Commit 8633100d by alsunj

targetingmanager

parent cd4e334d
...@@ -42,7 +42,7 @@ ModelImporter: ...@@ -42,7 +42,7 @@ ModelImporter:
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functionName: ReceiveTargetShotEventFromAnimator functionName: ReceiveTargetShotEventFromAnimator
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......
...@@ -6,9 +6,9 @@ public class AnimatedEnemy : Enemy ...@@ -6,9 +6,9 @@ public class AnimatedEnemy : Enemy
protected EnemyAnimator _enemyAnimator; protected EnemyAnimator _enemyAnimator;
protected EnemyManager _enemyManager; protected EnemyManager _enemyManager;
protected override void InitializeEnemy() protected override void InitializeEnemy(int detectionRange, LayerMask targetLayerMask)
{ {
base.InitializeEnemy(); base.InitializeEnemy(detectionRange, targetLayerMask);
_enemyManager = GetComponent<EnemyManager>(); _enemyManager = GetComponent<EnemyManager>();
if (_enemyManager != null) if (_enemyManager != null)
{ {
......
...@@ -3,22 +3,19 @@ using UnityEngine; ...@@ -3,22 +3,19 @@ using UnityEngine;
public class Enemy : NetworkBehaviour public class Enemy : NetworkBehaviour
{ {
protected virtual void InitializeEnemy() public int DetectionRadius { get; set; }
{ public Transform Target { get; set; }
} public LayerMask TargetLayerMask { get; set; }
public void SetTarget()
{
}
// Start is called once before the first execution of Update after the MonoBehaviour is created protected virtual void InitializeEnemy(int detectionRange, LayerMask targetLayerMask)
void Start()
{ {
DetectionRadius = detectionRange;
TargetLayerMask = targetLayerMask;
Target = null;
} }
// Update is called once per frame public override void OnDestroy()
void Update()
{ {
TargetingManager.Instance.RemoveEnemyFromTargetingList(this);
} }
} }
\ No newline at end of file
...@@ -4,7 +4,7 @@ using UnityEngine; ...@@ -4,7 +4,7 @@ using UnityEngine;
public class EnemySettings : ScriptableObject public class EnemySettings : ScriptableObject
{ {
public LayerMask targetLayer; public LayerMask targetLayer;
public float detectionRange = 7f; public int detectionRange = 7;
public float shootingRange = 20f; public int shootingRange = 20;
public float shootingDelay = 1f; public float shootingDelay = 1f;
} }
\ No newline at end of file
...@@ -111,6 +111,7 @@ public class EnemySpawner : MonoBehaviour ...@@ -111,6 +111,7 @@ public class EnemySpawner : MonoBehaviour
GameObject spawnedEnemy = GameObject spawnedEnemy =
Instantiate(_rogueEnemyPrefab, spawnPosition, Quaternion.identity, gameObject.transform); Instantiate(_rogueEnemyPrefab, spawnPosition, Quaternion.identity, gameObject.transform);
spawnedEnemy.GetComponent<NetworkObject>().Spawn(); spawnedEnemy.GetComponent<NetworkObject>().Spawn();
TargetingManager.Instance.AddEnemyToTargetingList(spawnedEnemy.GetComponent<Enemy>());
// SpawnEnemyForClientRpc(spawnedEnemy); // SpawnEnemyForClientRpc(spawnedEnemy);
} }
} }
......
