55 lines
1.8 KiB
C#
55 lines
1.8 KiB
C#
using System;
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using System.Collections.Generic;
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using Reset.Core.Tools;
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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) / Time.deltaTime;
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// Test
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speedDelta *= 1.0f;
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speedDelta = Mathf.Max(3f, speedDelta);
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float speedDiff = Mathf.Lerp(.2f, 1.4f, speedDelta);
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speedDelta *= speedDiff;
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DebugOverlayDrawer.ChangeValue($"Combat - {name}", "Position Delta", positionDelta);
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DebugOverlayDrawer.ChangeValue($"Combat - {name}", "Speed Delta", speedDelta);
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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.SetNewRotation(-transform.position.DirectionTo(draggedUnit.transform.position), 1f, true);
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draggedUnitMovement.SetNewDirection((positionDelta).ToVector2(), 1f, true);
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draggedUnitMovement.SetNewSpeed(speedDelta, 1f, true);
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}
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}
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}
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