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feat(#9): turrets shoot now to enemies and damage them - nice
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dofranko committed Oct 5, 2021
1 parent d9b12bd commit eed7503
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Showing 9 changed files with 246 additions and 7 deletions.
51 changes: 49 additions & 2 deletions Assets/Prefabs/Allies/BasicAllyTurret.prefab
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130 changes: 130 additions & 0 deletions Assets/Prefabs/Allies/BulletTurretBasic.prefab
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7 changes: 7 additions & 0 deletions Assets/Prefabs/Allies/BulletTurretBasic.prefab.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

4 changes: 2 additions & 2 deletions Assets/Prefabs/EnemyGameObject.prefab
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Expand Down
2 changes: 1 addition & 1 deletion Assets/Scripts/Bullet.cs
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Expand Up @@ -27,7 +27,7 @@ void OnTriggerEnter(Collider other)
if (castle)
{
castle.TakeDamage(Damage);
Destroy(gameObject);
}
Destroy(gameObject);
}
}
34 changes: 34 additions & 0 deletions Assets/Scripts/BulletTurretBasic.cs
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@@ -0,0 +1,34 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BulletTurretBasic : MonoBehaviour
{

public int Damage { get; set; }
public Rigidbody rb;
[SerializeField] private float speed;
[SerializeField] private float lifeTime;

// Update is called once per frame
void Start()
{

Destroy(gameObject, lifeTime);
}
void FixedUpdate()
{
rb.velocity = transform.forward * speed;
}

void OnTriggerEnter(Collider other)
{
var enemy = other.GetComponent<Enemy>();
if (!enemy) enemy = other.GetComponentInParent<Enemy>();
if (enemy)
{
enemy.TakeDamage(Damage);
Destroy(gameObject);
}
}
}
11 changes: 11 additions & 0 deletions Assets/Scripts/BulletTurretBasic.cs.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

12 changes: 11 additions & 1 deletion Assets/Scripts/TurretBasic.cs
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Expand Up @@ -11,15 +11,19 @@ public class TurretBasic : MonoBehaviour
[SerializeField] private int damage;
[SerializeField] private float range;
[SerializeField] private LayerMask enemyLayerMask;
[SerializeField] private WeaponPrefab weapon;
private float nextTimeToFire = 0.0f;
void Start()
{
weapon.SetDamage(damage);
InvokeRepeating("UpdateTarget", 1f, 1.0f / fireRate);

}

private void UpdateTarget()
{
if (target) return;
foreach (var enemyCollider in Physics.OverlapSphere(transform.position, range, enemyLayerMask, QueryTriggerInteraction.Ignore))
foreach (var enemyCollider in Physics.OverlapSphere(transform.position, range, enemyLayerMask, QueryTriggerInteraction.UseGlobal))
{
var enemy = enemyCollider.GetComponent<Enemy>();
if (!enemy) enemy = enemyCollider.transform.parent.GetComponent<Enemy>();
Expand All @@ -34,6 +38,12 @@ private void UpdateTarget()
void Update()
{
if (!target) return;

transform.LookAt(target);
if (Time.time >= nextTimeToFire)
{
nextTimeToFire = Time.time + 1f / fireRate;
weapon.Shoot();
}
}
}
2 changes: 1 addition & 1 deletion ProjectSettings/TagManager.asset
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Expand Up @@ -15,7 +15,7 @@ TagManager:
- Castle
- Enemy
- Raycastable UI
-
- Ally Bullet
-
-
-
Expand Down

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