From ba22bb022a1585b7a5150d33b76541595d621154 Mon Sep 17 00:00:00 2001 From: Danil Iarosh Date: Fri, 12 Sep 2025 14:59:13 +0300 Subject: [PATCH] added enemy fire script --- .../Animations/Enemy/Enemy.controller | 2 +- Assets/Resources/PerformanceTestRunInfo.json | 1 + .../PerformanceTestRunInfo.json.meta | 7 + .../Resources/PerformanceTestRunSettings.json | 1 + .../PerformanceTestRunSettings.json.meta | 7 + Assets/Resources/Prefabs/Enemies.meta | 8 + .../Prefabs/{ => Enemies}/Enemy_1.prefab | 0 .../Prefabs/{ => Enemies}/Enemy_1.prefab.meta | 0 .../Prefabs/Enemies/Enemy_2 Shooter.prefab | 83 + .../Enemies/Enemy_2 Shooter.prefab.meta | 7 + .../Resources/Prefabs/Enemies/Enemy_2.prefab | 2096 +++++++++++++++++ .../Prefabs/Enemies/Enemy_2.prefab.meta | 8 + .../Prefabs/{ => Enemies}/Enemy_Crab.prefab | 0 .../{ => Enemies}/Enemy_Crab.prefab.meta | 0 Assets/Resources/Prefabs/Projectiles.meta | 8 + .../{ => Projectiles}/BasicProjectile.prefab | 5 +- .../BasicProjectile.prefab.meta | 0 .../Projectiles/BasicProjectile_Knife.prefab | 214 ++ .../BasicProjectile_Knife.prefab.meta | 7 + .../PhysicsProjectile.prefab | 0 .../PhysicsProjectile.prefab.meta | 0 .../PickableProjectile.prefab | 0 .../PickableProjectile.prefab.meta | 0 Assets/Resources/Prefabs/Utilities.meta | 8 + .../Prefabs/{ => Utilities}/Bg_Sky.prefab | 0 .../{ => Utilities}/Bg_Sky.prefab.meta | 0 .../Prefabs/{ => Utilities}/Finish.prefab | 0 .../{ => Utilities}/Finish.prefab.meta | 0 .../Prefabs/{ => Utilities}/Level Grid.prefab | 0 .../{ => Utilities}/Level Grid.prefab.meta | 0 .../{ => Utilities}/Main Camera.prefab | 0 .../{ => Utilities}/Main Camera.prefab.meta | 0 .../{ => Utilities}/PlayerSpawn.prefab | 0 .../{ => Utilities}/PlayerSpawn.prefab.meta | 0 Assets/Resources/Scenes/Levels/1-1.unity | 216 +- Assets/Resources/Scenes/Levels/1-2.unity | 504 ++-- .../Scripts/Behaviour/EnemyFireScript.cs | 50 +- .../Scripts/Behaviour/PlayerFireScript.cs | 32 +- .../Scripts/Projectiles/BasicProjectile.cs | 12 +- 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Enemies}/Enemy_Crab.prefab (100%) rename Assets/Resources/Prefabs/{ => Enemies}/Enemy_Crab.prefab.meta (100%) create mode 100644 Assets/Resources/Prefabs/Projectiles.meta rename Assets/Resources/Prefabs/{ => Projectiles}/BasicProjectile.prefab (98%) rename Assets/Resources/Prefabs/{ => Projectiles}/BasicProjectile.prefab.meta (100%) create mode 100644 Assets/Resources/Prefabs/Projectiles/BasicProjectile_Knife.prefab create mode 100644 Assets/Resources/Prefabs/Projectiles/BasicProjectile_Knife.prefab.meta rename Assets/Resources/Prefabs/{ => Projectiles}/PhysicsProjectile.prefab (100%) rename Assets/Resources/Prefabs/{ => Projectiles}/PhysicsProjectile.prefab.meta (100%) rename Assets/Resources/Prefabs/{ => Projectiles}/PickableProjectile.prefab (100%) rename Assets/Resources/Prefabs/{ => Projectiles}/PickableProjectile.prefab.meta (100%) create mode 100644 Assets/Resources/Prefabs/Utilities.meta rename Assets/Resources/Prefabs/{ => Utilities}/Bg_Sky.prefab (100%) rename 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+1,60 @@ +using Unity.VisualScripting; using UnityEngine; public class EnemyFireScript : MonoBehaviour { - // Start is called once before the first execution of Update after the MonoBehaviour is created + [Header("Снаряд")] + [SerializeField] private BasicProjectile projectilePrefab; + [SerializeField] private float projectileLifetime = 1f; + [SerializeField] private float throwCooldown = 5f; + [SerializeField] private float throwSpeed = 20f; + + private float lastThrowTime = -999f; + private BasicProjectile projectile; + + //private BasicProjectile projectile; + void Start() { - + lastThrowTime = Time.time; } - // Update is