...@@ -24,13 +24,13 @@ public class Rogue : AnimatedEnemy ...@@ -24,13 +24,13 @@ public class Rogue : AnimatedEnemy
{ {
if (IsServer) if (IsServer)
{ {
InitializeEnemy(); InitializeEnemy(enemySettings.detectionRange, enemySettings.targetLayer);
} }
} }
protected override void InitializeEnemy() protected override void InitializeEnemy(int detectionRange, LayerMask targetLayerMask)
{ {
base.InitializeEnemy(); base.InitializeEnemy(detectionRange, targetLayerMask);
if (_enemyAnimator != null) if (_enemyAnimator != null)
{ {
_enemyAnimator.receiveTargetShotEventFromAnimator += TargetShotEvent; _enemyAnimator.receiveTargetShotEventFromAnimator += TargetShotEvent;
...@@ -91,45 +91,50 @@ public class Rogue : AnimatedEnemy ...@@ -91,45 +91,50 @@ public class Rogue : AnimatedEnemy
return; return;
} }
if (!_targetLocked) if (Target)
{ {
ScanForCollisionServerRpc(); RotateTowardsTarget();
} }
} }
[ServerRpc] // [ServerRpc]
private void ScanForCollisionServerRpc() // private void ScanForCollisionServerRpc()
{ // {
if (_isCrossbowLoaded && _shootingTimer <= 0) // if (_isCrossbowLoaded && _shootingTimer <= 0)
{ // {
int numColliders = Physics.OverlapSphereNonAlloc(transform.position, enemySettings.detectionRange, // int numColliders = Physics.OverlapSphereNonAlloc(transform.position, enemySettings.detectionRange,
hitColliders, // hitColliders,
enemySettings.targetLayer); // enemySettings.targetLayer);
if (numColliders > 0) // if (numColliders > 0)
{ // {
Collider closestCollider = null; // Collider closestCollider = null;
float closestDistance = float.MaxValue; // float closestDistance = float.MaxValue;
//
for (int i = 0; i < numColliders; i++) // for (int i = 0; i < numColliders; i++)
{ // {
float distance = Vector3.Distance(transform.position, hitColliders[i].transform.position); // float distance = Vector3.Distance(transform.position, hitColliders[i].transform.position);
if (distance < closestDistance) // if (distance < closestDistance)
{ // {
closestDistance = distance; // closestDistance = distance;
closestCollider = hitColliders[i]; // closestCollider = hitColliders[i];
} // }
} // }
//
_targetLocked = true; // _targetLocked = true;
GameObject targetObject = closestCollider.gameObject; // GameObject targetObject = closestCollider.gameObject;
AimAtTarget(); //
_lookingDirection = (targetObject.transform.position - transform.position).normalized; // }
// }
// }
private void RotateTowardsTarget()
{
_lookingDirection = (Target.position - transform.position).normalized;
Quaternion lookRotation = Quaternion lookRotation =
Quaternion.LookRotation(new Vector3(_lookingDirection.x, 0, _lookingDirection.z)); Quaternion.LookRotation(new Vector3(_lookingDirection.x, 0, _lookingDirection.z));
transform.DORotateQuaternion(lookRotation, 0.5f); transform.DORotateQuaternion(lookRotation, 0.5f);
} AimAtTarget();
}
} }
private void ShootTarget() private void ShootTarget()
......
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.PlayerLoop;
public class TargetingManager : NetworkBehaviour
{
public static TargetingManager Instance { get; private set; }
private Collider[] playerColliders;
private List<Enemy> enemies;
1
public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
if (IsServer)
{
playerColliders = new Collider[NetworkManager.Singleton.ConnectedClients.Count];
}
}
private void Update()
{
if (IsServer)
{
SearchForPlayersInEnemyRadius();
}
}
private void SearchForPlayersInEnemyRadius()
{
foreach (var enemy in enemies)
{
if (enemy != null)
{
int numColliders = Physics.OverlapSphereNonAlloc(enemy.gameObject.transform.position,
enemy.DetectionRadius,
playerColliders, enemy.TargetLayerMask);
if (numColliders > 0)
{
for (int i = 0; i < numColliders; i++)
{
enemy.Target = playerColliders[i].gameObject.transform;
}
}
}
}
}
public void AddEnemyToTargetingList(Enemy enemy)
{
enemies.Add(enemy);
}
public void RemoveEnemyFromTargetingList(Enemy enemy)
{
enemies.Remove(enemy);
}
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
}
}
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m_SourcePrefab: {fileID: 100100000, guid: c3c6003d148e24045a5699c460b258c9, type: 3} m_SourcePrefab: {fileID: 100100000, guid: c3c6003d148e24045a5699c460b258c9, type: 3}
......
...@@ -16,5 +16,5 @@ MonoBehaviour: ...@@ -16,5 +16,5 @@ MonoBehaviour:
serializedVersion: 2 serializedVersion: 2
m_Bits: 512 m_Bits: 512
detectionRange: 7 detectionRange: 7
shootingRange: 20 shootingRange: 15
shootingDelay: 4 shootingDelay: 5
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