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[SerializeField] protected int _maxHealth = 1; + [SerializeField] protected int _maxHealth; public int MaxHealth => _maxHealth; public int CurrentHealth { get; set; } - [SerializeField] protected float _maxEnergy = 100; + [SerializeField] protected float _maxEnergy; public float MaxEnergy => _maxEnergy; public float CurrentEnergy { get; set; } // Energy gained back per second - [SerializeField] private float _energyRegen = 20; + [SerializeField] private float _energyRegen; public float EnergyRegen { get { return _energyRegen; } @@ -44,8 +44,12 @@ public abstract class AbstractCharacter : MonoBehaviour // Start is called before the first frame update void Start() { + MaxSpeed = 10; + _maxHealth = 1; CurrentHealth = MaxHealth; + _maxEnergy = 100; CurrentEnergy = MaxEnergy; + EnergyRegen = 20; _mover = GetComponentInParent(); _shooter = GetComponentInParent(); @@ -78,17 +82,13 @@ public abstract class AbstractCharacter : MonoBehaviour _isDepleted = false; } } - if (CurrentEnergy <= 0) + if (CurrentEnergy < 0) { CurrentEnergy = 0; - _isDepleted = true; } // The InputManager is executed before and updates it to true if needed _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); diff --git a/Assets/Scripts/AbstractShooter.cs b/Assets/Scripts/AbstractShooter.cs index 9c41aae..a44c212 100644 --- a/Assets/Scripts/AbstractShooter.cs +++ b/Assets/Scripts/AbstractShooter.cs @@ -1,57 +1,18 @@ -using System; -using System.Collections; +using System.Collections; using System.Collections.Generic; using UnityEngine; -public abstract class AbstractShooter : MonoBehaviour +public 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 void Start() { - _minDeltaTime = 1f / ShotsPerSecond; - _timeLeft = 0; + } + // Update is called once per frame 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(); } diff --git a/Assets/Scripts/BasicShooter.cs b/Assets/Scripts/BasicShooter.cs index 9e0af9b..a4df3d7 100644 --- a/Assets/Scripts/BasicShooter.cs +++ b/Assets/Scripts/BasicShooter.cs @@ -4,26 +4,15 @@ using UnityEngine; public class BasicShooter : AbstractShooter { - // 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; - + // Start is called before the first frame update void Start() { - _parentTransform = GetComponentInParent(); + } - protected override void InstantiateProjectiles() + // Update is called once per frame + void Update() { - Vector3 newPosition = _parentTransform.position + (Vector3)_offset; - GameObject child = Instantiate(_bullet, newPosition, Quaternion.identity); - child.GetComponent().Direction = _direction; + } } diff --git a/Assets/Scripts/Bullet.cs b/Assets/Scripts/Bullet.cs index e142cce..0ef04c7 100644 --- a/Assets/Scripts/Bullet.cs +++ b/Assets/Scripts/Bullet.cs @@ -35,14 +35,15 @@ public class Bullet : MonoBehaviour mover.MaxSpeed = Speed; } + // Update is called once per frame + void Update() + { + + } + // Destroy on Stay, collision effects should be handled on Enter private void OnCollisionStay2D(Collision2D other) { Destroy(gameObject); } - - private void OnBecameInvisible() - { - Destroy(gameObject); - } } diff --git a/Assets/Scripts/EnemyCharacter.cs b/Assets/Scripts/EnnemyCharacter.cs similarity index 85% rename from Assets/Scripts/EnemyCharacter.cs rename to Assets/Scripts/EnnemyCharacter.cs index 82a4deb..8be75cf 100644 --- a/Assets/Scripts/EnemyCharacter.cs +++ b/Assets/Scripts/EnnemyCharacter.cs @@ -2,7 +2,7 @@ using System.Collections.Generic; using UnityEngine; -public class EnemyCharacter : MonoBehaviour +public class EnnemyCharacter : MonoBehaviour { // Start is called before the first frame update void Start() diff --git a/Assets/Scripts/EnemyCharacter.cs.meta b/Assets/Scripts/EnnemyCharacter.cs.meta similarity index 75% rename from Assets/Scripts/EnemyCharacter.cs.meta rename to Assets/Scripts/EnnemyCharacter.cs.meta index f3f75ae..949d5ae 100644 --- a/Assets/Scripts/EnemyCharacter.cs.meta +++ b/Assets/Scripts/EnnemyCharacter.cs.meta @@ -1,10 +1,10 @@ fileFormatVersion: 2 -guid: 0c9b3f253372ab4a6be34655fcf054b1 +guid: 42afd9ea63e8b291086605e45d3d151f MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] - 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