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Remove example project (moved to seperate repo)
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Examples/.gitignore
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Examples/.gitignore
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/[Ll]ibrary/
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/[Tt]emp/
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/[Oo]bj/
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/[Bb]uild/
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/[Bb]uilds/
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/Assets/AssetStoreTools*
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# Visual Studio 2015 cache directory
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/.vs/
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/.idea/
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/Assets/Plugins/Editor/JetBrains*
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# Autogenerated VS/MD/Consulo solution and project files
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ExportedObj/
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.consulo/
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*.csproj
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*.unityproj
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*.sln
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*.suo
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*.tmp
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*.user
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*.userprefs
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*.pidb
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*.booproj
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*.svd
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*.pdb
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# Unity3D generated meta files
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*.pidb.meta
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# Unity3D Generated File On Crash Reports
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sysinfo.txt
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# Builds
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*.apk
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*.unitypackage
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# VS Code Settings
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.vscode
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Assertions;
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using UnityAtoms.BaseAtoms;
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using UnityAtoms.Tags;
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namespace UnityAtoms.Examples
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{
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/// <summary>
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/// Script to decrease a Unit's health.
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/// </summary>
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public class DecreaseHealth : MonoBehaviour
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{
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public List<StringConstant> TagsAffected { get => _tags; }
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[SerializeField]
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private IntReference _decreaseBy;
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[SerializeField]
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private List<StringConstant> _tags;
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[SerializeField]
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private VoidBaseEventReference _didCollide;
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void Start()
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{
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Assert.IsNotNull(_decreaseBy);
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Assert.IsNotNull(_tags);
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}
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public void Do(Collider2D collider)
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{
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if (collider == null) return;
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if (collider.gameObject.HasAnyTag(_tags))
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{
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collider.GetComponent<UnitHealth>().Health -= _decreaseBy;
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}
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if (_didCollide != null && _didCollide.Event != null)
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{
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_didCollide.Event.Raise();
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}
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}
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}
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}
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using UnityEngine;
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using UnityAtoms.BaseAtoms;
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namespace UnityAtoms.Examples
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{
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/// <summary>
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/// An IntAction that Debug.Logs the value it recieves.
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/// </summary>
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[CreateAssetMenu(menuName = "Unity Atoms/Examples/Intro/Health Logger")]
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public sealed class HealthLogger : IntAction
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{
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public override void Do(int health)
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{
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Debug.Log("<3: " + health);
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}
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}
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}
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@ -1,22 +0,0 @@
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using UnityEngine;
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namespace UnityAtoms.Examples
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{
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/// <summary>
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/// Simple move script for the Player.
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/// </summary>
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[AddComponentMenu("Unity Atoms/Examples/PlayerMove")]
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public class PlayerMove : MonoBehaviour
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{
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private float _horizontal;
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private float _vertical;
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private void Update()
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{
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_horizontal = Input.GetAxis("Horizontal");
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_vertical = Input.GetAxis("Vertical");
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GetComponent<Rigidbody2D>().Move(new Vector2(_horizontal, _vertical), 5f, Time.deltaTime);
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}
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}
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}
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using UnityEngine;
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using UnityEngine.UI;
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using UnityAtoms.BaseAtoms;
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namespace UnityAtoms.Examples
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{
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/// <summary>
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/// A healthbar component that sets the fill amount of its associated UI Image accordingly.
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/// </summary>
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[AddComponentMenu("Unity Atoms/Examples/HealthBar")]
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public class HealthBar : MonoBehaviour
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{
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public IntReference InitialHealth { get => _initialHealth; }
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[SerializeField]
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private IntReference _initialHealth = null;
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[SerializeField]
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||||
private Image _image;
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||||
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||||
void Awake()
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||||
{
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||||
if (_image == null)
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||||
{
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_image = GetComponent<Image>();
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}
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}
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public void HealthChanged(int health) => _image.fillAmount = 1.0f * health / _initialHealth.Value;
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||||
}
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||||
}
|
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using UnityEngine;
|
||||
using UnityAtoms.BaseAtoms;
|
||||
|
||||
namespace UnityAtoms.Examples
|
||||
{
|
||||
/// <summary>
|
||||
/// A component that contains the Player's health.
|
||||
/// </summary>
|
||||
public class UnitHealth : MonoBehaviour
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{
|
||||
public int Health { get => _health.Value; set => _health.Value = value; }
|
||||
|
||||
|
||||
[SerializeField]
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}
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}
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|
||||
using UnityEngine;
|
||||
using UnityEngine.Assertions;
|
||||
using UnityAtoms.BaseAtoms;
|
||||
|
||||
namespace UnityAtoms.Examples
|
||||
{
|
||||
/// <summary>
|
||||
/// Script intending to destroy the GameObject it's attached to.