called once per frame void Update() { + if (!projectilePrefab) + { + Debug.LogError("EnemyFireScript: projectile prefab missing; assign projectile prefab in the inspector"); + return; + } + + if (Time.time - lastThrowTime >= throwCooldown) + { + Throw(); + lastThrowTime = Time.time; + } + + if (projectile != null && Time.time - lastThrowTime >= projectile.maxLifetime) + projectile.Despawn(); + } + + + private void Throw() + { + float rotationX = transform.localRotation.x; + Vector2 throwDirection = rotationX >= 180 ? Vector2.right : Vector2.left; + Collider2D enemyCol = GetComponent(); + Vector2 throwPosition = new (1.4f * throwDirection.x + transform.position.x, enemyCol.bounds.center.y); + + projectile = Instantiate(projectilePrefab, throwPosition, Quaternion.identity); + projectile.maxLifetime = projectileLifetime; + + Collider2D projectileCol = projectile.GetComponent(); + + projectile.transform.localRotation = throwDirection.x < 0 ? Quaternion.Inverse(projectile.transform.localRotation) : projectile.transform.localRotation; + projectile.transform.position = throwPosition; + projectile.Launch(throwDirection, throwSpeed); + + if (enemyCol && projectileCol) Physics2D.IgnoreCollision(enemyCol, projectileCol, true); } } diff --git a/Assets/Resources/Scripts/Behaviour/PlayerFireScript.cs b/Assets/Resources/Scripts/Behaviour/PlayerFireScript.cs index 633e2c2..537600f 100644 --- a/Assets/Resources/Scripts/Behaviour/PlayerFireScript.cs +++ b/Assets/Resources/Scripts/Behaviour/PlayerFireScript.cs @@ -2,22 +2,19 @@ public class PlayerFireScript : MonoBehaviour { - [Header("Projectile (single instance)")] - [SerializeField] public PickableProjectile projectilePrefab; - public bool spawnIfMissing = true; + [Header("Снаряд")] + [SerializeField] private PickableProjectile projectilePrefab; + public bool spawnIfMissing = false; - [Header("Throw / Pickup")] + [Header("Бросок / Подбор")] + [SerializeField] private KeyCode actionKey = KeyCode.F; + [SerializeField] private float throwSpeed = 20f; public Transform attachPoint; - public KeyCode actionKey = KeyCode.F; - public float throwSpeed = 20f; private PickableProjectile pickableProj; void Awake() { - if (!attachPoint) - attachPoint = FindDeepChild(transform, "HandPoint"); - if (!attachPoint) Debug.LogWarning("PlayerFireScript: attachPoint не задан и HandPoint не найден. Будет использован корень игрока."); } @@ -33,7 +30,7 @@ public class PlayerFireScript : MonoBehaviour { if (!spawnIfMissing || projectilePrefab == null) { - Debug.Log("PlayerFireScript: projectile missing; enable spawnIfMissing and assign projectilePrefab."); + Debug.LogError("PlayerFireScript: projectile missing; enable spawnIfMissing and assign projectilePrefab."); return; } @@ -49,9 +46,9 @@ public class PlayerFireScript : MonoBehaviour float sx = transform.localScale.x; float facing = Mathf.Sign(sx == 0 ? 1 : sx); Vector2 dir = facing > 0 ? Vector2.right : Vector2.left; - Vector2 launchPos = (Vector2)transform.position + new Vector2(1.4f * facing, 0f); + Vector2 launchPos = (Vector2)transform.position + new Vector2(1.4f * facing, 0); - var s = pickableProj.transform.localScale; + Vector3 s = pickableProj.transform.localScale; pickableProj.transform.localScale = new Vector3(Mathf.Abs(s.x) * -facing, s.y, s.z); pickableProj.transform.position = launchPos; @@ -60,15 +57,4 @@ public class PlayerFireScript : MonoBehaviour } public void BindProjectile(PickableProjectile proj) => pickableProj = proj; - - private Transform FindDeepChild(Transform parent, string name) - { - foreach (Transform child in parent) - { - if (child.name == name) return child; - var r = FindDeepChild(child, name); - if (r) return r; - } - return null; - } } \ No newline