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assetBundleName:
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|
assetBundleVariant:
|
||||||
@@ -0,0 +1,92 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class CharacterRotation : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Visual")]
|
||||||
|
[SerializeField]
|
||||||
|
private Transform visual;
|
||||||
|
|
||||||
|
[Header("Rotation")]
|
||||||
|
[SerializeField]
|
||||||
|
private float rotationSpeed = 540f;
|
||||||
|
|
||||||
|
[Tooltip("In welche lokale Richtung zeigt die Grafik standardm??ig?")]
|
||||||
|
[SerializeField]
|
||||||
|
private SpriteForwardDirection spriteForward =
|
||||||
|
SpriteForwardDirection.Up;
|
||||||
|
|
||||||
|
private IMovementDirection movement;
|
||||||
|
|
||||||
|
private enum SpriteForwardDirection
|
||||||
|
{
|
||||||
|
Up,
|
||||||
|
Right
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
movement =
|
||||||
|
GetComponent<IMovementDirection>();
|
||||||
|
|
||||||
|
if (movement == null)
|
||||||
|
{
|
||||||
|
Debug.LogError(
|
||||||
|
"CharacterRotation ben?tigt eine Komponente, " +
|
||||||
|
"die IMovementDirection implementiert.",
|
||||||
|
this
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (visual == null)
|
||||||
|
{
|
||||||
|
Debug.LogError(
|
||||||
|
"CharacterRotation: Kein Visual zugewiesen.",
|
||||||
|
this
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if (movement == null || visual == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
Vector2 direction =
|
||||||
|
movement.MovementDirection;
|
||||||
|
|
||||||
|
// Keine Bewegung -> aktuelle Rotation behalten.
|
||||||
|
if (direction.sqrMagnitude < 0.001f)
|
||||||
|
return;
|
||||||
|
|
||||||
|
RotateTowards(direction);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void RotateTowards(Vector2 direction)
|
||||||
|
{
|
||||||
|
float targetAngle =
|
||||||
|
Mathf.Atan2(
|
||||||
|
direction.y,
|
||||||
|
direction.x
|
||||||
|
) * Mathf.Rad2Deg;
|
||||||
|
|
||||||
|
if (spriteForward ==
|
||||||
|
SpriteForwardDirection.Up)
|
||||||
|
{
|
||||||
|
targetAngle -= 90f;
|
||||||
|
}
|
||||||
|
|
||||||
|
Quaternion targetRotation =
|
||||||
|
Quaternion.Euler(
|
||||||
|
0f,
|
||||||
|
0f,
|
||||||
|
targetAngle
|
||||||
|
);
|
||||||
|
|
||||||
|
visual.rotation =
|
||||||
|
Quaternion.RotateTowards(
|
||||||
|
visual.rotation,
|
||||||
|
targetRotation,
|
||||||
|
rotationSpeed * Time.deltaTime
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: bea87a19f3a99294c9d065a24307484c
|
||||||
@@ -0,0 +1,97 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Enemy : MonoBehaviour, IMovementDirection
|
||||||
|
{
|
||||||
|
[Header("Movement")]
|
||||||
|
[SerializeField]
|
||||||
|
private float moveSpeed = 2f;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private float targetReachedDistance = 0.1f;
|
||||||
|
|
||||||
|
private EnemyTargetManager targetManager;
|
||||||
|
private Transform currentTarget;
|
||||||
|
|
||||||
|
// Wird von CharacterRotation verwendet.
|
||||||
|
public Vector2 MovementDirection { get; private set; }
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
targetManager = FindFirstObjectByType<EnemyTargetManager>();
|
||||||
|
|
||||||
|
if (targetManager == null)
|
||||||
|
{
|
||||||
|
Debug.LogError(
|
||||||
|
"Enemy: Kein EnemyTargetManager gefunden!",
|
||||||
|
this
|
||||||
|
);
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
SelectClosestTarget();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if (targetManager == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (currentTarget == null)
|
||||||
|
{
|
||||||
|
MovementDirection = Vector2.zero;
|
||||||
|
SelectClosestTarget();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Falls das Ziel deaktiviert wurde:
|
||||||
|
if (!currentTarget.gameObject.activeInHierarchy)
|
||||||
|
{
|
||||||
|
SelectClosestTarget();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
MoveTowardsTarget();
|
||||||
|
|
||||||
|
if (HasReachedTarget())
|
||||||
|
{
|
||||||
|
SelectClosestTarget();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SelectClosestTarget()
|
||||||
|
{
|
||||||
|
currentTarget =
|
||||||
|
targetManager.GetClosestActiveTarget(transform.position);
|
||||||
|
|
||||||
|
if (currentTarget == null)
|
||||||
|
{
|
||||||
|
MovementDirection = Vector2.zero;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void MoveTowardsTarget()
|
||||||
|
{
|
||||||
|
Vector3 direction =
|
||||||
|
currentTarget.position - transform.position;
|
||||||
|
|
||||||
|
MovementDirection = new Vector2(
|
||||||
|
direction.x,
|
||||||
|
direction.y
|
||||||
|
).normalized;
|
||||||
|
|
||||||
|
transform.position = Vector3.MoveTowards(
|
||||||
|
transform.position,
|
||||||
|
currentTarget.position,
|
||||||
|
moveSpeed * Time.deltaTime
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool HasReachedTarget()
