||
private float movementSpeed;
|
||||
private bool useKeyboardInput;
|
||||
private float horizontalAxis;
|
||||
private float verticalAxis;
|
||||
private Vector2 crosshairCoordinates;
|
||||
private Vector3 relayXOffset;
|
||||
private Vector3 relayYOffset;
|
||||
private bool isConfigured;
|
||||
|
||||
public MapCoordinateSystem CoordinateSystem => coordinateSystem;
|
||||
|
||||
public void Configure(
|
||||
MapCoordinateSystem newCoordinateSystem,
|
||||
Transform newRelayX,
|
||||
Transform newRelayY,
|
||||
Transform newCrosshairVisual,
|
||||
float newMovementSpeed,
|
||||
bool enableKeyboardInput,
|
||||
MapTargetController newTargetController)
|
||||
{
|
||||
coordinateSystem = newCoordinateSystem;
|
||||
relayX = newRelayX;
|
||||
relayY = newRelayY;
|
||||
crosshairVisual = newCrosshairVisual;
|
||||
movementSpeed = Mathf.Max(0f, newMovementSpeed);
|
||||
useKeyboardInput = enableKeyboardInput;
|
||||
targetController = newTargetController;
|
||||
crosshairCoordinates = Vector2.zero;
|
||||
isConfigured = CalibrateObjects();
|
||||
|
||||
if (isConfigured)
|
||||
ApplyCoordinates();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!isConfigured)
|
||||
return;
|
||||
|
||||
if (useKeyboardInput)
|
||||
ReadKeyboardInput();
|
||||
|
||||
Vector2 movement = new(horizontalAxis, verticalAxis);
|
||||
crosshairCoordinates += movement * (movementSpeed * Time.deltaTime);
|
||||
crosshairCoordinates = coordinateSystem.ClampCoordinates(crosshairCoordinates);
|
||||
ApplyCoordinates();
|
||||
UpdateNearestTarget();
|
||||
}
|
||||
|
||||
public void SetHorizontalAxis(float value)
|
||||
{
|
||||
horizontalAxis = Mathf.Clamp(value, -1f, 1f);
|
||||
}
|
||||
|
||||
public void SetVerticalAxis(float value)
|
||||
{
|
||||
verticalAxis = Mathf.Clamp(value, -1f, 1f);
|
||||
}
|
||||
|
||||
public Vector2 GetCrosshairCoordinates()
|
||||
{
|
||||
return crosshairCoordinates;
|
||||
}
|
||||
|
||||
public MapTarget GetNearestTarget()
|
||||
{
|
||||
return nearestTarget;
|
||||
}
|
||||
|
||||
public float GetDistanceToNearestTarget()
|
||||
{
|
||||
return distanceToNearestTarget;
|
||||
}
|
||||
|
||||
public bool TryGetNearestTarget(out MapTarget target, out float distance)
|
||||
{
|
||||
target = nearestTarget;
|
||||
distance = distanceToNearestTarget;
|
||||
return target != null;
|
||||
}
|
||||
|
||||
private void ReadKeyboardInput()
|
||||
{
|
||||
Keyboard keyboard = Keyboard.current;
|
||||
if (keyboard == null)
|
||||
{
|
||||
SetHorizontalAxis(0f);
|
||||
SetVerticalAxis(0f);
|
||||
return;
|
||||
}
|
||||
|
||||
SetHorizontalAxis(
|
||||
(keyboard.lKey.isPressed ? 1f : 0f) - (keyboard.jKey.isPressed ? 1f : 0f));
|
||||
SetVerticalAxis(
|
||||
(keyboard.iKey.isPressed ? 1f : 0f) - (keyboard.kKey.isPressed ? 1f : 0f));
|
||||
}
|
||||
|
||||
private void ApplyCoordinates()
|
||||
{
|
||||
Vector3 targetWorldPosition = coordinateSystem.CoordinatesToWorldPosition(crosshairCoordinates);
|
||||
crosshairVisual.position = targetWorldPosition;
|
||||
|
||||
if (relayX != null)
|
||||
relayX.position = coordinateSystem.CoordinatesToWorldPosition(
|
||||
new Vector2(crosshairCoordinates.x, 0f)) + relayXOffset;
|
||||
|
||||
if (relayY != null)
|
||||
relayY.position = coordinateSystem.CoordinatesToWorldPosition(
