This commit is contained in:
2026-11-04 15:51:04 +01:00
parent d21f0c9b6c
commit cd65f702ae
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using UnityEngine;
namespace Arena.Characters
{
/// <summary>
/// Animates a character from the movement of its transform and from the calls of its owner (Player).
/// Placed on the character root. Only sets parameters: the states, transitions and their durations
/// are set in the Animator Controller.
/// Floats Forward and Right: speed in the character space, divided by the walk speed (locomotion blend tree).
/// Bools IsGrounded, IsRunning, IsStunned. Triggers Jump, Dash, Die, Win, Lose.
/// </summary>
public class CharacterAnimator : MonoBehaviour
{
[System.Serializable]
private class Settings
{
[Tooltip("Speed that plays the walk animations at full blend, in km/h.")]
[Min(0.1f)] public float WalkSpeed = 10f;
[Tooltip("Smoothing of the Forward and Right parameters, in seconds.")]
[Min(0f)] public float Damping = 0.1f;
[Tooltip("Speed below which a running character is not shown running, in km/h.")]
[Min(0f)] public float RunMinSpeed = 2f;
}
[System.Serializable]
private struct References
{
public Animator Animator;
}
[System.Serializable]
public class StateContainer
{
public bool IsGrounded = true;
public bool IsRunning;
public bool IsStunned;
public bool IsFinal;
[Tooltip("Speed in the character space, divided by the walk speed. x: right, y: forward.")]
public Vector2 Locomotion;
}
#region FIELDS
const float KMH_TO_MS = 1 / 3.6f;
// Parameters, named as in the Animator Controller
private static readonly int ForwardParameter = Animator.StringToHash("Forward");
private static readonly int RightParameter = Animator.StringToHash("Right");
private static readonly int IsGroundedParameter = Animator.StringToHash("IsGrounded");
private static readonly int IsRunningParameter = Animator.StringToHash("IsRunning");
private static readonly int IsStunnedParameter = Animator.StringToHash("IsStunned");
private static readonly int JumpTrigger = Animator.StringToHash("Jump");
private static readonly int DashTrigger = Animator.StringToHash("Dash");
private static readonly int DieTrigger = Animator.StringToHash("Die");
private static readonly int WinTrigger = Animator.StringToHash("Win");
private static readonly int LoseTrigger = Animator.StringToHash("Lose");
[SerializeField] private Settings _settings;
[SerializeField] private References _references;
[SerializeField] private StateContainer _state;
public StateContainer State => _state;
private Vector3 _lastPosition;
private float _speed;
private float _stunEndTime;
#endregion
#region UNITY LIFECYCLES
void Awake()
{
_lastPosition = transform.position;
_references.Animator.SetBool(IsGroundedParameter, _state.IsGrounded);
}
void Update()
{
float t = Time.deltaTime;
// A paused game (time scale at 0) gives no speed to measure
if (t > 0f)
UpdateLocomotion(t);
if (_state.IsStunned && Time.time >= _stunEndTime)
SetStunned(false);
_references.Animator.SetBool(IsRunningParameter, _state.IsRunning && _speed >= _settings.RunMinSpeed * KMH_TO_MS);
}
#endregion
#region PUBLIC METHODS
/// <summary>
/// Tells whether the character stands on the ground. Called by the owner when it changes.
/// </summary>
public void SetGrounded(bool isGrounded)
{
_state.IsGrounded = isGrounded;
_references.Animator.SetBool(IsGroundedParameter, isGrounded);
}
/// <summary>
/// Tells whether the character is running. Called by the owner when it changes.
/// IsRunning is true in the Animator only while the character also moves.
/// </summary>
public void SetRunning(bool isRunning)
{
_state.IsRunning = isRunning;
}
public void Jump()
{
SetTrigger(JumpTrigger);
}
public void Dash()
{
SetTrigger(DashTrigger);
}
/// <summary>
/// Sets IsStunned for a duration, in seconds.
/// </summary>
public void Stun(float duration)
{
if (_state.IsFinal)
return;
_stunEndTime = Time.time + duration;
SetStunned(true);
}
public void Die()
{
SetFinalTrigger(DieTrigger);
}
public void Win()
{
SetFinalTrigger(WinTrigger);
}
public void Lose()
{
SetFinalTrigger(LoseTrigger);
}
#endregion
#region PRIVATE METHODS
private void UpdateLocomotion(float t)
{
Vector3 position = transform.position;
Vector3 velocity = (position - _lastPosition) / t;
_lastPosition = position;
velocity.y = 0f;
_speed = velocity.magnitude;
// Speed in the character space, so that a sideways move plays walkRight
Vector3 localVelocity = transform.InverseTransformDirection(velocity);
Vector2 locomotion = new Vector2(localVelocity.x, localVelocity.z) / (_settings.WalkSpeed * KMH_TO_MS);
_state.Locomotion = Vector2.ClampMagnitude(locomotion, 1f);
_references.Animator.SetFloat(ForwardParameter, _state.Locomotion.y, _settings.Damping, t);
_references.Animator.SetFloat(RightParameter, _state.Locomotion.x, _settings.Damping, t);
}
private void SetStunned(bool isStunned)
{
_state.IsStunned = isStunned;
_references.Animator.SetBool(IsStunnedParameter, isStunned);
}
private void SetTrigger(int trigger)
{
if (_state.IsFinal || _state.IsStunned)
return;
_references.Animator.SetTrigger(trigger);
}
private void SetFinalTrigger(int trigger)
{
if (_state.IsFinal)
return;
_state.IsFinal = true;
SetStunned(false);
// Win and lose are played while the game is paused (time scale at 0)
_references.Animator.updateMode = AnimatorUpdateMode.UnscaledTime;
_references.Animator.SetTrigger(trigger);
}
#endregion
}
}

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fileFormatVersion: 2
guid: bab6a0f29562e1147b9630b053b4017e