|
||||||
|
{
|
||||||
|
return Vector3.Distance(
|
||||||
|
transform.position,
|
||||||
|
currentTarget.position
|
||||||
|
) <= targetReachedDistance;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 544fe3d5f687b6b4bbe68d79ffb11bd8
|
||||||
@@ -0,0 +1,68 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class EnemySpawner : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Enemy")]
|
||||||
|
[SerializeField]
|
||||||
|
private GameObject enemyPrefab;
|
||||||
|
|
||||||
|
[Header("Spawn")]
|
||||||
|
[SerializeField]
|
||||||
|
private Transform spawnPoint;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private float minSpawnDelay = 0.5f;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private float maxSpawnDelay = 2f;
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
if (enemyPrefab == null)
|
||||||
|
{
|
||||||
|
Debug.LogError(
|
||||||
|
"EnemySpawner: Kein Enemy-Prefab zugewiesen!",
|
||||||
|
this
|
||||||
|
);
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (spawnPoint == null)
|
||||||
|
{
|
||||||
|
Debug.LogError(
|
||||||
|
"EnemySpawner: Kein SpawnPoint zugewiesen!",
|
||||||
|
this
|
||||||
|
);
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
StartCoroutine(SpawnLoop());
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator SpawnLoop()
|
||||||
|
{
|
||||||
|
while (true)
|
||||||
|
{
|
||||||
|
float delay = Random.Range(
|
||||||
|
minSpawnDelay,
|
||||||
|
maxSpawnDelay
|
||||||
|
);
|
||||||
|
|
||||||
|
yield return new WaitForSeconds(delay);
|
||||||
|
|
||||||
|
SpawnEnemy();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SpawnEnemy()
|
||||||
|
{
|
||||||
|
Instantiate(
|
||||||
|
enemyPrefab,
|
||||||
|
spawnPoint.position,
|
||||||
|
spawnPoint.rotation
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: eed070947de809f4d9fd7c87e1d9b1c3
|
||||||
@@ -0,0 +1,49 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class EnemyTargetManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private List<Transform> targetPoints = new List<Transform>();
|
||||||
|
|
||||||
|
public Transform GetClosestActiveTarget(Vector3 position)
|
||||||
|
{
|
||||||
|
List<Transform> closestTargets =
|
||||||
|
new List<Transform>();
|
||||||
|
|
||||||
|
float closestDistanceSqr = float.MaxValue;
|
||||||
|
|
||||||
|
foreach (Transform target in targetPoints)
|
||||||
|
{
|
||||||
|
if (target == null || !target.gameObject.activeInHierarchy)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
float distanceSqr =
|
||||||
|
(target.position - position).sqrMagnitude;
|
||||||
|
|
||||||
|
if (distanceSqr < closestDistanceSqr)
|
||||||
|
{
|
||||||
|
closestDistanceSqr = distanceSqr;
|
||||||
|
|
||||||
|
closestTargets.Clear();
|
||||||
|
closestTargets.Add(target);
|
||||||
|
}
|
||||||
|
else if (Mathf.Approximately(
|
||||||
|
distanceSqr,
|
||||||
|
closestDistanceSqr))
|
||||||
|
{
|
||||||
|
closestTargets.Add(target);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (closestTargets.Count == 0)
|
||||||
|
return null;
|
||||||
|
|
||||||
|
int randomIndex = Random.Range(
|
||||||
|
0,
|
||||||
|
closestTargets.Count
|
||||||
|
);
|
||||||
|
|
||||||
|
return closestTargets[randomIndex];
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6ac3932d87de0d64180930ddb4e2f576
|
||||||
@@ -0,0 +1,6 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public interface IMovementDirection
|
||||||
|
{
|
||||||
|
Vector2 MovementDirection { get; }
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 649a0945a4204564187826046e548805
|
||||||
@@ -0,0 +1,121 @@
|
|||||||
|
{
|
||||||
|
"templatePinStates": [],
|
||||||
|
"dependencyTypeInfos": [
|
||||||
|
{
|
||||||
|
"userAdded": false,
|
||||||
|
"type": "UnityEngine.AnimationClip",
|
||||||
|
"defaultInstantiationMode": 0
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"userAdded": false,
|
||||||
|
"type": "UnityEditor.Animations.AnimatorController",
|
||||||
|
"defaultInstantiationMode": 0
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"userAdded": false,
|
||||||
|
"type": "UnityEngine.AnimatorOverrideController",
|
||||||
|
"defaultInstantiationMode": 0
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"userAdded": false,
|
||||||
|
"type": "UnityEditor.Audio.AudioMixerController",
|
||||||
|
"defaultInstantiationMode": 0
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"userAdded": false,
|
||||||
|
"type": "UnityEngine.ComputeShader",
|
||||||
|
"defaultInstantiationMode": 1
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"userAdded": false,
|
||||||
|
"type": "UnityEngine.Cubemap",
|
||||||
|
"defaultInstantiationMode": 0
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"userAdded": false,
|
||||||
|
"type": "UnityEngine.GameObject",
|
||||||
|
"defaultInstantiationMode": 0
|
||||||
|
},
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Reference in New Issue
Block a user