added: initial combat mechanics

This commit is contained in:
Chris
2025-10-03 13:29:46 -04:00
parent 5b911f9f47
commit d787353706
17 changed files with 910 additions and 23 deletions

View File

@@ -0,0 +1,44 @@
using System;
using System.Collections.Generic;
using Reset.Units;
using UnityEngine;
public class UnitCombat : MonoBehaviour{
public List<Collider> draggedUnits = new List<Collider>();
private UnitMovementHandler movement;
private Vector3 lastPosition;
private Vector3 positionDelta;
private float lastSpeed;
private float speedDelta;
void Awake(){
movement = GetComponent<UnitMovementHandler>();
}
void Start(){
lastPosition = transform.position;
}
// Update is called once per frame
void Update(){
positionDelta = lastPosition.DirectionTo(transform.position);
speedDelta = Vector3.Distance(lastPosition, transform.position);
lastPosition = transform.position;
foreach (Collider draggedUnit in draggedUnits) {
UnitMovementHandler draggedUnitMovement = draggedUnit.GetComponent<UnitMovementHandler>();
if (!draggedUnitMovement) {
Debug.LogError($"No available UnitMovement on {draggedUnit.name}. Aborting drag on this unit.");
continue;
}
draggedUnitMovement.SetNewDirection((transform.rotation* positionDelta).ToVector2(), 1f, true);
draggedUnitMovement.SetNewSpeed(speedDelta, 1f, true);
draggedUnitMovement.SetNewRotation(Quaternion.LookRotation(transform.position.DirectionTo(draggedUnit.transform.position)), 1f, true);
}
}
}