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using Arena.Combat;
using System;
using UnityEngine;
using UnityEngine.InputSystem;
using Arena.Combat;
namespace Arena.Characters
{
public class Player : MonoBehaviour, IDamageable
{
[System.Serializable]
public class Settings
{
[Tooltip("Movement speed, in km/h.")]
[Min(0f)] public float Speed = 5f;
}
public class Player : MonoBehaviour, IDamageable
{
[System.Serializable]
private class Settings
{
[Tooltip("Movement speed, in km/h.")]
public float Speed = 10;
[System.Serializable]
public struct References
{
public CharacterController Controller;
public ProjectileLauncher Launcher;
public InputActionReference MoveAction;
public InputActionReference LookAction;
public InputActionReference AttackAction;
public InputActionReference InteractAction;
}
[Tooltip("Smoothing of the orientation, in seconds. 0: the player turns instantly.")]
[Min(0f)] public float RotationDamping = 0.08f;
[System.Serializable]
public class StateContainer
{
public bool IsMoving;
}
[Tooltip("Speed while the sprint action is held, in km/h. The player then faces where it runs and cannot shoot.")]
[Min(0f)] public float RunSpeed = 18f;
#region Fields
[Tooltip("Distance covered by a dash, in meters.")]
[Min(0f)] public float DashDistance = 4f;
private const float KMH_TO_MS = 1f / 3.6f;
private const float AIM_STICK_DEADZONE = 0.2f;
[Tooltip("Duration of a dash, in seconds.")]
[Min(0.05f)] public float DashDuration = 0.2f;
[SerializeField] private Settings _settings;
[SerializeField] private References _references;
[SerializeField] private StateContainer _state;
[SerializeField] private Health _health;
[Tooltip("Time between the start of two dashes, in seconds.")]
[Min(0f)] public float DashCooldown = 1f;
/// <summary>
/// Raised when the interact action is performed.
/// </summary>
public event Action OnInteract;
[Tooltip("Jump height, in meters.")]
[Min(0f)] public float JumpHeight = 1.2f;
/// <summary>
/// The only player of the scene.
/// </summary>
public static Player Instance { get; private set; }
public StateContainer State => _state;
public Health Health => _health;
public ProjectileLauncher Launcher => _references.Launcher;
[Tooltip("Gravity, in meters per second squared.")]
[Min(0f)] public float Gravity = 20f;
}
private Camera _camera;
private Vector2 _moveInput;
private Vector2 _aimStickInput;
private bool _isAimingWithStick;
private bool _isAttacking;
private bool _isInteracting;
private Vector3 _aimDirection = Vector3.forward;
[System.Serializable]
private struct References
{
public CharacterController Controller;
public InputActionReference MoveAction;
public InputActionReference InteractAction;
public InputActionReference LookAction;
public InputActionReference AttackAction;
public InputActionReference JumpAction;
public InputActionReference SprintAction;
#endregion
[Tooltip("Crouch action of the template, used for the dash.")]
public InputActionReference DashAction;
public ProjectileLauncher Launcher;
public CharacterAnimator CharacterAnimator;
}
#region Unity Lifecycle
[System.Serializable]
public class StateContainer
{
public bool IsMoving = false;
public bool IsGrounded = true;
public bool IsRunning = false;
public bool IsDashing = false;
public bool IsStunned = false;
}
void Awake()
{
// Only one player can exist: a second one is removed
if (Instance && Instance != this)
{
Debug.LogWarning($"A second Player was found on {name}, it is destroyed.");
Destroy(gameObject);
return;
}
#region FIELDS
Instance = this;
public static Player Instance { get; private set; }
// Camera.main is the camera tagged MainCamera
_camera = Camera.main;
_health.Initialize();
}
const float KMH_TO_MS = 1 / 3.6f;
const float AIM_STICK_DEADZONE = 0.2f;
void OnEnable()
{
SetInputsEnabled(true);
}
// Small downward speed kept on the ground, so that the CharacterController stays grounded
const float GROUNDED_SPEED = -2f;
void OnDisable()
{
SetInputsEnabled(false);
}
[SerializeField] private Settings _settings;
[SerializeField] private References _references;
[SerializeField] private StateContainer _state;
[SerializeField] private Health _health;
void OnDestroy()
{
if (Instance == this)
Instance = null;
}
public event Action OnInteract;
void Update()
{
// A dead player no longer moves nor shoots
if (_health.IsDead)
return;
public StateContainer State => _state;
public Health Health => _health;
public ProjectileLauncher Launcher => _references.Launcher;
float deltaTime = Time.deltaTime;
private bool _isInteracting;
private Vector2 _moveInput;
private Camera _camera;
private Vector2 _aimStickInput;
private bool _isAimingWithStick;
private bool _isAttacking;
private Vector3 _aimDirection = Vector3.forward;
private bool _isJumping;
private bool _isSprinting;
private bool _isDashPressed;
private Vector3 _moveDirection;
private Vector3 _dashDirection;
private float _dashEndTime;
private float _nextDashTime;
private float _verticalSpeed;
private float _stunEndTime;
GetInputs();
Move(deltaTime);
Aim();
Attack();
Interact();
}
#endregion
#endregion
#region UNITY LIFECYCLES
#region Public Methods
void Awake()
{
if (Instance && Instance != this)
{
Debug.LogWarning($"A second Player was found on {name}, it is destroyed.");
Destroy(gameObject);
return;
}
public void TakeDamage(int amount)
{
_health.TakeDamage(amount);
}
Instance = this;
/// <summary>
/// Teleports the player.
/// </summary>
/// <param name="pose">x, y, z: position. w: angle around the vertical axis, in degrees.</param>
public void Teleport(Vector4 pose)
{
// An enabled CharacterController would overwrite the new position
_references.Controller.enabled = false;
_health.Initialize();
_health.OnDied += HandleDied;
Vector3 position = new Vector3(pose.x, pose.y, pose.z);
Quaternion rotation = Quaternion.Euler(0f, pose.w, 0f);
transform.SetPositionAndRotation(position, rotation);
_camera = Camera.main;
}
_references.Controller.enabled = true;
}
void OnEnable()
{
_references.MoveAction.action.Enable();
_references.InteractAction.action.Enable();
_references.LookAction.action.Enable();
_references.AttackAction.action.Enable();
_references.JumpAction.action.Enable();
_references.SprintAction.action.Enable();
_references.DashAction.action.Enable();
}
/// <summary>
/// Teleports the player to the position and heading of a target, such as a spawn point.
/// </summary>
public void Teleport(Transform target)
{
Vector3 position = target.position;
Vector4 pose = new Vector4(position.x, position.y, position.z, target.eulerAngles.y);
Teleport(pose);
}
void OnDisable()
{
if (Instance == this)
{
_references.MoveAction.action.Disable();
_references.InteractAction.action.Disable();
_references.LookAction.action.Disable();
_references.AttackAction.action.Disable();
_references.JumpAction.action.Disable();
_references.SprintAction.action.Disable();
_references.DashAction.action.Disable();
}
}
#endregion
void OnDestroy()
{
_health.OnDied -= HandleDied;
#region Private Methods
if (Instance == this)
Instance = null;
}
private void SetInputsEnabled(bool isEnabled)
{
InputActionReference[] actions =
{
_references.MoveAction,
_references.LookAction,
_references.AttackAction,
_references.InteractAction
};
void Update()
{
if (_health.IsDead)
return;
foreach (InputActionReference action in actions)
{
if (isEnabled)
action.action.Enable();
else
action.action.Disable();
}
}
float t = Time.deltaTime;
private void GetInputs()
{
_moveInput = _references.MoveAction.action.ReadValue<Vector2>();
_isAttacking = _references.AttackAction.action.IsPressed();
_isInteracting = _references.InteractAction.action.WasPerformedThisFrame();
GetInputs();
UpdateStun();
Move(t);
InputAction look = _references.LookAction.action;
_aimStickInput = look.ReadValue<Vector2>();
// A stunned player only falls: no aiming, shooting nor interacting
if (_state.IsStunned)
return;
// Look is also bound to the mouse delta: only the gamepad counts as a stick
bool isStick = look.activeControl != null && look.activeControl.device is Gamepad;
Aim(t);
Attack();
Interact();
}
// The last aiming device used wins: the stick when pushed, the mouse when moved
if (isStick && IsStickPushed())
_isAimingWithStick = true;
else if (Pointer.current != null && Pointer.current.delta.ReadValue().sqrMagnitude > 0f)
_isAimingWithStick = false;
}
#endregion
private void Move(float deltaTime)
{
Vector3 direction = ToWorldDirection(_moveInput);
_state.IsMoving = direction.sqrMagnitude > 0f;
#region PUBLIC METHODS
Vector3 velocity = direction * _settings.Speed * KMH_TO_MS;
_references.Controller.Move(velocity * deltaTime);
}
public void TakeDamage(DamageInfo damage)
{
_health.TakeDamage(damage);
}
private void Aim()
{
if (_isAimingWithStick)
{
// Released stick: the player keeps its last direction
if (IsStickPushed())
_aimDirection = ToWorldDirection(_aimStickInput);
}
else if (TryGetPointerDirection(out Vector3 direction))
{
_aimDirection = direction;
}
/// <summary>
/// Takes the control away from the player for a duration, in seconds, and plays the stunned animation.
/// </summary>
public void Stun(float duration)
{
if (_health.IsDead)
return;
transform.rotation = Quaternion.LookRotation(_aimDirection);
}
_stunEndTime = Time.time + duration;
_state.IsStunned = true;
_state.IsDashing = false;
SetRunning(false);
_references.CharacterAnimator.Stun(duration);
}
private void Attack()
{
if (_isAttacking)
_references.Launcher.TryFire();
}
/// <summary>
/// Teleports the player.
/// </summary>
/// <param name="pose">x, y, z: position. w: angle around the vertical axis, in degrees.</param>
public void Teleport(Vector4 pose)
{
// An enabled CharacterController would overwrite the new position
_references.Controller.enabled = false;
private void Interact()
{
if (_isInteracting)
OnInteract?.Invoke();
}
Vector3 position = new Vector3(pose.x, pose.y, pose.z);
Quaternion rotation = Quaternion.Euler(0f, pose.w, 0f);
transform.SetPositionAndRotation(position, rotation);
private bool IsStickPushed()
{
return _aimStickInput.sqrMagnitude > AIM_STICK_DEADZONE * AIM_STICK_DEADZONE;
}
_references.Controller.enabled = true;
}
/// <summary>
/// Converts a 2D input into a world direction on the ground, relative to the camera heading.
/// </summary>
private Vector3 ToWorldDirection(Vector2 input)
{
// Only the camera rotation around the vertical axis is kept
Quaternion cameraHeading = Quaternion.Euler(0f, _camera.transform.eulerAngles.y, 0f);
return cameraHeading * new Vector3(input.x, 0f, input.y);
}
/// <summary>
/// Teleports the player to the position and heading of a target, such as a spawn point.
/// </summary>
public void Teleport(Transform target)
{
Vector3 position = target.position;
Vector4 pose = new Vector4(position.x, position.y, position.z, target.eulerAngles.y);
Teleport(pose);
}
/// <summary>
/// Direction from the player to the point under the pointer, on a horizontal plane at the player's height.
/// </summary>
private bool TryGetPointerDirection(out Vector3 direction)
{
direction = Vector3.zero;
#endregion
if (Pointer.current == null)
return false;
#region PRIVATE METHODS
// Mouse position read directly: the Look action only gives its movement
Ray ray = _camera.ScreenPointToRay(Pointer.current.position.ReadValue());
Plane ground = new Plane(Vector3.up, transform.position);
#if UNITY_EDITOR
[ContextMenu("Debug/Take 25 Damage")]
private void DebugTakeDamage()
{
TakeDamage(new DamageInfo(25, DamageType.Physical, gameObject));
}
if (!ground.Raycast(ray, out float distance))
return false;
[ContextMenu("Debug/Stun 2 s")]
private void DebugStun()
{
Stun(2f);
}
#endif
direction = ray.GetPoint(distance) - transform.position;
direction.y = 0f;
return direction.sqrMagnitude > 0.01f;
}
private void GetInputs()
{
_moveInput = _references.MoveAction.action.ReadValue<Vector2>();
_isInteracting = _references.InteractAction.action.WasPressedThisFrame();
_isAttacking = _references.AttackAction.action.IsPressed();
_isJumping = _references.JumpAction.action.WasPressedThisFrame();
_isSprinting = _references.SprintAction.action.IsPressed();
_isDashPressed = _references.DashAction.action.WasPressedThisFrame();
[ContextMenu("Debug/Take 25 Damage")]
private void DebugTakeDamage()
{
TakeDamage(25);
}
InputAction look = _references.LookAction.action;
_aimStickInput = look.ReadValue<Vector2>();
#endregion
}
// Look is also bound to the mouse delta: only the gamepad counts as a stick
bool isStick = look.activeControl != null && look.activeControl.device is Gamepad;
// The last aiming device used wins: the stick when pushed, the mouse when moved
if (isStick && IsStickPushed())
_isAimingWithStick = true;
else if (Pointer.current != null && Pointer.current.delta.ReadValue().sqrMagnitude > 0f)
_isAimingWithStick = false;
}
private void Move(float t)
{
Vector2 input = _state.IsStunned ? Vector2.zero : _moveInput;
_moveDirection = ToWorldDirection(input);
bool hasInput = _moveDirection.sqrMagnitude > .01f;
if (_state.IsDashing && Time.time >= _dashEndTime)
_state.IsDashing = false;
if (_isDashPressed && !_state.IsStunned && !_state.IsDashing && Time.time >= _nextDashTime)
Dash(hasInput ? _moveDirection.normalized : transform.forward);
SetRunning(_isSprinting && hasInput && !_state.IsStunned);
Vector3 velocity;
if (_state.IsDashing)
{
velocity = _dashDirection * (_settings.DashDistance / _settings.DashDuration);
}
else
{
float speed = _state.IsRunning ? _settings.RunSpeed : _settings.Speed;
velocity = _moveDirection * KMH_TO_MS * speed;
}
_state.IsMoving = velocity.sqrMagnitude > .01f;
if (_state.IsGrounded && _isJumping && !_state.IsStunned)
Jump();
// Gravity: the CharacterController does not apply it
_verticalSpeed -= _settings.Gravity * t;
velocity.y = _verticalSpeed;
_references.Controller.Move(velocity * t);
SetGrounded(_references.Controller.isGrounded);
if (_state.IsGrounded && _verticalSpeed < 0f)
_verticalSpeed = GROUNDED_SPEED;
}
private void Jump()
{
// Speed that reaches the jump height against gravity: v = sqrt(2 g h)
_verticalSpeed = Mathf.Sqrt(2f * _settings.Gravity * _settings.JumpHeight);
_references.CharacterAnimator.Jump();
}
private void Dash(Vector3 direction)
{
_dashDirection = direction;
_dashEndTime = Time.time + _settings.DashDuration;
_nextDashTime = Time.time + _settings.DashCooldown;
_state.IsDashing = true;
_references.CharacterAnimator.Dash();
}
private void SetRunning(bool isRunning)
{
if (_state.IsRunning == isRunning)
return;
_state.IsRunning = isRunning;
_references.CharacterAnimator.SetRunning(isRunning);
}
private void SetGrounded(bool isGrounded)
{
if (_state.IsGrounded == isGrounded)
return;
_state.IsGrounded = isGrounded;
_references.CharacterAnimator.SetGrounded(isGrounded);
}
private void UpdateStun()
{
if (_state.IsStunned && Time.time >= _stunEndTime)
_state.IsStunned = false;
}
private void HandleDied()
{
_references.CharacterAnimator.Die();
}
private void Aim(float t)
{
// Running and dashing face the movement: aiming is suspended
if (_state.IsDashing)
{
TurnTowards(_dashDirection, t);
return;
}
// In the air, the player keeps the orientation it had when it left the ground
if (!_state.IsGrounded)
return;
if (_state.IsRunning)
{
TurnTowards(_moveDirection, t);
return;
}
if (_isAimingWithStick)
{
// Released stick: the player keeps its last direction
if (IsStickPushed())
_aimDirection = ToWorldDirection(_aimStickInput);
}
else if (TryGetPointerDirection(out Vector3 direction))
{
_aimDirection = direction;
}
TurnTowards(_aimDirection, t);
}
private void TurnTowards(Vector3 direction, float t)
{
Quaternion target = Quaternion.LookRotation(direction);
if (_settings.RotationDamping <= 0f)
{
transform.rotation = target;
}
else
{
// Exponential smoothing: the same feel whatever the frame rate
float blend = 1f - Mathf.Exp(-t / _settings.RotationDamping);
transform.rotation = Quaternion.Slerp(transform.rotation, target, blend);
}
}
private void Attack()
{
// No shooting while running
if (_isAttacking && !_state.IsRunning)
_references.Launcher.TryFire();
}
private void Interact()
{
if (_isInteracting)
OnInteract?.Invoke();
}
private bool IsStickPushed()
{
return _aimStickInput.sqrMagnitude > AIM_STICK_DEADZONE * AIM_STICK_DEADZONE;
}
private Vector3 ToWorldDirection(Vector2 input)
{
// Only the camera rotation around the vertical axis is kept
Quaternion cameraHeading = Quaternion.Euler(0f, _camera.transform.eulerAngles.y, 0f);
return cameraHeading * new Vector3(input.x, 0f, input.y);
}
/// <summary>
/// Direction from the player to the point under the pointer, on a horizontal plane at the player's height.
/// </summary>
private bool TryGetPointerDirection(out Vector3 direction)
{
direction = Vector3.zero;
if (Pointer.current == null)
return false;
// Mouse position read directly: the Look action only gives its movement
Ray ray = _camera.ScreenPointToRay(Pointer.current.position.ReadValue());
Plane ground = new Plane(Vector3.up, transform.position);
if (!ground.Raycast(ray, out float distance))
return false;
direction = ray.GetPoint(distance) - transform.position;
direction.y = 0f;
return direction.sqrMagnitude > 0.01f;
}
#endregion
}
}