at end of file diff --git a/Assets/Resources/Scripts/Projectiles/BasicProjectile.cs b/Assets/Resources/Scripts/Projectiles/BasicProjectile.cs index 20875fe..7c992b7 100644 --- a/Assets/Resources/Scripts/Projectiles/BasicProjectile.cs +++ b/Assets/Resources/Scripts/Projectiles/BasicProjectile.cs @@ -3,12 +3,7 @@ using Projectiles2D; public class BasicProjectile : Projectile2D { - [Header("FX")] - [SerializeField] private GameObject hitVfxPrefab; - [SerializeField] private AudioClip hitSfx; - [SerializeField] private float sfxVolume = 1f; - - protected override void OnHit(Collider2D target, Vector2 point, Vector2 relativeVelocity) + protected override void OnHit(Collision2D target, Vector2 point, Vector2 relativeVelocity) { //var health = target.GetComponentInParent(); //if (health != null) @@ -28,7 +23,12 @@ public class BasicProjectile : Projectile2D // } // } //} + var player = GameManager.Instance.PlayerObj; + if (target.collider.CompareTag("Player")) + player.GetComponent().Die(); + else if (target.collider.CompareTag("Projectile") || target.collider.CompareTag("Enemy")) + Despawn(); if (hitVfxPrefab != null) diff --git a/Assets/Resources/Scripts/Projectiles/PickableProjectile.cs b/Assets/Resources/Scripts/Projectiles/PickableProjectile.cs index 34b2ac8..1eddc14 100644 --- a/Assets/Resources/Scripts/Projectiles/PickableProjectile.cs +++ b/Assets/Resources/Scripts/Projectiles/PickableProjectile.cs @@ -1,9 +1,10 @@ using UnityEngine; +using Projectiles2D; [DisallowMultipleComponent] [RequireComponent(typeof(Rigidbody2D))] [RequireComponent(typeof(Collider2D))] -public class PickableProjectile : BasicProjectile +public class PickableProjectile : Projectile2D { public static PickableProjectile Instance { get; private set; } diff --git a/Assets/Resources/Scripts/Projectiles/Pojectile2D.cs b/Assets/Resources/Scripts/Projectiles/Pojectile2D.cs index d0aa886..c000c92 100644 --- a/Assets/Resources/Scripts/Projectiles/Pojectile2D.cs +++ b/Assets/Resources/Scripts/Projectiles/Pojectile2D.cs @@ -38,6 +38,11 @@ namespace Projectiles2D protected bool launched; public GameObject owner; + [Header("FX")] + [SerializeField] protected GameObject hitVfxPrefab; + [SerializeField] protected AudioClip hitSfx; + [SerializeField] protected float sfxVolume = 1f; + protected virtual void Awake() { rb = GetComponent(); @@ -71,7 +76,7 @@ namespace Projectiles2D protected virtual IEnumerator IgnoreOwnerTemporarily(GameObject who, float time) { - var ownerColliders = who.GetComponentsInChildren(); + Collider2D[] ownerColliders = who.GetComponentsInChildren(); foreach (var oc in ownerColliders) if (oc && col) Physics2D.IgnoreCollision(col, oc, true); @@ -94,7 +99,7 @@ namespace Projectiles2D protected virtual void OnCollisionEnter2D(Collision2D collision) { - var other = collision.collider; + Collider2D other = collision.collider; if (!IsInHitLayer(other.gameObject.layer)) return; Vector2 point = collision.GetContact(0).point; @@ -119,7 +124,7 @@ namespace Projectiles2D { TryDealDamage(target, point, relativeVelocity); - OnHit(target, point, relativeVelocity); + OnHit(collision, point, relativeVelocity); if (remainingPierce > 0) { @@ -143,7 +148,7 @@ namespace Projectiles2D } } - protected virtual void OnHit(Collider2D target, Vector2 point, Vector2 relativeVelocity) { } + protected virtual void OnHit(Collision2D collision, Vector2 point, Vector2 relativeVelocity) { } protected virtual void OnImpactFinal(Collision2D collision) => Despawn(); diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index aa40a2f..cdc85da 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -8,6 +8,7 @@ TagManager: - Coin - Projectile - Enemy + - EnemyProjectile layers: - Default - TransparentFX