geometry-tower-defense/Assets/GameMain/Scripts/Components/BasicBearingComp.cs

112 lines
3.3 KiB
C#

using UnityEngine;
namespace Components
{
[DisallowMultipleComponent]
public class BasicBearingComp : MonoBehaviour
{
[SerializeField] [Min(1f)] private float _rotateSpeed = 180f;
[SerializeField] [Min(0.1f)] private float _attackRange = 5f;
[SerializeField] [Min(0.1f)] private float _aimToleranceAngle = 2f;
[SerializeField] private Transform _rotateRoot;
[SerializeField] private bool _yawOnly = true;
public float RotateSpeed => _rotateSpeed;
public float AttackRange => _attackRange;
public float AimToleranceAngle => _aimToleranceAngle;
public void OnInit(float rotateSpeed, float attackRange = 5f)
{
_rotateSpeed = Mathf.Max(1f, rotateSpeed);
_attackRange = Mathf.Max(0.1f, attackRange);
}
public void OnReset()
{
_rotateSpeed = 1f;
_attackRange = 5f;
}
public bool IsTargetInRange(Transform target, Transform origin = null)
{
if (target == null)
{
return false;
}
Transform originTransform = origin != null ? origin : transform;
Vector3 delta = target.position - originTransform.position;
return delta.sqrMagnitude <= _attackRange * _attackRange;
}
public bool TrackTarget(Transform target, float deltaTime)
{
if (target == null)
{
return false;
}
Transform rotateRoot = _rotateRoot != null ? _rotateRoot : transform;
Vector3 toTarget = target.position - rotateRoot.position;
if (_yawOnly)
{
toTarget.y = 0f;
}
if (toTarget.sqrMagnitude <= Mathf.Epsilon)
{
return true;
}
Quaternion targetRotation = Quaternion.LookRotation(toTarget.normalized, Vector3.up);
float rotateAngle = _rotateSpeed * Mathf.Max(0f, deltaTime);
rotateRoot.rotation = Quaternion.RotateTowards(rotateRoot.rotation, targetRotation, rotateAngle);
return IsTargetAligned(target);
}
public bool IsTargetAligned(Transform target)
{
if (target == null)
{
return false;
}
Transform rotateRoot = _rotateRoot != null ? _rotateRoot : transform;
Vector3 toTarget = target.position - rotateRoot.position;
if (_yawOnly)
{
toTarget.y = 0f;
}
if (toTarget.sqrMagnitude <= Mathf.Epsilon)
{
return true;
}
float angle = Vector3.Angle(rotateRoot.forward, toTarget.normalized);
return angle <= _aimToleranceAngle;
}
public bool TryAttack(ShooterMuzzleComp shooterMuzzleComp, Transform target, float deltaTime)
{
if (shooterMuzzleComp == null || target == null)
{
return false;
}
if (!IsTargetInRange(target))
{
return false;
}
bool isAligned = TrackTarget(target, deltaTime);
if (!isAligned)
{
return false;
}
return shooterMuzzleComp.Attack(target);
}
}
}