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@@ -2,88 +2,74 @@ using UnityEngine;
namespace Arena.Characters
{
[ExecuteAlways]
public class PlayerCamera : MonoBehaviour
{
[System.Serializable]
public class Settings
{
[Tooltip("x: horizontal distance from the player, y: height above the player, in meters.")]
public Vector2 Offset = new Vector2(8f, 12f);
[ExecuteAlways]
public class PlayerCamera : MonoBehaviour
{
[System.Serializable]
public class Settings
{
[Tooltip("x: horizontal distance from the player, y: height above the player, in meters.")]
public Vector2 Offset = new Vector2(7f, 8f);
[Tooltip("Rotation of the offset around the player, in degrees.")]
public float Angle = 0f;
[Tooltip("Rotation of the offset around the player, in degrees.")]
public float Angle = 0f;
[Tooltip("Time to catch up with the player, in seconds. 0: no smoothing.")]
[Range(0f, 1f)] public float Smooth = 0.2f;
}
[Tooltip("Time to catch up with the player, in seconds. 0: no smoothing.")]
[Range(0f, 1f)] public float Smooth = 0.2f;
}
[System.Serializable]
public struct References
{
[Tooltip("Followed player. Found automatically when empty.")]
public Player Player;
}
[System.Serializable]
private struct References
{
public Player Player;
}
#region Fields
#region FIELDS
[SerializeField] private Settings _settings;
[SerializeField] private References _references;
[SerializeField] private Settings _settings;
[SerializeField] private References _references;
private Vector3 _velocity;
private Vector3 _velocity;
#endregion
#endregion
#region Unity Lifecycle
// LateUpdate: the player has already moved this frame
void LateUpdate()
{
if (!GetPlayer())
return;
// LateUpdate: the player has already moved this frame
void LateUpdate()
{
if (!GetPlayer())
return;
Vector3 targetPos = GetTargetPosition();
Vector3 targetPos = GetTargetPosition();
if (!Application.isPlaying || _settings.Smooth == 0)
{
transform.position = targetPos;
}
else
{
transform.position = Vector3.SmoothDamp(transform.position, targetPos, ref _velocity, _settings.Smooth);
}
}
// No smoothing in edit mode: the camera snaps while the scene is edited
if (!Application.isPlaying || _settings.Smooth <= 0f)
{
transform.position = targetPos;
_velocity = Vector3.zero;
}
else
{
transform.position = Vector3.SmoothDamp(transform.position, targetPos, ref _velocity, _settings.Smooth);
}
}
private bool GetPlayer()
{
if (_references.Player)
return true;
#endregion
// In edit mode, Player.Awake has not run, so the singleton is empty
else if (Player.Instance)
_references.Player = Player.Instance;
else
_references.Player = FindFirstObjectByType<Player>();
#region Private Methods
return _references.Player != null;
}
/// <summary>
/// Looks for the player: singleton first, then a search in the scene. Returns false if none is found.
/// </summary>
private bool GetPlayer()
{
if (_references.Player)
return true;
// In edit mode, Player.Awake has not run, so the singleton is empty
else if (Player.Instance)
_references.Player = Player.Instance;
else
_references.Player = FindFirstObjectByType<Player>();
return _references.Player != null;
}
private Vector3 GetTargetPosition()
{
Quaternion rotation = Quaternion.Euler(0f, _settings.Angle, 0f);
Vector3 offset = rotation * new Vector3(0f, _settings.Offset.y, -_settings.Offset.x);
return _references.Player.transform.position + offset;
}
#endregion
}
private Vector3 GetTargetPosition()
{
Quaternion rotation = Quaternion.Euler(0, _settings.Angle, 0);
Vector3 offset = rotation * new Vector3(0, _settings.Offset.y, -_settings.Offset.x);
return _references.Player.transform.position + offset;
}
}
}