|
||||
/// </summary>
|
||||
public class DestroyMe : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
FloatReference _delay = new FloatReference(-1f);
|
||||
|
||||
void Start()
|
||||
{
|
||||
Assert.IsNotNull(_delay);
|
||||
if (_delay.Value >= 0f)
|
||||
{
|
||||
Destroy(gameObject, _delay.Value);
|
||||
}
|
||||
}
|
||||
|
||||
public void DestroyImmediate() => Destroy(gameObject);
|
||||
|
||||
public void DestroyIfZeroOrBelow(int value)
|
||||
{
|
||||
if (value <= 0)
|
||||
{
|
||||
DestroyImmediate();
|
||||
}
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}
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}
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}
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using UnityEngine;
|
||||
|
||||
namespace UnityAtoms.Examples
|
||||
{
|
||||
public static class Rigidbody2DExtensions
|
||||
{
|
||||
/// <summary>
|
||||
/// Simple extension to move a Rigidbody2D using input.
|
||||
/// </summary>
|
||||
/// <param name="body">The Rigidbody2D.</param>
|
||||
/// <param name="input">Move input.</param>
|
||||
/// <param name="speed">The speed multiplier.</param>
|
||||
/// <param name="deltaTime">Time since last Update tick.</param>
|
||||
public static void Move(this Rigidbody2D body, Vector2 input, float speed, float deltaTime)
|
||||
{
|
||||
var direction = input.normalized;
|
||||
var targetVelocity = direction * speed;
|
||||
body.velocity = Vector2.Lerp(body.velocity, targetVelocity, 10f * deltaTime);
|
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|
||||
if (direction.magnitude > 0f)
|
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{
|
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float lookAtTargetAngle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
|
||||
body.transform.rotation = Quaternion.AngleAxis(lookAtTargetAngle, Vector3.forward);
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}
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}
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}
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}
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using UnityEngine;
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using UnityAtoms.BaseAtoms;
|
||||
|
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namespace UnityAtoms.Examples
|
||||
{
|
||||
/// <summary>
|
||||
/// Script to sync the Vector3 Variable with this GameObject's current position.
|
||||
/// </summary>
|
||||
public class SyncPositionWithVariable : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
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private Vector3Reference _reference;
|
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|
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void LateUpdate()
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{
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_reference.Value = transform.position;
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m_Name: EnemyHealthChangedBase
|
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m_EditorClassIdentifier:
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_developerDescription: Raised when Enemy health is changed. This is a base Event
|
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|
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_inspectorRaiseValue: 0
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@ -1,47 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityAtoms.BaseAtoms;
|
||||
using UnityAtoms.Tags;
|
||||
using UnityAtoms.FSM;
|
||||
|
||||
namespace UnityAtoms.Examples
|
||||
{
|
||||
/// <summary>
|
||||
/// Moves the Enemy based on the state of the enemy.
|
||||
/// </summary>
|
||||
public class EnemyMovement : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
private StringReference _tagToTarget;
|
||||
|
||||
[SerializeField]
|
||||
private FloatReference _shootingRange = new FloatReference(5f);
|
||||
|
||||
[SerializeField]
|
||||
private FloatReference _moveSpeedMultiplier = new FloatReference(2f);
|
||||
|
||||
[SerializeField]
|
||||
private FiniteStateMachineReference _enemyState;
|
||||
|
||||
|
||||
void Awake()
|
||||
{
|
||||
Transform target = null;
|
||||
AtomTags.OnInitialization(() => target = AtomTags.FindByTag(_tagToTarget.Value).transform);
|
||||
var body = GetComponent<Rigidbody2D>();
|
||||
|
||||
_enemyState.Machine.OnUpdate((deltaTime, value) =>
|
||||
{
|
||||
if (target)
|
||||
{
|
||||
body.Move((target.position - transform.position), value == "CHASING" ? 2f : 0f, deltaTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
body.Move(Vector2.zero, 0f, deltaTime);
|
||||
}
|
||||
}, gameObject);
|
||||
_enemyState.Machine.DispatchWhen(command: "ATTACK", (value) => target != null && value == "CHASING" && (_shootingRange.Value >= Vector3.Distance(target.position, transform.position)), gameObject);
|
||||
_enemyState.Machine.DispatchWhen(command: "CHASE", (value) => target != null && value == "ATTACKING" && (_shootingRange.Value < Vector3.Distance(target.position, transform.position)), gameObject);
|
||||
}
|
||||
}
|
||||
}
|
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|
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|
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_developerDescription: This is a base Variable used for creating in memory copies
|
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|
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|
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@ -1,35 +0,0 @@
|
||||
using UnityAtoms.BaseAtoms;
|
||||
using UnityAtoms.FSM;
|
||||
using UnityEngine;
|
||||
using UnityAtoms.Tags;
|
||||
|
||||
namespace UnityAtoms.Examples
|
||||
{
|
||||
/// <summary>
|
||||
/// Scipt that listens to the state of the enemy and shoots towards the Player if it's in the correct state.
