maint: added livewatch asset
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@@ -0,0 +1,81 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Ingvar.LiveWatch.TowerDefenceDemo
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{
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public class ShockwaveTower : TowerBase
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{
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public override TowerType Type => TowerType.Shockwave;
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[SerializeField] private float _cooldown = 1f;
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[SerializeField] private int _damage = 20;
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[SerializeField] private float _radius = 3f;
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[SerializeField] private ParticleSystem _waveEffect;
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private LevelScene _levelScene;
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private bool _isActive;
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private float _lastFireTime;
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private Vector2 ourPos => new Vector2(transform.position.x, transform.position.z);
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private List<MobMain> _pendingDamageMobs = new();
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public override void Enable(LevelScene levelScene)
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{
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_isActive = true;
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_lastFireTime = Time.time;
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_levelScene = levelScene;
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}
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public override void Disable()
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{
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_isActive = false;
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}
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private void OnDrawGizmos()
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{
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Gizmos.DrawWireSphere(transform.position, _radius);
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}
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private void Update()
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{
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if (!_isActive)
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return;
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if (Time.time < _lastFireTime + _cooldown)
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return;
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_lastFireTime = Time.time;
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Fire();
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}
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private void Fire()
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{
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_pendingDamageMobs.Clear();
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foreach (var mob in _levelScene.MobManager.Mobs)
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{
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var mobPos = new Vector2(mob.transform.position.x, mob.transform.position.z);
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var sqrDist = (mobPos - ourPos).sqrMagnitude;
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if (sqrDist > _radius * _radius)
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continue;
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_pendingDamageMobs.Add(mob);
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}
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foreach (var mob in _pendingDamageMobs)
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{
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if (mob.Health.CurrentHealth <= _damage)
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{
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Watch.Push("MobLog", $"{mob.Id} killed by {Id}")
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.SetSortOrder(TD_WatchSortOrder.MobLog)
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;
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}
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mob.Health.TakeDamage(_damage);
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}
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_waveEffect.Play();
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}
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}
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}
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