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using UnityEngine;
using UnityEngine.Events;
using Arena.Characters;
namespace Arena.Interactions
{
/// <summary>
/// Zone that raises OnPlayer when the player enters it, or when the player interacts inside it.
/// It never acts on the player itself: the actions are set up in the Inspector.
/// </summary>
[RequireComponent(typeof(Collider))]
public class PlayerEvent : MonoBehaviour
{
public enum Trigger
{
OnPlayerEnter,
OnPlayerInteract
}
[System.Serializable]
public class Settings
{
[Tooltip("OnPlayerEnter: as soon as the player enters. OnPlayerInteract: when the player interacts inside the zone.")]
public Trigger Trigger;
}
#region Fields
[SerializeField] private Settings _settings;
[Tooltip("Actions raised for the player: heal, ammo, sound, hide this object...")]
[SerializeField] private UnityEvent _onPlayer;
private bool _isListening;
#endregion
#region Unity Lifecycle
private void OnDisable()
{
// The object can be hidden while the player is inside
StopListening();
}
private void OnTriggerEnter(Collider other)
{
if (!IsPlayer(other))
return;
if (_settings.Trigger == Trigger.OnPlayerEnter)
_onPlayer.Invoke();
else
StartListening();
}
private void OnTriggerExit(Collider other)
{
if (IsPlayer(other))
StopListening();
}
#endregion
#region Private Methods
private bool IsPlayer(Collider other)
{
return Player.Instance != null && other.gameObject == Player.Instance.gameObject;
}
private void StartListening()
{
Player.Instance.OnInteract += HandleInteract;
_isListening = true;
}
private void StopListening()
{
if (!_isListening)
return;
if (Player.Instance != null)
Player.Instance.OnInteract -= HandleInteract;
_isListening = false;
}
private void HandleInteract()
{
_onPlayer.Invoke();
}
#endregion
}
}

