Files
project-reset/Assets/Scripts/Units/Combat/UnitCombat.cs

73 lines
2.6 KiB
C#

using System;
using System.Collections.Generic;
using Reset.Core.Tools;
using Reset.Units;
using UnityEngine;
using Random = UnityEngine.Random;
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;
private float sinAmplitude;
private float sinOffset;
void Awake(){
movement = GetComponent<UnitMovementHandler>();
}
void Start(){
lastPosition = transform.position;
sinOffset = Random.value;
sinAmplitude = 1 + Random.value / 4f;
}
// Update is called once per frame
void Update(){
DragAttackedUnits();
}
void DragAttackedUnits(){
// Get the original difference in position for speed and direction
positionDelta = Vector3.Lerp(positionDelta, lastPosition.DirectionTo(transform.position), 5f * Time.deltaTime);
speedDelta = Vector3.Distance(lastPosition, transform.position) / Time.deltaTime;
// Add some randomness to the movements based on small offsets
float sinVal = Mathf.Sin(2f + sinOffset) * sinAmplitude;
speedDelta += sinVal;
// Set a floor to prevent them from not moving enough
speedDelta = Mathf.Max(3f, speedDelta);
// Multiply the speed to be lower when further, and faster when close
float speedDiff = Mathf.Lerp(.2f, 1.4f, speedDelta);
speedDelta *= speedDiff;
// Debug
DebugOverlayDrawer.ChangeValue($"Combat - {name}", "Position Delta", positionDelta);
DebugOverlayDrawer.ChangeValue($"Combat - {name}", "Speed Delta", speedDelta);
// Update last known position
lastPosition = transform.position;
// Apply the speed, direction, and rotation to each unit
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.SetNewRotation(-transform.position.DirectionTo(draggedUnit.transform.position), 1f, true);
draggedUnitMovement.SetNewDirection((positionDelta).ToVector2(), 1f, true);
draggedUnitMovement.SetNewSpeed(speedDelta, 1f, true);
}
}
}