added: initial combat mechanics
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44
Assets/Scripts/Player/Combat/UnitCombat.cs
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44
Assets/Scripts/Player/Combat/UnitCombat.cs
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using System;
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using System.Collections.Generic;
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using Reset.Units;
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using UnityEngine;
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public class UnitCombat : MonoBehaviour{
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public List<Collider> draggedUnits = new List<Collider>();
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private UnitMovementHandler movement;
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private Vector3 lastPosition;
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private Vector3 positionDelta;
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private float lastSpeed;
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private float speedDelta;
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void Awake(){
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movement = GetComponent<UnitMovementHandler>();
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}
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void Start(){
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lastPosition = transform.position;
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}
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// Update is called once per frame
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void Update(){
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positionDelta = lastPosition.DirectionTo(transform.position);
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speedDelta = Vector3.Distance(lastPosition, transform.position);
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lastPosition = transform.position;
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foreach (Collider draggedUnit in draggedUnits) {
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UnitMovementHandler draggedUnitMovement = draggedUnit.GetComponent<UnitMovementHandler>();
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if (!draggedUnitMovement) {
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Debug.LogError($"No available UnitMovement on {draggedUnit.name}. Aborting drag on this unit.");
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continue;
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}
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draggedUnitMovement.SetNewDirection((transform.rotation* positionDelta).ToVector2(), 1f, true);
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draggedUnitMovement.SetNewSpeed(speedDelta, 1f, true);
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draggedUnitMovement.SetNewRotation(Quaternion.LookRotation(transform.position.DirectionTo(draggedUnit.transform.position)), 1f, true);
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}
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}
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}
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