|
||||
/// </summary>
|
||||
public class EnemyShooting : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
private StringReference _tagToTarget;
|
||||
[SerializeField]
|
||||
private FiniteStateMachineReference _enemyState;
|
||||
[SerializeField]
|
||||
private GameObject _projectile;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
Transform target = null;
|
||||
AtomTags.OnInitialization(() => target = AtomTags.FindByTag(_tagToTarget.Value).transform);
|
||||
|
||||
_enemyState.Machine.OnStateCooldown("ATTACKING", (value) =>
|
||||
{
|
||||
if (target)
|
||||
{
|
||||
var spawnPos = transform.position + transform.right;
|
||||
Instantiate(_projectile, spawnPos, transform.rotation);
|
||||
}
|
||||
}, gameObject);
|
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}
|
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}
|
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}
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_developerDescription: Shooting range of an enemy, meaning the min distance from
|
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m_Name: TagEnemy
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m_EditorClassIdentifier:
|
||||
_developerDescription: Tag for identifying an Enemy.
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@ -1,81 +0,0 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Assertions;
|
||||
using UnityAtoms.BaseAtoms;
|
||||
|
||||
namespace UnityAtoms.Examples
|
||||
{
|
||||
/// <summary>
|
||||
/// Manager responsible of spawning enmeies and keep track of which enemy wave we are currently facing.
|
||||
/// </summary>
|
||||
public class EnemyWaveManager : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
private Transform _player;
|
||||
|
||||
[SerializeField]
|
||||
private GameObject _enemyPrefab;
|
||||
|
||||
[SerializeField]
|
||||
private GameObjectValueList _spawnedEnemies;
|
||||
|
||||
[SerializeField]
|
||||
private IntReference _waveCount = new IntReference(0);
|
||||
|
||||
void Awake()
|
||||
{
|
||||
Assert.IsNotNull(_player);
|
||||
Assert.IsNotNull(_enemyPrefab);
|
||||
Assert.IsNotNull(_spawnedEnemies);
|
||||
Assert.IsNotNull(_waveCount);
|
||||
}
|
||||
|
||||
private Coroutine _waveRoutine;
|
||||
|
||||
IEnumerator StartWaves()
|
||||
{
|
||||
yield return new WaitForSeconds(3);
|
||||
|
||||
for (var i = 0; i < _waveCount.Value; ++i)
|
||||
{
|
||||
if (_player != null)
|
||||
{
|
||||
var randomMagnitude = 5f;
|
||||
var randomPosAroundPlayer = new Vector3(
|
||||
Random.Range(_player.transform.position.x - randomMagnitude, _player.transform.position.x + randomMagnitude),
|
||||
Random.Range(_player.transform.position.y - randomMagnitude, _player.transform.position.y + randomMagnitude),
|
||||
0f
|
||||
);
|
||||
var enemy = Instantiate(_enemyPrefab, randomPosAroundPlayer, Quaternion.identity);
|
||||
}
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
}
|
||||
}
|
||||
|
||||
public void StartWaveIfNoEnemiesLeft(GameObject enemyToRemove)
|
||||
{
|
||||
if (_spawnedEnemies.Count <= 0)
|
||||
{
|
||||
_waveCount.Value++;
|
||||
if (_waveRoutine != null)
|
||||
{
|
||||
StopCoroutine(_waveRoutine);
|
||||
}
|
||||
_waveRoutine = StartCoroutine(StartWaves());
|
||||
}
|
||||
}
|
||||
|
||||
public void StartWavesIfInGame(string gameState)
|
||||
{
|
||||
if (gameState == "InGame")
|
||||
{
|
||||
_waveCount.Value = 1;
|
||||
if (_waveRoutine != null)
|
||||
{
|
||||
StopCoroutine(_waveRoutine);
|
||||
}
|
||||
_waveRoutine = StartCoroutine(StartWaves());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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@ -1,22 +0,0 @@
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||||
using UnityEngine;
|
||||
using UnityAtoms.FSM;
|
||||
|
||||
namespace UnityAtoms.Examples
|
||||
{
|
||||
/// <summary>
|
||||
/// Dispatches commands to the FSM.
|
||||
/// </summary>
|
||||
public class GameStateDispatcher : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
private FiniteStateMachineReference _gameStateRef;
|
||||
|
||||
public void DispatchGameOverIfDead(int health)
|
||||
{
|
||||
if (health <= 0)
|
||||
{
|
||||
_gameStateRef.Machine.Dispatch("SetGameOver");
|
||||
}
|
||||
}
|
||||
}
|
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}
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Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user