|
||||
new Vector2(0f, crosshairCoordinates.y)) + relayYOffset;
|
||||
}
|
||||
|
||||
private bool CalibrateObjects()
|
||||
{
|
||||
if (coordinateSystem == null || crosshairVisual == null || !coordinateSystem.HasValidCorners())
|
||||
return false;
|
||||
|
||||
Vector3 origin = coordinateSystem.CoordinatesToWorldPosition(Vector2.zero);
|
||||
Vector3 horizontalDirection =
|
||||
coordinateSystem.CoordinatesToWorldPosition(new Vector2(MapCoordinateSystem.CoordinateMaximum, 0f)) -
|
||||
origin;
|
||||
Vector3 verticalDirection =
|
||||
coordinateSystem.CoordinatesToWorldPosition(new Vector2(0f, MapCoordinateSystem.CoordinateMaximum)) -
|
||||
origin;
|
||||
|
||||
if (horizontalDirection.sqrMagnitude <= Mathf.Epsilon ||
|
||||
verticalDirection.sqrMagnitude <= Mathf.Epsilon)
|
||||
return false;
|
||||
|
||||
horizontalDirection.Normalize();
|
||||
verticalDirection.Normalize();
|
||||
|
||||
if (relayX != null)
|
||||
relayXOffset = Vector3.ProjectOnPlane(relayX.position - origin, horizontalDirection);
|
||||
|
||||
if (relayY != null)
|
||||
relayYOffset = Vector3.ProjectOnPlane(relayY.position - origin, verticalDirection);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void UpdateNearestTarget()
|
||||
{
|
||||
nearestTarget = null;
|
||||
distanceToNearestTarget = -1f;
|
||||
|
||||
if (targetController == null)
|
||||
return;
|
||||
|
||||
float nearestSqrDistance = float.PositiveInfinity;
|
||||
foreach (MapTarget target in targetController.Targets)
|
||||
{
|
||||
if (target == null)
|
||||
continue;
|
||||
|
||||
float sqrDistance = (target.MapCoordinates - crosshairCoordinates).sqrMagnitude;
|
||||
if (sqrDistance >= nearestSqrDistance)
|
||||
continue;
|
||||
|
||||
nearestSqrDistance = sqrDistance;
|
||||
nearestTarget = target;
|
||||
}
|
||||
|
||||
if (nearestTarget != null)
|
||||
distanceToNearestTarget = Mathf.Sqrt(nearestSqrDistance);
|
||||
}
|
||||
}
|
||||
@@ -1,36 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
[DisallowMultipleComponent]
|
||||
public sealed class MapPlayer : MonoBehaviour
|
||||
{
|
||||
[Header("Map Position")]
|
||||
[SerializeField] private Vector2 mapCoordinates = new(5f, 5f);
|
||||
|
||||
private MapCoordinateSystem coordinateSystem;
|
||||
|
||||
public Vector2 MapCoordinates => mapCoordinates;
|
||||
public MapCoordinateSystem CoordinateSystem => coordinateSystem;
|
||||
|
||||
public void Configure(MapCoordinateSystem newCoordinateSystem)
|
||||
{
|
||||
coordinateSystem = newCoordinateSystem;
|
||||
SetMapCoordinates(mapCoordinates);
|
||||
}
|
||||
|
||||
public void SetMapCoordinates(Vector2 coordinates)
|
||||
{
|
||||
mapCoordinates = coordinateSystem != null
|
||||
? coordinateSystem.ClampCoordinates(coordinates)
|
||||
: new Vector2(
|
||||
Mathf.Clamp(coordinates.x, 0f, MapCoordinateSystem.CoordinateMaximum),
|
||||
Mathf.Clamp(coordinates.y, 0f, MapCoordinateSystem.CoordinateMaximum));
|
||||
|
||||
if (coordinateSystem != null && coordinateSystem.HasValidCorners())
|
||||
transform.position = coordinateSystem.CoordinatesToWorldPosition(mapCoordinates);
|
||||
}
|
||||
|
||||
public Vector2 GetMapCoordinates()
|
||||
{
|
||||
return mapCoordinates;
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e8c0e4a1fa154b5ca06510a1443335bf
