Remove enemy on many hits, multiple rocket hits

Also added an object pool limit but buffing the rockets seemed to be better
This commit is contained in:
Norbi Peti 2020-11-07 02:21:50 +01:00
parent d2750bd344
commit eef0a307d0
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GPG key ID: DBA4C4549A927E56
6 changed files with 132 additions and 11 deletions

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@ -146,3 +146,4 @@ MonoBehaviour:
target: {fileID: 0}
speed: 6.5
flyForce: 30
finalHealth: 3

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@ -820,7 +901,7 @@ MonoBehaviour:
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spawnPos: {fileID: 1692511764}
timeBetweenSpawns: 2
maxEnemyCount: 3
maxEnemyCount: 6
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type: 3}
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@ -1,13 +1,18 @@
using System.Collections;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Random = System.Random;
public class EnemyController : MonoBehaviour
{
public Transform target;
public float speed;
public float flyForce;
public short finalHealth = 3;
private Rigidbody2D _rb;
private short _hitsToRemove;
private Random _random = new Random();
// Start is called before the first frame update
void Start()
@ -15,6 +20,11 @@ public class EnemyController : MonoBehaviour
_rb = GetComponent<Rigidbody2D>();
}
private void OnEnable()
{
_hitsToRemove = finalHealth;
}
// Update is called once per frame
void FixedUpdate()
{
@ -33,7 +43,8 @@ public class EnemyController : MonoBehaviour
}
diff.Normalize();
_rb.AddForce(diff * (speed * _rb.mass * _rb.gravityScale));
float sp = ((float) _random.NextDouble() / 2f + 1f) * speed; //1 és 1.5 közötti szorzó
_rb.AddForce(diff * (sp * _rb.mass * _rb.gravityScale));
if (diff.x * transform.localScale.x < 0) //Ha másfelé néz, mint amerre megy
{
var scale = tr.localScale;
@ -42,7 +53,7 @@ public class EnemyController : MonoBehaviour
}
}
public void Die()
private void Die()
{
_rb.mass = 0.00001f;
_rb.gravityScale = 0.01f;
@ -50,4 +61,22 @@ public class EnemyController : MonoBehaviour
}
public bool IsAlive() => _rb.mass > 0.001f;
private void HitWhileFlying()
{
_hitsToRemove--;
if (_hitsToRemove == 0)
{
_rb.velocity = Vector2.zero;
gameObject.SetActive(false);
}
}
public void Hit()
{
if (IsAlive())
Die();
else
HitWhileFlying();
}
}

View file

@ -29,6 +29,7 @@ public class EnemySpawner : MonoBehaviour
{
var pos = transform.position + _diff;
var enemy = _pool.GetObject();
if (enemy is null) break;
enemy.transform.position = new Vector3(pos.x, spawnPos.position.y, pos.z);
var rb = enemy.GetComponent<Rigidbody2D>();
rb.mass = 1f;

View file

@ -18,9 +18,10 @@ public class ObjectPool
/// Visszaad egy új objektumot. Aktiválandó, használat után pedig deaktiválandó.
/// </summary>
/// <returns>Egy objektum a poolból.</returns>
public GameObject GetObject()
public GameObject GetObject(short maxCount = 0)
{
GameObject theRocket = null;
int c = 0;
foreach (var rocket in _objects)
{
if (!rocket.activeSelf)
@ -28,6 +29,10 @@ public class ObjectPool
theRocket = rocket;
break;
}
c++;
if (c == maxCount)
return null;
}
if (theRocket is null)

View file

@ -8,6 +8,9 @@ public class RocketScript : MonoBehaviour
private float _fired;
private Rigidbody2D _rb;
private bool _goingRight;
private byte _hitCount;
public byte maxHits = 3;
// Start is called before the first frame update
void Start()
@ -19,6 +22,7 @@ public class RocketScript : MonoBehaviour
{
_fired = Time.fixedTime;
_goingRight = transform.localScale.x > 0;
_hitCount = 0;
}
// Update is called once per frame
@ -38,11 +42,11 @@ public class RocketScript : MonoBehaviour
{
if (!other.gameObject.CompareTag("Enemy"))
return;
gameObject.SetActive(false);
if (_hitCount >= maxHits)
gameObject.SetActive(false);
_rb.velocity = Vector2.zero;
//other.gameObject.SetActive(false);
var ec = other.gameObject.GetComponent<EnemyController>();
if (ec.IsAlive())
ec.Die();
ec.Hit();
_hitCount++;
}
}