maint: moving around methods to work better with Unit/Player/Enemy classes

This commit is contained in:
Chris
2025-10-04 13:47:32 -04:00
parent 8a1d135138
commit 11f2ae26cc
4 changed files with 121 additions and 48 deletions

View File

@@ -1,11 +1,51 @@
using Reset.Core;
using System;
using Reset.Core;
using UnityEngine;
namespace Reset.Units{
public class Enemy : Unit, ILockOnTarget{
public class Enemy : Unit, ILockOnTarget, IKillable {
public float lockonTargetRadius{ get; set; } = 10f;
public Animator testModelAnimator;
public override void UnitStart(){
base.UnitStart();
((IKillable)this).IKillableInitialize();
}
public void OnTargetDelete(){
GetComponent<ILockOnTarget>().SafelyDeleteTarget();
}
public void TakeDamage(DamageSource[] sources){
foreach (DamageSource source in sources) {
TakeDamage(source);
}
}
public void TakeDamage(DamageSource source){
try {
((IKillable)this).currentHealth -= source.damageDealt;
testModelAnimator.SetTrigger("Hit");
if (((IKillable)this).currentHealth <= 0) {
Kill();
}
} catch (Exception e) {
Debug.LogError($"Failed TakeDamage on {this.name}: {e.Message}");
}
}
public void Kill(){
throw new System.NotImplementedException();
}
void Update(){
GetComponent<IKillable>().DrawHealthDebug();
}
public float maxHealth{ get; set; }
public float currentHealth{ get; set; }
}
}

View File

@@ -1,4 +1,6 @@
using Reset.Core;
using Drawing;
using Reset.Core;
using UnityEngine;
namespace Reset.Units{
public interface IKillable : IDamageable{
@@ -6,5 +8,29 @@ namespace Reset.Units{
public float maxHealth{ get; set; }
public float currentHealth{ get; set; }
void IKillableInitialize(){
SetMaxHealth();
}
private void SetMaxHealth(){
if (maxHealth == 0f) {
Debug.LogError($"Max health is not set for type of <b>{((object)this)}</b>. Setting to 10000.");
currentHealth = 10000f;
} else {
currentHealth = maxHealth;
}
}
internal void DrawHealthDebug(){
using (Draw.WithColor(Color.blue)) {
Draw.ingame.Label2D(((MonoBehaviour)this).transform.position + Vector3.up * 2.2f, ((IKillable)this).currentHealth.ToString(),
Color.blue);
}
}
private void InternalUpdate(){
Debug.Log("is this possible");
}
}
}

View File

@@ -21,53 +21,14 @@ public class Player : Unit, IKillable{
controls = GetComponent<PlayerControls>();
}
void Start(){
if (((IKillable)this).maxHealth == 0f) {
Debug.LogError($"Max health is not set for type of <b>{name}</b>. Setting to 100.");
((IKillable)this).currentHealth = 10000f;
} else {
((IKillable)this).currentHealth = ((IKillable)this).maxHealth;
public override void UnitStart(){
base.UnitStart();
((IKillable)this).IKillableInitialize();
}
if (!NetworkManager.Singleton.IsConnectedClient && !NetworkManager.Singleton.IsHost) {
Attach();
} else {
StartCoroutine(WaitForOnline());
}
}
private IEnumerator WaitForOnline(){
while (!NetworkManager.Singleton.didAwake) {
Debug.Log("waiting");
yield return null;
}
// Debug.Log($"{IsHost}, {IsClient}, {IsLocalPlayer}");
if (IsLocalPlayer){
GameManager.Player = gameObject;
Attach();
}
}
public void Attach(){
if (GameManager.Player == gameObject){
GameManager.RequestNewController();
GetComponent<LockOnManager>().AttachCamera(gameObject);
}
}
protected override void OnNetworkPostSpawn(){
// GetComponent<LockOnManager>().AttachCamera(gameObject);
}
// Update is called once per frame
void Update(){
using (Draw.WithColor(Color.blue)) {
Draw.ingame.Label2D(transform.position + Vector3.up * 2.2f, ((IKillable)this).currentHealth.ToString(),
Color.blue);
}
GetComponent<IKillable>().DrawHealthDebug();
}
public void TakeDamage(DamageSource[] sources){

View File

@@ -1,4 +1,50 @@
using Unity.Netcode;
using System.Collections;
using Reset;
using Unity.Netcode;
using UnityEngine;
public class Unit : NetworkBehaviour{
public virtual void Start(){
UnitStart();
}
public virtual void UnitStart(){
OnlineStart();
}
protected void OnlineStart(){
if (!NetworkManager.Singleton.IsConnectedClient && !NetworkManager.Singleton.IsHost) {
Attach();
} else {
StartCoroutine(WaitForOnline());
}
}
private IEnumerator WaitForOnline(){
while (!NetworkManager.Singleton.didAwake) {
Debug.Log("waiting");
yield return null;
}
// Debug.Log($"{IsHost}, {IsClient}, {IsLocalPlayer}");
if (IsLocalPlayer){
GameManager.Player = gameObject;
Attach();
}
}
public void Attach(){
if (GameManager.Player == gameObject){
GameManager.RequestNewController();
GetComponent<LockOnManager>().AttachCamera(gameObject);
}
}
void Update(){
}
protected override void OnNetworkPostSpawn(){
// GetComponent<LockOnManager>().AttachCamera(gameObject);
}
}