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fileFormatVersion: 2
guid: d3c874cb9bc4c364d87e100aada2b434

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using UnityEngine;
using Arena.Characters;
namespace Arena.Interactions
{
/// <summary>
/// Gives ammo to the player. Apply is meant to be linked to a PlayerEvent.
/// </summary>
public class AmmoEffect : MonoBehaviour
{
[System.Serializable]
public class Settings
{
[Tooltip("Ammo given to the player.")]
[Min(1)] public int Amount = 10;
}
#region Fields
[SerializeField] private Settings _settings;
#endregion
#region Public Methods
public void Apply()
{
if (Player.Instance != null)
Player.Instance.Launcher.AddAmmo(_settings.Amount);
}
#endregion
}
}

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fileFormatVersion: 2
guid: 3831749972a75dc4dbe47f8a551785fc

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using UnityEngine;
namespace Arena.Combat
{
/// <summary>
/// Everything a hit carries: amount, type and source. Passed to IDamageable.TakeDamage.
/// </summary>
public readonly struct DamageInfo
{
public readonly int Amount;
public readonly DamageType Type;
/// <summary>
/// Object that dealt the damage: shooter, damage zone... Can be null.
/// </summary>
public readonly GameObject Source;
public DamageInfo(int amount, DamageType type, GameObject source = null)
{
Amount = amount;
Type = type;
Source = source;
}
}
}