|
||||
@@ -1,113 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
[DisallowMultipleComponent]
|
||||
public sealed class MapRadarController : MonoBehaviour
|
||||
{
|
||||
[Header("Radar Settings")]
|
||||
[SerializeField, Min(0f)] private float cooldown = 5f;
|
||||
[SerializeField] private bool useKeyboardInput = true;
|
||||
|
||||
[Header("Radar State (Runtime)")]
|
||||
[SerializeField] private float cooldownRemaining;
|
||||
|
||||
private readonly List<GameObject> radarMarks = new();
|
||||
private MapCoordinateSystem coordinateSystem;
|
||||
private MapTargetController targetController;
|
||||
private MapTarget radarMarkPrefab;
|
||||
private float nextActivationTime;
|
||||
private bool isConfigured;
|
||||
|
||||
public float CooldownRemaining => cooldownRemaining;
|
||||
public bool IsReady => cooldownRemaining <= 0f;
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
cooldown = Mathf.Max(0f, cooldown);
|
||||
}
|
||||
|
||||
public void Configure(
|
||||
MapCoordinateSystem newCoordinateSystem,
|
||||
MapTargetController newTargetController,
|
||||
MapTarget newRadarMarkPrefab)
|
||||
{
|
||||
coordinateSystem = newCoordinateSystem;
|
||||
targetController = newTargetController;
|
||||
radarMarkPrefab = newRadarMarkPrefab;
|
||||
isConfigured = coordinateSystem != null &&
|
||||
coordinateSystem.HasValidCorners() &&
|
||||
targetController != null &&
|
||||
radarMarkPrefab != null;
|
||||
|
||||
if (targetController != null)
|
||||
targetController.SetTargetVisualsVisible(false);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
cooldownRemaining = Mathf.Max(0f, nextActivationTime - Time.time);
|
||||
|
||||
if (!useKeyboardInput)
|
||||
return;
|
||||
|
||||
Keyboard keyboard = Keyboard.current;
|
||||
if (keyboard != null && keyboard.oKey.wasPressedThisFrame)
|
||||
ActivateRadar();
|
||||
}
|
||||
|
||||
public bool ActivateRadar()
|
||||
{
|
||||
if (!isConfigured || Time.time < nextActivationTime)
|
||||
return false;
|
||||
|
||||
PlaceRadarMarks();
|
||||
nextActivationTime = Time.time + Mathf.Max(0f, cooldown);
|
||||
cooldownRemaining = Mathf.Max(0f, nextActivationTime - Time.time);
|
||||
return true;
|
||||
}
|
||||
|
||||
private void PlaceRadarMarks()
|
||||
{
|
||||
int targetCount = targetController.Targets.Count;
|
||||
EnsureRadarMarkCount(targetCount);
|
||||
|
||||
for (int index = 0; index < radarMarks.Count; index++)
|
||||
{
|
||||
bool hasTarget = index < targetCount && targetController.Targets[index] != null;
|
||||
GameObject radarMark = radarMarks[index];
|
||||
radarMark.SetActive(hasTarget);
|
||||
|
||||
if (!hasTarget)
|
||||
continue;
|
||||
|
||||
MapTarget target = targetController.Targets[index];
|
||||
radarMark.name = $"Radar Mark - {target.name}";
|
||||
radarMark.transform.position =
|
||||
coordinateSystem.CoordinatesToWorldPosition(target.MapCoordinates);
|
||||
}
|
||||
}
|
||||
|
||||
private void EnsureRadarMarkCount(int requiredCount)
|
||||
{
|
||||
while (radarMarks.Count < requiredCount)
|
||||
{
|
||||
GameObject radarMark = Instantiate(radarMarkPrefab.gameObject, transform);
|
||||
PrepareRadarMark(radarMark);
|
||||
radarMarks.Add(radarMark);
|
||||
}
|
||||
}
|
||||
|
||||
private static void PrepareRadarMark(GameObject radarMark)
