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19 changed files with 44 additions and 475 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\EnemyCharacter.cs" /> <Compile Include="Assets\Scripts\EnnemyCharacter.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 = 10; [SerializeField] protected float _maxSpeed;
public float MaxSpeed public float MaxSpeed
{ {
get { return _maxSpeed; } get { return _maxSpeed; }
set { _maxSpeed = value; } set { _maxSpeed = value; }
} }
[SerializeField] protected int _maxHealth = 1; [SerializeField] protected int _maxHealth;
public int MaxHealth => _maxHealth; public int MaxHealth => _maxHealth;
public int CurrentHealth { get; set; } public int CurrentHealth { get; set; }
[SerializeField] protected float _maxEnergy = 100; [SerializeField] protected float _maxEnergy;
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 = 20; [SerializeField] private float _energyRegen;
public float EnergyRegen public float EnergyRegen
{ {
get { return _energyRegen; } get { return _energyRegen; }
@ -44,8 +44,12 @@ 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>();
@ -78,17 +82,13 @@ 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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@ -1,57 +1,18 @@
using System; using System.Collections;
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; 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 // 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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@ -4,26 +4,15 @@ using UnityEngine;
public class BasicShooter : AbstractShooter public class BasicShooter : AbstractShooter
{ {
// Bullet that will be fired // Start is called before the first frame update
[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>();
} }
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<Bullet>().Direction = _direction;
} }
} }

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@ -35,14 +35,15 @@ 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 EnemyCharacter : MonoBehaviour public class EnnemyCharacter : 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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@ -29,11 +29,8 @@ public class Mover : MonoBehaviour
} }
void Update() void Update()
{
if (_character != null)
{ {
_maxSpeed = _character.MaxSpeed; _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;
} }

View file

@ -7,21 +7,15 @@ 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()
{ {
_isShooting = true; // TODO : Implement
if (!_isDepleted && _shooter.Shoot(CurrentEnergy)) throw new System.NotImplementedException();
{
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_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 -
- -
- -
- -