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fileFormatVersion: 2
guid: 2876a0af3a1b47e4dbd254a5fdb33f9f

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namespace Arena.Combat
{
/// <summary>
/// Nature of a damage, carried by a DamageInfo.
/// </summary>
public enum DamageType
{
Physical,
Energy,
Digital
}
}

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fileFormatVersion: 2
guid: 9f2a3b56adabf304a994febc81bd5489

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using System.Collections.Generic;
using UnityEngine;
namespace Arena.Combat
{
/// <summary>
/// Sphere that damages every IDamageable inside it, less and less towards its edge.
/// Continuous: hits every tick while a target stays inside (contact damage, toxic area).
/// Instant: hits everything in the radius once, when Explode is called (explosion).
/// </summary>
[RequireComponent(typeof(SphereCollider), typeof(Rigidbody))]
public class DamageZone : MonoBehaviour
{
public enum Mode
{
Continuous,
Instant
}
[System.Serializable]
private class Settings
{
[Tooltip("Continuous: damage every tick while a target stays inside. Instant: one hit on everything in the radius, when Explode is called.")]
public Mode Mode;
[Tooltip("Damage at the center of the sphere.")]
[Min(0)] public int Damage = 10;
public DamageType DamageType;
[Tooltip("Damage multiplier by distance to the center. 0: center, 1: edge of the sphere.")]
public AnimationCurve Falloff = AnimationCurve.Linear(0f, 1f, 1f, 0f);
[Tooltip("Continuous mode: time between two hits on the same target, in seconds.")]
[Min(0.05f)] public float TickInterval = 0.5f;
[Tooltip("Instant mode: explode as soon as the object is enabled, for an explosion prefab.")]
public bool ExplodeOnEnable = true;
}
[System.Serializable]
private struct References
{
public SphereCollider Zone;
[Tooltip("Never hurt by the zone and given as damage source, usually the object that carries it.")]
public GameObject Owner;
}
#region FIELDS
[SerializeField] private Settings _settings;
[SerializeField] private References _references;
private readonly Dictionary<IDamageable, float> _nextHitTimes = new Dictionary<IDamageable, float>();
private readonly HashSet<IDamageable> _explosionTargets = new HashSet<IDamageable>();
#endregion
#region UNITY LIFECYCLES
void Reset()
{
// Called when the component is added: a trigger sphere that physics can detect
_references.Zone = GetComponent<SphereCollider>();
_references.Zone.isTrigger = true;
GetComponent<Rigidbody>().isKinematic = true;
}
void OnEnable()
{
if (_settings.Mode == Mode.Instant && _settings.ExplodeOnEnable)
Explode();
}
void OnDisable()
{
_nextHitTimes.Clear();
}
void OnTriggerStay(Collider other)
{
if (_settings.Mode != Mode.Continuous || !TryGetTarget(other, out IDamageable target))
return;
if (_nextHitTimes.TryGetValue(target, out float nextHitTime) && Time.time < nextHitTime)
return;
_nextHitTimes[target] = Time.time + _settings.TickInterval;
Hit(target, other.transform.position);
}
void OnTriggerExit(Collider other)
{
if (TryGetTarget(other, out IDamageable target))
_nextHitTimes.Remove(target);
}
void OnDrawGizmosSelected()
{
if (!_references.Zone)
return;
Gizmos.color = new Color(1f, 0.45f, 0.35f, 0.8f);
Gizmos.DrawWireSphere(GetCenter(), GetRadius());
}
#endregion
#region PUBLIC METHODS
/// <summary>
/// Hits once every IDamageable in the radius. Can be linked to a UnityEvent.
/// </summary>
public void Explode()
{
_explosionTargets.Clear();
Collider[] colliders = Physics.OverlapSphere(GetCenter(), GetRadius(), ~0, QueryTriggerInteraction.Ignore);
foreach (Collider other in colliders)
{
// A target with several colliders is hit only once
if (TryGetTarget(other, out IDamageable target) && _explosionTargets.Add(target))
Hit(target, other.transform.position);
}
}
#endregion
#region PRIVATE METHODS
private bool TryGetTarget(Collider other, out IDamageable target)
{
target = other.GetComponentInParent<IDamageable>();
if (target == null)
return false;
// The owner never hurts itself
return !_references.Owner || ((Component)target).gameObject != _references.Owner;
}
private void Hit(IDamageable target, Vector3 targetPosition)
{
float distance = Vector3.Distance(GetCenter(), targetPosition);
float falloff = _settings.Falloff.Evaluate(Mathf.Clamp01(distance / GetRadius()));
int amount = Mathf.RoundToInt(_settings.Damage * falloff);
if (amount <= 0)
return;
GameObject source = _references.Owner ? _references.Owner : gameObject;
target.TakeDamage(new DamageInfo(amount, _settings.DamageType, source));
}
private Vector3 GetCenter()
{
return transform.TransformPoint(_references.Zone.center);
}
private float GetRadius()
{
// The sphere radius follows the largest scale axis
Vector3 scale = transform.lossyScale;
float maxScale = Mathf.Max(Mathf.Abs(scale.x), Mathf.Abs(scale.y), Mathf.Abs(scale.z));
return Mathf.Max(_references.Zone.radius * maxScale, 0.01f);
}
#endregion
}
}

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fileFormatVersion: 2
guid: 86310e0cb69dcf54cb7343a4e704cb12

