Grenade Action

Polish
Sascha 2023-06-15 11:30:27 +07:00
parent 95b3fc2277
commit 0189441463
11 changed files with 382 additions and 2 deletions

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using System;
using System.Collections.Generic;
using Grid;
using UnityEngine;
namespace Actions {
public class GrenadeAction : BaseAction {
[SerializeField] private Transform grenadeProjectilePrefab;
private const int maxThrowDistance = 7;
protected override void Awake() {
base.Awake();
ActionPointsCost = 2;
ActionName = "Grenade";
}
private void Update() {
if (!IsActive) return;
}
public override void TakeAction(GridPosition gridPosition, Action onActionComplete) {
Transform grenadeProjectileTransform = Instantiate(grenadeProjectilePrefab, Unit.GetWorldPosition(), Quaternion.identity);
grenadeProjectileTransform.GetComponent<GrenadeProjectile>().Setup(gridPosition, OnGrenadeBehaviourComplete);
ActionStart(onActionComplete);
}
public override List<GridPosition> GetValidActionGridPositionList() {
List<GridPosition> validGridPositionList = new();
GridPosition unitGridPosition = Unit.GridPosition;
for (int x = -maxThrowDistance; x <= maxThrowDistance; x++) {
for (int z = -maxThrowDistance; z <= maxThrowDistance; z++) {
GridPosition offsetGridPosition = new(x, z);
GridPosition testGridPosition = unitGridPosition + offsetGridPosition;
if (!LevelGrid.Instance.IsValidGridPosition(testGridPosition)) continue; //Only return valid grid positions
if (Mathf.Abs(x) + Mathf.Abs(z) > maxThrowDistance) continue; //Out of Range
validGridPositionList.Add(testGridPosition);
}
}
return validGridPositionList; }
protected override EnemyAIAction GetEnemyAIAction(GridPosition gridPosition) => new(gridPosition,0);
private void OnGrenadeBehaviourComplete() => ActionComplete();
}
}

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using System;
using Grid;
using UnityEngine;
public class GrenadeProjectile : MonoBehaviour {
private Vector3 targetPosition;
private const float moveSpeed = 15f;
private const float reachedTargetDistance = .2f;
private const float damageRadius = 4f;
private Action onGrenadeBehaviourComplete;
private void Update() {
Vector3 moveDir = (targetPosition - transform.position).normalized;
transform.position += moveSpeed * Time.deltaTime * moveDir;
if (!(Vector3.Distance(transform.position, targetPosition) < reachedTargetDistance)) return;
Collider[] colliderArray = Physics.OverlapSphere(targetPosition, damageRadius);
foreach (Collider collider in colliderArray) {
if (collider.TryGetComponent(out Unit targetUnit)) targetUnit.Damage(30);
}
Destroy(gameObject);
onGrenadeBehaviourComplete();
}
public void Setup(GridPosition targetGridPosition, Action newGrenadeBehaviourComplete) {
onGrenadeBehaviourComplete = newGrenadeBehaviourComplete;
targetPosition = LevelGrid.Instance.GetWorldPosition(targetGridPosition);
}
}

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