|
||||
{
|
||||
MapTarget targetMovement = radarMark.GetComponent<MapTarget>();
|
||||
if (targetMovement != null)
|
||||
targetMovement.enabled = false;
|
||||
|
||||
foreach (Collider targetCollider in radarMark.GetComponentsInChildren<Collider>(true))
|
||||
targetCollider.enabled = false;
|
||||
|
||||
foreach (Renderer targetRenderer in radarMark.GetComponentsInChildren<Renderer>(true))
|
||||
targetRenderer.enabled = true;
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 168bf77c50d14e44a54a3a2e6717d012
|
||||
@@ -1,102 +0,0 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
[DisallowMultipleComponent]
|
||||
public class MapTarget : MonoBehaviour
|
||||
{
|
||||
[Header("Target State (Runtime)")]
|
||||
[SerializeField] private TargetConfig config;
|
||||
[SerializeField] private float timeUntilAttack;
|
||||
[SerializeField] private Vector2 mapCoordinates;
|
||||
[SerializeField] private int currentHealth;
|
||||
[SerializeField] private MissileType requiredMissileType;
|
||||
[SerializeField] private bool isReadyToAttack;
|
||||
|
||||
private MapCoordinateSystem coordinateSystem;
|
||||
private MapPlayer player;
|
||||
private bool isConfigured;
|
||||
private Renderer[] targetRenderers;
|
||||
|
||||
public Vector2 MapCoordinates => mapCoordinates;
|
||||
public MapCoordinateSystem CoordinateSystem => coordinateSystem;
|
||||
public TargetConfig Config => config;
|
||||
public MapPlayer Player => player;
|
||||
public float TimeUntilAttack => timeUntilAttack;
|
||||
public int CurrentHealth => currentHealth;
|
||||
public MissileType RequiredMissileType => requiredMissileType;
|
||||
public bool IsReadyToAttack => isReadyToAttack;
|
||||
|
||||
public event Action<MapTarget> AttackReady;
|
||||
|
||||
public void Configure(
|
||||
TargetConfig newConfig,
|
||||
MapCoordinateSystem newCoordinateSystem,
|
||||
Vector2 startCoordinates,
|
||||
MapPlayer newPlayer)
|
||||
{
|
||||
config = newConfig;
|
||||
coordinateSystem = newCoordinateSystem;
|
||||
player = newPlayer;
|
||||
timeUntilAttack = config != null ? config.TimeBeforeAttack : 0f;
|
||||
currentHealth = config != null ? config.Health : 1;
|
||||
requiredMissileType = config != null ? config.RequiredMissileType : MissileType.None;
|
||||
isReadyToAttack = false;
|
||||
isConfigured = coordinateSystem != null && coordinateSystem.HasValidCorners();
|
||||
SetMapCoordinates(startCoordinates);
|
||||
}
|
||||
|
||||
protected virtual void Update()
|
||||
{
|
||||
if (!isConfigured)
|
||||
return;
|
||||
|
||||
TickAttackTimer(Time.deltaTime);
|
||||
TickMovement(Time.deltaTime);
|
||||
}
|
||||
|
||||
public void SetMapCoordinates(Vector2 coordinates)
|
||||
{
|
||||
mapCoordinates = coordinateSystem != null
|
||||
? coordinateSystem.ClampCoordinates(coordinates)
|
||||
: new Vector2(
|
||||
Mathf.Clamp(coordinates.x, 0f, MapCoordinateSystem.CoordinateMaximum),
|
||||
Mathf.Clamp(coordinates.y, 0f, MapCoordinateSystem.CoordinateMaximum));
|
||||
|
||||
if (isConfigured)
|
||||
transform.position = coordinateSystem.CoordinatesToWorldPosition(mapCoordinates);
|
||||
}
|
||||
|
||||
public Vector2 GetMapCoordinates()
|
||||
{
|
||||
return mapCoordinates;
|
||||
}
|
||||
|
||||
public void SetVisualsVisible(bool isVisible)
