Merge remote-tracking branch 'origin/Syntriax' into Over
This commit is contained in:
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								Assets/Scripts/AI/Projectile.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,45 @@
 | 
			
		||||
using Pausable;
 | 
			
		||||
using UnityEngine;
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		||||
 | 
			
		||||
namespace AI
 | 
			
		||||
{
 | 
			
		||||
    [RequireComponent(typeof(Rigidbody2D))]
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		||||
    public class Projectile : MonoBehaviour, IPausable
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        {
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		||||
            ProjectilePool.Instance.Return(this);
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		||||
        }
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		||||
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        public bool IsPaused { get; protected set; } = false;
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        public void Pause()
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        {
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		||||
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		||||
            UpdateRigidbody();
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        public void Resume()
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        {
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		||||
            UpdateRigidbody();
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		||||
        }
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        private void UpdateRigidbody()
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        {
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		||||
            _rigidbody.simulated = !IsPaused;
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		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										11
									
								
								Assets/Scripts/AI/Projectile.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								Assets/Scripts/AI/Projectile.cs.meta
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,11 @@
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										56
									
								
								Assets/Scripts/AI/ProjectilePool.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										56
									
								
								Assets/Scripts/AI/ProjectilePool.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,56 @@
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
namespace AI
 | 
			
		||||
{
 | 
			
		||||
    public class ProjectilePool : MonoBehaviour
 | 
			
		||||
    {
 | 
			
		||||
        private static ProjectilePool _instance = null;
 | 
			
		||||
        public static ProjectilePool Instance
 | 
			
		||||
        {
 | 
			
		||||
            get
 | 
			
		||||
            {
 | 
			
		||||
                if (_instance == null)
 | 
			
		||||
                {
 | 
			
		||||
                    GameObject go = new GameObject(typeof(ProjectilePool).Name);
 | 
			
		||||
                    _instance = go.AddComponent<ProjectilePool>();
 | 
			
		||||
                }
 | 
			
		||||
                return _instance;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public Stack<Projectile> pool = null;
 | 
			
		||||
        private GameObject prefab;
 | 
			
		||||
 | 
			
		||||
        private void Awake()
 | 
			
		||||
        {
 | 
			
		||||
            if (_instance != this && _instance != null)
 | 
			
		||||
            {
 | 
			
		||||
                Destroy(this);
 | 
			
		||||
                return;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            pool = new Stack<Projectile>(64);
 | 
			
		||||
            prefab = Resources.Load<GameObject>("Projectiles/Basic Projectile");
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public Projectile Get()
 | 
			
		||||
        {
 | 
			
		||||
            Projectile projectile = null;
 | 
			
		||||
            pool.TryPop(out projectile);
 | 
			
		||||
 | 
			
		||||
            if (projectile == null)
 | 
			
		||||
                projectile = Instantiate(prefab).GetComponent<Projectile>();
 | 
			
		||||
 | 
			
		||||
            projectile.gameObject.SetActive(true);
 | 
			
		||||
 | 
			
		||||
            return projectile;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public void Return(Projectile projectile)
 | 
			
		||||
        {
 | 
			
		||||
            projectile.gameObject.SetActive(false);
 | 
			
		||||
            pool.Push(projectile);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										11
									
								
								Assets/Scripts/AI/ProjectilePool.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								Assets/Scripts/AI/ProjectilePool.cs.meta
									
									
									
									
									
										Normal file
									
								
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										82
									
								
								Assets/Scripts/AI/ShootingEnemyAI.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										82
									