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using System;
using UnityEngine;
namespace Arena.Combat
{
/// <summary>
/// Object destroyed when its health points reach zero: crate, barrel, turret...
/// Raises OnDestroyed, spawns an optional prefab (debris, explosion with an instant DamageZone), then disappears.
/// </summary>
public class Destructible : MonoBehaviour, IDamageable
{
[System.Serializable]
private class Settings
{
[Tooltip("Optional prefab spawned in place of the object: debris, explosion...")]
public GameObject SpawnOnDestroyed;
}
#region FIELDS
[SerializeField] private Settings _settings;
[SerializeField] private Health _health;
/// <summary>
/// Raised once, when the object is destroyed by damage.
/// </summary>
public event Action<Destructible> OnDestroyed;
public Health Health => _health;
#endregion
#region UNITY LIFECYCLES
void Awake()
{
_health.Initialize();
_health.OnDied += HandleDied;
}
void OnDestroy()
{
_health.OnDied -= HandleDied;
}
#endregion
#region PUBLIC METHODS
public void TakeDamage(DamageInfo damage)
{
_health.TakeDamage(damage);
}
#endregion
#region PRIVATE METHODS
private void HandleDied()
{
OnDestroyed?.Invoke(this);
if (_settings.SpawnOnDestroyed)
Instantiate(_settings.SpawnOnDestroyed, transform.position, transform.rotation);
Destroy(gameObject);
}
#if UNITY_EDITOR
[ContextMenu("Debug/Take 25 Physical Damage")]
private void DebugTakeDamage()
{
TakeDamage(new DamageInfo(25, DamageType.Physical, gameObject));
}
#endif
#endregion
}
}

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fileFormatVersion: 2
guid: a59b2dd5620afef449293e11a903ae07

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using UnityEngine;
using Arena.Characters;
namespace Arena.Interactions
{
/// <summary>
/// Heals the player. Apply is meant to be linked to a PlayerEvent.
/// </summary>
public class HealEffect : MonoBehaviour
{
[System.Serializable]
public class Settings
{
[Tooltip("Hit points given to the player.")]
[Min(1)] public int Amount = 25;
}
#region Fields
[SerializeField] private Settings _settings;
#endregion
#region Public Methods
public void Apply()
{
if (Player.Instance != null)
Player.Instance.Health.Heal(_settings.Amount);
}
#endregion
}
}

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fileFormatVersion: 2
guid: 3b9353836241da04e9bb64cc87f89745

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@@ -3,81 +3,85 @@ using UnityEngine;
namespace Arena.Combat
{
/// <summary>
/// Hit points of an entity. Serialized inside the component that owns it (Player, Enemy),
/// which calls Initialize in its Awake.
/// </summary>
[System.Serializable]
public class Health
{
#region Fields
/// <summary>
/// Health points of an entity. Serialized inside the component that owns it (Player, Destructible),
/// which calls Initialize in its Awake.
/// </summary>
[System.Serializable]
public class Health
{
#region FIELDS
[Tooltip("Hit points when full.")]
[Min(1)] public int Max = 100;
[Tooltip("Health points when full.")]
[Min(1)] public int Max = 100;
[Tooltip("Current hit points, visible for debugging.")]
[SerializeField] private int _current;
[Tooltip("Current health points, visible for debugging.")]
[SerializeField] private int _current;
/// <summary>
/// Raised with the current and max hit points each time they change.
/// </summary>
public event Action<int, int> OnChange;
/// <summary>
/// Raised with the current and max health points each time they change.
/// </summary>
public event Action<int, int> OnChange;
/// <summary>
/// Raised once, when the hit points reach zero.
/// </summary>
public event Action OnDied;
/// <summary>
/// Raised once, when the health points reach zero.
/// </summary>
public event Action OnDied;
public int Current => _current;
public bool IsDead => _current <= 0;
public int Current => _current;
public bool IsDead => _current <= 0;
#endregion
#endregion
#region Public Methods
#region PUBLIC METHODS
/// <summary>
/// Fills the hit points. Called by the owner in its Awake.
/// </summary>
public void Initialize()
{
SetCurrent(Max);
}
/// <summary>
/// Fills the health points. Called by the owner in its Awake.
/// </summary>
public void Initialize()
{
SetCurrent(Max);
}
/// <summary>
/// Removes hit points and raises OnDied the first time they reach zero.
/// </summary>
public void TakeDamage(int amount)
{
if (IsDead || amount <= 0)
return;
/// <summary>
/// Removes health points and raises OnDied the first time they reach zero.
/// Returns the health points actually removed.
/// </summary>
public int TakeDamage(DamageInfo damage)
{
if (IsDead || damage.Amount <= 0)
return 0;
SetCurrent(_current - amount);
int previous = _current;
SetCurrent(_current - damage.Amount);
if (IsDead)
OnDied?.Invoke();
}
if (IsDead)
OnDied?.Invoke();
/// <summary>
/// Gives hit points back without exceeding Max. Has no effect once dead.
/// </summary>
public void Heal(int amount)
{
if (IsDead || amount <= 0)
return;
return previous - _current;
}
SetCurrent(_current + amount);
}
/// <summary>
/// Gives health points back without exceeding Max. Has no effect once dead.
/// </summary>
public void Heal(int amount)
{
if (IsDead || amount <= 0)
return;
#endregion
SetCurrent(_current + amount);
}
#region Private Methods
#endregion
private void SetCurrent(int value)
{
_current = Mathf.Clamp(value, 0, Max);
OnChange?.Invoke(_current, Max);
}
#region PRIVATE METHODS
#endregion
}
private void SetCurrent(int value)
{
_current = Mathf.Clamp(value, 0, Max);
OnChange?.Invoke(_current, Max);
}
#endregion
}
}

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namespace Arena.Combat
{
/// <summary>
/// Anything that can receive damage: player, enemy, destructible object.
/// </summary>
public interface IDamageable
{
void TakeDamage(int amount);
}
/// <summary>
/// Anything that can receive damage: player, destructible object.
/// </summary>
public interface IDamageable
{
void TakeDamage(DamageInfo damage);
}
}