|
||||
{
|
||||
if (targetRenderers == null)
|
||||
targetRenderers = GetComponentsInChildren<Renderer>(true);
|
||||
|
||||
foreach (Renderer targetRenderer in targetRenderers)
|
||||
{
|
||||
if (targetRenderer != null)
|
||||
targetRenderer.enabled = isVisible;
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void TickMovement(float deltaTime)
|
||||
{
|
||||
}
|
||||
|
||||
private void TickAttackTimer(float deltaTime)
|
||||
{
|
||||
if (isReadyToAttack)
|
||||
return;
|
||||
|
||||
timeUntilAttack = Mathf.Max(0f, timeUntilAttack - deltaTime);
|
||||
if (timeUntilAttack > 0f)
|
||||
return;
|
||||
|
||||
isReadyToAttack = true;
|
||||
AttackReady?.Invoke(this);
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2ae53f81d9ed4a0fb8d3496feac79ca1
|
||||
@@ -1,172 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[DisallowMultipleComponent]
|
||||
public sealed class MapTargetController : MonoBehaviour
|
||||
{
|
||||
[Header("Random Wave Settings")]
|
||||
[SerializeField, Min(0)] private int targetsPerWave = 5;
|
||||
[SerializeField] private TargetConfig[] randomTargetConfigs = System.Array.Empty<TargetConfig>();
|
||||
|
||||
[Header("Current Wave (Runtime)")]
|
||||
[SerializeField, Min(0)] private int currentWave;
|
||||
[SerializeField] private List<MapTarget> currentWaveTargets = new();
|
||||
|
||||
private readonly List<MapTarget> pooledTargets = new();
|
||||
private MapCoordinateSystem coordinateSystem;
|
||||
private Transform targetParent;
|
||||
private MapPlayer player;
|
||||
private bool isConfigured;
|
||||
|
||||
public IReadOnlyList<MapTarget> Targets => currentWaveTargets;
|
||||
public int CurrentWave => currentWave;
|
||||
public int TargetsPerWave => targetsPerWave;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (currentWave == 0)
|
||||
StartNextWave();
|
||||
}
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
targetsPerWave = Mathf.Max(0, targetsPerWave);
|
||||
currentWave = Mathf.Max(0, currentWave);
|
||||
}
|
||||
|
||||
public void Configure(
|
||||
MapCoordinateSystem newCoordinateSystem,
|
||||
Transform newTargetParent,
|
||||
MapPlayer newPlayer)
|
||||
{
|
||||
coordinateSystem = newCoordinateSystem;
|
||||
targetParent = newTargetParent != null ? newTargetParent : transform;
|
||||
player = newPlayer;
|
||||
isConfigured = coordinateSystem != null && coordinateSystem.HasValidCorners();
|
||||
|
||||
pooledTargets.Clear();
|
||||
foreach (MapTarget existingTarget in targetParent.GetComponentsInChildren<MapTarget>(true))
|
||||
{
|
||||
existingTarget.SetVisualsVisible(false);
|
||||
existingTarget.gameObject.SetActive(false);
|
||||
pooledTargets.Add(existingTarget);
|
||||
}
|
||||
}
|
||||
|
||||
public bool StartNextWave()
|
||||
{
|
||||
if (!isConfigured || !HasValidTargetConfig())
|
||||
{
|
||||
Debug.LogWarning("Target controller has no coordinate system or valid TargetConfig.", this);
|
||||
return false;
|
||||
}
|
||||
|
||||
RetireCurrentWave();
|
||||
currentWave++;
|
||||
|
||||
for (int index = 0; index < targetsPerWave; index++)
|
||||
{
|
||||
TargetConfig config = GetRandomValidConfig();
|
||||
if (config == null)
|
||||
break;
|
||||
|
||||
MapTarget target = GetPooledTarget(config);
|
||||
if (target == null)
|
||||
