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4 commits

Author SHA1 Message Date
42706712aa Implemented shooting
Fixed abstract character not depleting energy when reaching zero
Created prefabs for player and enemy bullets
Added physics layers for players and enemies
2019-09-19 12:36:24 +02:00
f6529e33da Moved default values away from Start() in AbstractCharacter 2019-09-19 12:06:23 +02:00
5d4c030d9b Bullet despawn on leaving view 2019-09-19 11:38:00 +02:00
505715a368 Fixed typo in Enemy
Fixed NRE in Mover
2019-09-19 10:53:03 +02:00
19 changed files with 475 additions and 44 deletions

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@ -60,7 +60,7 @@
<Compile Include="Assets\Scripts\AbstractShooter.cs" /> <Compile Include="Assets\Scripts\AbstractShooter.cs" />
<Compile Include="Assets\Scripts\BasicShooter.cs" /> <Compile Include="Assets\Scripts\BasicShooter.cs" />
<Compile Include="Assets\Scripts\Bullet.cs" /> <Compile Include="Assets\Scripts\Bullet.cs" />
<Compile Include="Assets\Scripts\EnnemyCharacter.cs" /> <Compile Include="Assets\Scripts\EnemyCharacter.cs" />
<Compile Include="Assets\Scripts\InputManager.cs" /> <Compile Include="Assets\Scripts\InputManager.cs" />
<Compile Include="Assets\Scripts\Mover.cs" /> <Compile Include="Assets\Scripts\Mover.cs" />
<Compile Include="Assets\Scripts\PlayerCharacter.cs" /> <Compile Include="Assets\Scripts\PlayerCharacter.cs" />

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@ -15,22 +15,22 @@ public abstract class AbstractCharacter : MonoBehaviour
// Characteristics and status of a character // Characteristics and status of a character
// //
// Speed in m/s // Speed in m/s
[SerializeField] protected float _maxSpeed; [SerializeField] protected float _maxSpeed = 10;
public float MaxSpeed public float MaxSpeed
{ {
get { return _maxSpeed; } get { return _maxSpeed; }
set { _maxSpeed = value; } set { _maxSpeed = value; }
} }
[SerializeField] protected int _maxHealth; [SerializeField] protected int _maxHealth = 1;
public int MaxHealth => _maxHealth; public int MaxHealth => _maxHealth;
public int CurrentHealth { get; set; } public int CurrentHealth { get; set; }
[SerializeField] protected float _maxEnergy; [SerializeField] protected float _maxEnergy = 100;
public float MaxEnergy => _maxEnergy; public float MaxEnergy => _maxEnergy;
public float CurrentEnergy { get; set; } public float CurrentEnergy { get; set; }
// Energy gained back per second // Energy gained back per second
[SerializeField] private float _energyRegen; [SerializeField] private float _energyRegen = 20;
public float EnergyRegen public float EnergyRegen
{ {
get { return _energyRegen; } get { return _energyRegen; }
@ -44,12 +44,8 @@ public abstract class AbstractCharacter : MonoBehaviour
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
MaxSpeed = 10;
_maxHealth = 1;
CurrentHealth = MaxHealth; CurrentHealth = MaxHealth;
_maxEnergy = 100;
CurrentEnergy = MaxEnergy; CurrentEnergy = MaxEnergy;
EnergyRegen = 20;
_mover = GetComponentInParent<Mover>(); _mover = GetComponentInParent<Mover>();
_shooter = GetComponentInParent<AbstractShooter>(); _shooter = GetComponentInParent<AbstractShooter>();
@ -82,13 +78,17 @@ public abstract class AbstractCharacter : MonoBehaviour
_isDepleted = false; _isDepleted = false;
} }
} }
if (CurrentEnergy < 0) if (CurrentEnergy <= 0)
{ {
CurrentEnergy = 0; CurrentEnergy = 0;
_isDepleted = true;
} }
// The InputManager is executed before and updates it to true if needed // The InputManager is executed before and updates it to true if needed
_isShooting = false; _isShooting = false;
// FIXME : Debug drawing to show energy level
Debug.DrawLine(new Vector3(-5,4), new Vector3(-5 + 10 * CurrentEnergy/MaxEnergy,4),Color.blue);
} }
public abstract void Move(Vector2 movementDirection); public abstract void Move(Vector2 movementDirection);

