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

124 lines
4.5 KiB
C#

using System;
using System.Collections.Generic;
using Reset.Core.Tools;
using Reset.Units;
using Unity.Netcode;
using UnityEngine;
using Random = UnityEngine.Random;
public class UnitCombat : UnitComponent {
// public List<Collider> draggedUnits = new List<Collider>();
public Dictionary<Collider, float> draggedColliders = new Dictionary<Collider, float>();
private UnitMovementHandler movement;
private Vector3 lastPosition;
private Vector3 positionDelta;
private float lastSpeed;
private float speedDelta;
private float sinAmplitude;
private float sinOffset;
private List<Collider> activelyDraggedColliders;
private List<Collider> expiredColliders;
void Awake(){
movement = GetComponent<UnitMovementHandler>();
activelyDraggedColliders = new List<Collider>();
expiredColliders = new List<Collider>();
}
void Start(){
lastPosition = transform.position;
sinOffset = Random.value;
sinAmplitude = 1 + Random.value / 4f;
}
// Update is called once per frame
void Update(){
// Calculate movement for dragged units
DragAttackedUnits();
// Check timers to make sure an object doesn't stay dragged
CheckUnitTimers();
}
// dragTime is set as a maximum. If no time is provided then it defaults to two seconds.
public void AddDragCollider(Collider newCollider, float dragTime = 2f){
if (draggedColliders.ContainsKey(newCollider)) {
draggedColliders[newCollider] = dragTime;
} else {
draggedColliders.Add(newCollider, dragTime);
activelyDraggedColliders.Add(newCollider);
}
}
public void RemoveDragCollider(Collider colliderToRemove){
draggedColliders.Remove(colliderToRemove);
activelyDraggedColliders.Remove(colliderToRemove);
}
void CheckUnitTimers(){
// Decrease the timer of the dragged colliders
foreach (Collider thisCollider in activelyDraggedColliders) {
draggedColliders[thisCollider] -= 1f * Time.deltaTime;
// Pend them for removal when ready
if (draggedColliders[thisCollider] < 0f) {
expiredColliders.Add(thisCollider);
}
}
// Remove expired colliders
for (int i = 0; i < expiredColliders.Count; i++) {
RemoveDragCollider(expiredColliders[i]);
}
// Clear list if not empty
if (expiredColliders.Count > 0f) {
expiredColliders.Clear();
}
}
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 activelyDraggedColliders) {
UnitMovementHandler draggedUnitMovement = draggedUnit.GetComponent<UnitMovementHandler>();
if (!draggedUnitMovement) {
Debug.LogError($"No available UnitMovement on {draggedUnit.name}. Aborting drag on this unit.");
continue;
}
// Prevent units from entering a runaway situation where they constantly pull each other at high speeds across the map
speedDelta = Mathf.Min(speedDelta, draggedUnitMovement.data.moveSpeed.Value);
draggedUnitMovement.SetNewRotation(-transform.position.DirectionTo(draggedUnit.transform.position), 1f, true);
draggedUnitMovement.SetNewDirection(positionDelta.ToVector2(), 1f, true);
draggedUnitMovement.SetNewSpeed(speedDelta, 1f, true);
}
}
}