added: lock-on mechanics testing

This commit is contained in:
Chris
2025-03-19 15:51:41 -04:00
parent 49baf84191
commit ee40868efe
18 changed files with 387 additions and 7 deletions

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using UnityEngine;
public class GenericLockOnTarget : MonoBehaviour, ILockOnTarget{
public float lockonTargetRadius{ get; set; } = 1f;
public Renderer thisRenderer { get; }
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start(){
}
void Update(){
Debug.Log((this as ILockOnTarget).GetReticlePosition());
}
}

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@@ -8,7 +8,6 @@ using UnityEngine.InputSystem;
namespace NodeCanvas.Tasks.Actions {
[Category("Reset/Movement")]
public class AddJump : ActionTask<CharacterController> {
public BBParameter<float> jumpStrength;

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@@ -0,0 +1,20 @@
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.UIElements;
public class LockOnManager : MonoBehaviour{
[ShowInInspector]
public UIDocument lockOnDocument;
[ShowInInspector, SerializeField]
public ILockOnTarget lockOnTarget;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update(){
Debug.Log(RuntimePanelUtils.CameraTransformWorldToPanel(lockOnDocument.rootVisualElement.panel, lockOnTarget.GetReticlePosition(), Camera.main.GetComponent<Camera>()));
}
}

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using System;
using UnityEngine;
public interface ILockOnTarget{
public float lockonTargetRadius { set; }
Transform transform {get;}
GameObject gameObject{ get; }
public Vector3 GetReticlePosition(){
Bounds objectBounds = gameObject.GetComponent<Renderer>().bounds;
Vector3 reticlePosition = new Vector3(transform.position.x, transform.position.y + objectBounds.size.y, transform.position.z);
return reticlePosition;
}
}
public class PlayerCamera : MonoBehaviour{
void Start(){

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