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@ -1,18 +1,57 @@
using System.Collections; using System;
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class AbstractShooter : MonoBehaviour public abstract class AbstractShooter : MonoBehaviour
{ {
// Energy consumed per shot
[SerializeField] protected float _energyCost = 2;
public float EnergyCost => _energyCost;
// Minimum time between two shots
protected float _minDeltaTime = 1f / 5;
[SerializeField] private int _shotsPerSecond = 5;
public int ShotsPerSecond
{
get { return _shotsPerSecond; }
set
{
_shotsPerSecond = value;
_minDeltaTime = 1f / _shotsPerSecond;
}
}
private float _timeLeft;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
_minDeltaTime = 1f / ShotsPerSecond;
_timeLeft = 0;
} }
// Update is called once per frame
void Update() void Update()
{ {
_timeLeft -= Time.deltaTime;
} }
private void OnValidate()
{
_minDeltaTime = 1f / ShotsPerSecond;
}
public bool Shoot(float currentEnergy)
{
if (_timeLeft <= 0 && currentEnergy > 0)
{
InstantiateProjectiles();
_timeLeft = _minDeltaTime;
return true;
}
return false;
}
protected abstract void InstantiateProjectiles();
} }

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@ -4,15 +4,26 @@ using UnityEngine;
public class BasicShooter : AbstractShooter public class BasicShooter : AbstractShooter
{ {
// Start is called before the first frame update // Bullet that will be fired
[SerializeField] private GameObject _bullet;
private Transform _parentTransform;
// Direction the bullet will be going
[SerializeField] private Vector2 _direction = Vector2.right;
// Offset between parent and newly created bullet
[SerializeField] private Vector2 _offset = Vector2.zero;
void Start() void Start()
{ {
_parentTransform = GetComponentInParent<Transform>();
} }
// Update is called once per frame protected override void InstantiateProjectiles()
void Update()
{ {
Vector3 newPosition = _parentTransform.position + (Vector3)_offset;
GameObject child = Instantiate(_bullet, newPosition, Quaternion.identity);
child.GetComponent<Bullet>().Direction = _direction;
} }
} }

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@ -35,15 +35,14 @@ public class Bullet : MonoBehaviour
mover.MaxSpeed = Speed; mover.MaxSpeed = Speed;
} }
// Update is called once per frame
void Update()
{
}
// Destroy on Stay, collision effects should be handled on Enter // Destroy on Stay, collision effects should be handled on Enter
private void OnCollisionStay2D(Collision2D other) private void OnCollisionStay2D(Collision2D other)
{ {
Destroy(gameObject); Destroy(gameObject);
} }
private void OnBecameInvisible()
{
Destroy(gameObject);
}
} }

View file

@ -2,7 +2,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class EnnemyCharacter : MonoBehaviour public class EnemyCharacter : MonoBehaviour
{ {
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()

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@ -30,7 +30,10 @@ public class Mover : MonoBehaviour
void Update() void Update()
{ {
_maxSpeed = _character.MaxSpeed; if (_character != null)
{
_maxSpeed = _character.MaxSpeed;
}
Vector2 currentPosition = _transform.position; Vector2 currentPosition = _transform.position;
_transform.position = currentPosition + _maxSpeed * Time.deltaTime * _direction; _transform.position = currentPosition + _maxSpeed * Time.deltaTime * _direction;
} }

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@ -7,15 +7,21 @@ public class PlayerCharacter : AbstractCharacter
public override void Move(Vector2 movementDirection) public override void Move(Vector2 movementDirection)
{ {
// TODO : Implement limits // TODO : Implement limits
Debug.Log("Direction:");
Debug.Log(movementDirection);
_mover.Direction = movementDirection; _mover.Direction = movementDirection;
} }
public override void Shoot() public override void Shoot()
{ {
// TODO : Implement _isShooting = true;
throw new System.NotImplementedException(); if (!_isDepleted && _shooter.Shoot(CurrentEnergy))
{
CurrentEnergy -= _shooter.EnergyCost;
}
else if (_isDepleted)
{
// Force regen when depleted even if holding the trigger
_isShooting = false;
}
} }
protected override void Death() protected override void Death()

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@ -53,4 +53,4 @@ Physics2DSettings:
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m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745} m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804} m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
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@ -13,8 +13,8 @@ TagManager:
- UI - UI
- -
- -
- - Player
- - Enemy
- -
- -
- -