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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class tower : MonoBehaviour {
[Header("Attributes")]
public int towerPrice; // The price of the tower, set this in the desiger (tower prefab)
public float fireRate; // How long the turret should use to reload, Set in designer (tower prefab)
public float turnSpeed; // How fast the turret should rotate. Set in designer (tower prefab)
[Range(0, 10)]
public float towerRange; // How large the range of the tower is. this is the diameter. Set in designer (tower prefab)
[Header("Materials")]
public Material materialDanger; // The material used when tower can't be placed, set in the designer (tower prefab)
public Material materialSuccess; // The material used when the tower can be placed, or is selected, set in the designer (tower prefab)
[Header("Scripting vars")]
public player player; // Reference to the player object, should be set when instantiating
private GameObject placementIndicator; // The placement indicator
private Renderer placementIndicatorRenderer; // The renderer of the placement indicator
private Plane groundPlane; // Plane used for raycasting when placing tower
private float groundYpoint = 0.525f; // What Y-position the Tower should be placed on, this should be constant in every use-case.
private bool towerPlaced; // Bool used to descide what to do this frame
private bool colliding; // Set if the tower collides with any GameObject, used when placing, to see where it can be placed
private Transform target;
private float fireCountdown;
void Start () {
placementIndicator = transform.GetChild (0).gameObject;
placementIndicatorRenderer = placementIndicator.GetComponent<Renderer> ();
placementIndicator.transform.localScale = new Vector3 (towerRange*7, 0.00000001f, towerRange*7);
groundPlane = new Plane (Vector3.up, new Vector3(0f, groundYpoint, 0f));
}
void Update () {
#region placeTower
if (!towerPlaced) {
if (Input.touchCount == 1 || Input.GetMouseButton (0)) {
/* Activate indicator if not already */
if (!placementIndicator.activeSelf) { placementIndicator.SetActive (true); }
/* Change indicator-color based on placement */
if (!colliding) { placementIndicatorRenderer.sharedMaterial = materialDanger; }
else { placementIndicatorRenderer.sharedMaterial = materialSuccess; }
/* Calculate new position */
Ray touchRay = Camera.main.ScreenPointToRay (Input.mousePosition);
float rayDistance;
if (groundPlane.Raycast (touchRay, out rayDistance)) {
transform.position = touchRay.GetPoint (rayDistance);
}
} else {
/* User let go of the screen, decide if tower can be placed */
if (!colliding) { Destroy (gameObject); } // Skal kollidere for å være på et godkjent område
else {
towerPlaced = true;
player.moneySubtract (towerPrice);
placementIndicator.SetActive (false);
placementIndicatorRenderer.sharedMaterial = materialSuccess;
InvokeRepeating ("updateTarget", 0f, 0.5f); // This starts the
gameObject.GetComponent <BoxCollider>().enabled = false;
}
}
return;
}
#endregion
// Stop rest of update if no target is aquired
if (target == null) {
return;
}
// Target lockon
Vector3 direction = target.position - transform.position;
Quaternion lookRotation = Quaternion.LookRotation (direction);
Vector3 rotation = Quaternion.Lerp (transform.rotation, lookRotation, Time.deltaTime * turnSpeed).eulerAngles;
transform.rotation = Quaternion.Euler (0f, rotation.y, 0f);
if (fireCountdown <= 0f) {
// FAIAAAAA
fireCountdown = 1f / fireRate;
}
fireCountdown -= Time.deltaTime;
}
void updateTarget() {
/* Method that updates the currentTarget.
* The target will be set to the nearest in range */
GameObject[] enemies = GameObject.FindGameObjectsWithTag ("enemy");
float shortestDistance = Mathf.Infinity;
GameObject nearestEnemy = null;
foreach (var enemy in enemies) {
float distanceToEnemy = Vector3.Distance (transform.position, enemy.transform.position);
if (distanceToEnemy < shortestDistance) {
shortestDistance = distanceToEnemy;
nearestEnemy = enemy;
}
}
if (nearestEnemy != null && shortestDistance <= towerRange) {
Debug.Log ("Target aquired");
target = nearestEnemy.transform;
} else {
target = null;
}
}
void OnTriggerEnter(Collider other) {
colliding = true;
}
void OnTriggerStay(Collider other) {
colliding = true;
}
void OnTriggerExit(Collider other) {
colliding = false;
}
void OnDrawGizmosSelected() {
/* Show gizmos in designer */
Gizmos.color = Color.red;
Gizmos.DrawWireSphere (transform.position, towerRange);
}
}
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