target = Instantiate(config.TargetPrefab, targetParent);
|
||||
|
||||
target.name = $"Wave {currentWave} - {config.name} - {index + 1}";
|
||||
target.Configure(config, coordinateSystem, GetRandomCoordinates(), player);
|
||||
target.SetVisualsVisible(false);
|
||||
target.gameObject.SetActive(true);
|
||||
currentWaveTargets.Add(target);
|
||||
}
|
||||
|
||||
return currentWaveTargets.Count > 0 || targetsPerWave == 0;
|
||||
}
|
||||
|
||||
public void CreateAndPlaceTargets()
|
||||
{
|
||||
StartNextWave();
|
||||
}
|
||||
|
||||
public void SetTargetVisualsVisible(bool isVisible)
|
||||
{
|
||||
foreach (MapTarget target in currentWaveTargets)
|
||||
{
|
||||
if (target != null)
|
||||
target.SetVisualsVisible(isVisible);
|
||||
}
|
||||
}
|
||||
|
||||
public MapTarget GetTarget(int index)
|
||||
{
|
||||
return index >= 0 && index < currentWaveTargets.Count
|
||||
? currentWaveTargets[index]
|
||||
: null;
|
||||
}
|
||||
|
||||
private void RetireCurrentWave()
|
||||
{
|
||||
foreach (MapTarget target in currentWaveTargets)
|
||||
{
|
||||
if (target == null)
|
||||
continue;
|
||||
|
||||
target.SetVisualsVisible(false);
|
||||
target.gameObject.SetActive(false);
|
||||
|
||||
if (!pooledTargets.Contains(target))
|
||||
pooledTargets.Add(target);
|
||||
}
|
||||
|
||||
currentWaveTargets.Clear();
|
||||
}
|
||||
|
||||
private MapTarget GetPooledTarget(TargetConfig config)
|
||||
{
|
||||
for (int index = pooledTargets.Count - 1; index >= 0; index--)
|
||||
{
|
||||
MapTarget candidate = pooledTargets[index];
|
||||
if (candidate == null)
|
||||
{
|
||||
pooledTargets.RemoveAt(index);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (candidate.GetType() != config.TargetPrefab.GetType())
|
||||
continue;
|
||||
|
||||
pooledTargets.RemoveAt(index);
|
||||
return candidate;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private bool HasValidTargetConfig()
|
||||
{
|
||||
return GetRandomValidConfig() != null;
|
||||
}
|
||||
|
||||
private TargetConfig GetRandomValidConfig()
|
||||
{
|
||||
if (randomTargetConfigs == null || randomTargetConfigs.Length == 0)
|
||||
return null;
|
||||
|
||||
int startIndex = Random.Range(0, randomTargetConfigs.Length);
|
||||
for (int offset = 0; offset < randomTargetConfigs.Length; offset++)
|
||||
{
|
||||
TargetConfig config = randomTargetConfigs[(startIndex + offset) % randomTargetConfigs.Length];
|
||||
if (config != null && config.TargetPrefab != null)
|
||||
return config;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private static Vector2 GetRandomCoordinates()
|
||||
{
|
||||
float maximum = MapCoordinateSystem.CoordinateMaximum;
|
||||
return new Vector2(Random.Range(0f, maximum), Random.Range(0f, maximum));
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 06d2f3ff739a4a4ca04d749ccf14fd9c
|
||||
@@ -1,7 +0,0 @@
|
||||
public enum MissileType
|
||||
{
|
||||
None = 0,
|
||||
Standard = 1,
|
||||
AntiAir = 2,
|
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using UnityEngine;
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heightAboveFloor: 0.15
|
||||
--- !u!114 &5032171862004131710
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
|
||||
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Reference in New Issue
Block a user