								
								Assets/Scripts/AI/ShootingEnemyAI.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,82 @@
 | 
			
		||||
using Pausable;
 | 
			
		||||
using UnityEngine;
 | 
			
		||||
using UnityEngine.Events;
 | 
			
		||||
 | 
			
		||||
namespace AI
 | 
			
		||||
{
 | 
			
		||||
    public class ShootingEnemyAI : MonoBehaviour, IPausable
 | 
			
		||||
    {
 | 
			
		||||
        [SerializeField] protected float attacksPerSecond = 1f;
 | 
			
		||||
        [SerializeField] protected float attackRange = 5f;
 | 
			
		||||
        [SerializeField] protected float timeForProjectileToHit = .25f;
 | 
			
		||||
 | 
			
		||||
        protected float cooldownPerShoot = 0f;
 | 
			
		||||
        protected float remainingCooldown = 0f;
 | 
			
		||||
 | 
			
		||||
        private float attackRangeSquared = 5f;
 | 
			
		||||
        private Transform target = null;
 | 
			
		||||
 | 
			
		||||
        private bool canShoot => (target.transform.position - transform.position).sqrMagnitude < attackRangeSquared && target != null;
 | 
			
		||||
 | 
			
		||||
        public UnityEvent OnShoot { get; protected set; } = null;
 | 
			
		||||
 | 
			
		||||
        #region IPausable
 | 
			
		||||
        public bool IsPaused { get; protected set; } = false;
 | 
			
		||||
        public virtual void Pause() => IsPaused = true;
 | 
			
		||||
        public virtual void Resume() => IsPaused = false;
 | 
			
		||||
        #endregion
 | 
			
		||||
 | 
			
		||||
        protected void Awake()
 | 
			
		||||
        {
 | 
			
		||||
            cooldownPerShoot = 1f / attacksPerSecond;
 | 
			
		||||
            attackRangeSquared = attackRange * attackRange;
 | 
			
		||||
            OnShoot = new UnityEvent();
 | 
			
		||||
            UpdateTarget(FindObjectOfType<Player.PlayerController>()?.transform);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        protected void Update()
 | 
			
		||||
        {
 | 
			
		||||
            remainingCooldown -= Time.deltaTime;
 | 
			
		||||
 | 
			
		||||
            if (remainingCooldown <= 0f && canShoot)
 | 
			
		||||
                Shoot();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        protected void Shoot()
 | 
			
		||||
        {
 | 
			
		||||
 | 
			
		||||
            Projectile projectile = ProjectilePool.Instance.Get();
 | 
			
		||||
            projectile.transform.position = transform.position;
 | 
			
		||||
 | 
			
		||||
            Vector3 velocity = GetVelocityForProjectile(timeForProjectileToHit);
 | 
			
		||||
 | 
			
		||||
            RaycastHit2D raycastHit2D = Physics2D.Raycast(transform.position, target.position - transform.position, attackRange);
 | 
			
		||||
            if (raycastHit2D.transform != target)
 | 
			
		||||
                velocity = GetVelocityForProjectile(timeForProjectileToHit * 2);
 | 
			
		||||
 | 
			
		||||
            projectile.SetVelocity(velocity);
 | 
			
		||||
 | 
			
		||||
            remainingCooldown = cooldownPerShoot;
 | 
			
		||||
            OnShoot?.Invoke();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private Vector3 GetVelocityForProjectile(float time)
 | 
			
		||||
        {
 | 
			
		||||
            Vector3 vector3 = target.position - transform.position;
 | 
			
		||||
            vector3.z = 0f;
 | 
			
		||||
            vector3.y -= (Physics2D.gravity.y / 2) * (time * time);
 | 
			
		||||
            vector3 /= time;
 | 
			
		||||
            return vector3;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public void UpdateTarget(Transform transform) => target = transform;
 | 
			
		||||
 | 
			
		||||
        private void OnDrawGizmosSelected()
 | 
			
		||||
        {
 | 
			
		||||
            Gizmos.color = Color.yellow;
 | 
			
		||||
            Gizmos.DrawWireSphere(transform.position, 0.125f);
 | 
			
		||||
            Gizmos.color = Color.red;
 | 
			
		||||
            Gizmos.DrawWireSphere(transform.position, attackRange);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										11
									
								
								Assets/Scripts/AI/ShootingEnemyAI.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								Assets/Scripts/AI/ShootingEnemyAI.cs.meta
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,11 @@
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		Reference in New Issue
	
	Block a user