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namespace Arena.Combat
{
/// <summary>
/// Moves straight ahead and damages the first IDamageable it touches.
/// Needs a trigger collider and a kinematic Rigidbody.
/// </summary>
[RequireComponent(typeof(Rigidbody))]
public class Projectile : MonoBehaviour
{
[System.Serializable]
public class Settings
{
[Tooltip("Speed, in meters per second.")]
[Min(0f)] public float Speed = 20f;
/// <summary>
/// Moves straight ahead and damages the first IDamageable it touches.
/// Needs a trigger collider and a kinematic Rigidbody.
/// </summary>
[RequireComponent(typeof(Rigidbody))]
public class Projectile : MonoBehaviour
{
[System.Serializable]
public class Settings
{
[Tooltip("Speed, in meters per second.")]
[Min(0f)] public float Speed = 20f;
[Tooltip("Time before an unused projectile is destroyed, in seconds.")]
[Min(0.1f)] public float Lifetime = 2f;
}
[Tooltip("Time before an unused projectile is destroyed, in seconds.")]
[Min(0.1f)] public float Lifetime = 2f;
}
#region Fields
#region FIELDS
[SerializeField] private Settings _settings;
[SerializeField] private Settings _settings;
private int _damage;
private GameObject _owner;
private DamageInfo _damage;
#endregion
#endregion
#region Unity Lifecycle
#region UNITY LIFECYCLES
private void Update()
{
transform.position += transform.forward * _settings.Speed * Time.deltaTime;
}
private void Update()
{
transform.position += transform.forward * _settings.Speed * Time.deltaTime;
}
private void OnTriggerEnter(Collider other)
{
// Ignore the shooter and the other trigger zones
if (other.isTrigger || other.gameObject == _owner)
return;
private void OnTriggerEnter(Collider other)
{
// Ignore the shooter and the other trigger zones
if (other.isTrigger || other.gameObject == _damage.Source)
return;
if (other.TryGetComponent(out IDamageable target))
target.TakeDamage(_damage);
if (other.TryGetComponent(out IDamageable target))
target.TakeDamage(_damage);
Destroy(gameObject);
}
Destroy(gameObject);
}
#endregion
#endregion
#region Public Methods
#region PUBLIC METHODS
/// <summary>
/// Starts the projectile. Called right after Instantiate by whoever fires it.
/// </summary>
/// <param name="damage">Damage dealt to the IDamageable it touches.</param>
/// <param name="owner">Shooter, ignored by the projectile.</param>
public void Launch(int damage, GameObject owner)
{
_damage = damage;
_owner = owner;
Destroy(gameObject, _settings.Lifetime);
}
/// <summary>
/// Starts the projectile. Called right after Instantiate by whoever fires it.
/// </summary>
/// <param name="damage">Damage dealt to the IDamageable it touches. Its source is the shooter, ignored by the projectile.</param>
public void Launch(DamageInfo damage)
{
_damage = damage;
Destroy(gameObject, _settings.Lifetime);
}
#endregion
}
#endregion
}
}

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namespace Arena.Combat
{
/// <summary>
/// Fires projectiles from a muzzle, limited by the fire interval and the ammo count.
/// Placed on the root of the shooter, which the projectiles ignore.
/// </summary>
public class ProjectileLauncher : MonoBehaviour
{
[System.Serializable]
public class Settings
{
[Tooltip("Weapon data: damage, fire interval, ammo, projectile.")]
public WeaponData Weapon;
}
/// <summary>
/// Fires projectiles from a muzzle, limited by the fire interval and the ammo count.
/// Placed on the root of the shooter, which the projectiles ignore.
/// </summary>
public class ProjectileLauncher : MonoBehaviour
{
[System.Serializable]
public class Settings
{
[Tooltip("Weapon data: damage, fire interval, ammo, projectile.")]
public WeaponData Weapon;
}
[System.Serializable]
public struct References
{
[Tooltip("Spawn point of the projectiles. Its forward axis gives the direction.")]
public Transform Muzzle;
}
[System.Serializable]
public struct References
{
[Tooltip("Spawn point of the projectiles. Its forward axis gives the direction.")]
public Transform Muzzle;
}
[System.Serializable]
public class StateContainer
{
public int Ammo;
}
[System.Serializable]
public class StateContainer
{
public int Ammo;
}
#region Fields
#region FIELDS
[SerializeField] private Settings _settings;
[SerializeField] private References _references;
[SerializeField] private StateContainer _state;
[SerializeField] private Settings _settings;
[SerializeField] private References _references;
[SerializeField] private StateContainer _state;
/// <summary>
/// Raised with the current and max ammo each time the ammo changes.
/// </summary>
public event Action<int, int> OnAmmoChange;
/// <summary>
/// Raised with the current and max ammo each time the ammo changes.
/// </summary>
public event Action<int, int> OnAmmoChange;
public StateContainer State => _state;
public int MaxAmmo => _settings.Weapon.MaxAmmo;
public StateContainer State => _state;
public int MaxAmmo => _settings.Weapon.MaxAmmo;
private float _nextFireTime;
private float _nextFireTime;
#endregion
#endregion
#region Unity Lifecycle
#region UNITY LIFECYCLES
private void Awake()
{
_state.Ammo = MaxAmmo;
}
private void Awake()
{
_state.Ammo = MaxAmmo;
}
#endregion
#endregion
#region Public Methods
#region PUBLIC METHODS
/// <summary>
/// Fires one projectile if the weapon is ready and has ammo. Returns true if a shot was fired.
/// </summary>
public bool TryFire()
{
if (Time.time < _nextFireTime || _state.Ammo <= 0)
return false;
/// <summary>
/// Fires one projectile if the weapon is ready and has ammo. Returns true if a shot was fired.
/// </summary>
public bool TryFire()
{
if (Time.time < _nextFireTime || _state.Ammo <= 0)
return false;
_nextFireTime = Time.time + _settings.Weapon.FireInterval;
SetAmmo(_state.Ammo - 1);
_nextFireTime = Time.time + _settings.Weapon.FireInterval;
Transform muzzle = _references.Muzzle;
Projectile projectile = Instantiate(_settings.Weapon.ProjectilePrefab, muzzle.position, muzzle.rotation);
projectile.Launch(_settings.Weapon.Damage, gameObject);
return true;
}
SetAmmo(_state.Ammo - 1);
/// <summary>
/// Adds ammo without exceeding the weapon maximum.
/// </summary>
public void AddAmmo(int amount)
{
if (amount <= 0)
return;
Transform muzzle = _references.Muzzle;
Projectile projectile = Instantiate(_settings.Weapon.ProjectilePrefab, muzzle.position, muzzle.rotation);
projectile.Launch(new DamageInfo(_settings.Weapon.Damage, _settings.Weapon.DamageType, gameObject));
return true;
}
SetAmmo(Mathf.Min(_state.Ammo + amount, MaxAmmo));
}
/// <summary>
/// Adds ammo without exceeding the weapon maximum.
/// </summary>
public void AddAmmo(int amount)
{
if (amount <= 0)
return;
#endregion
SetAmmo(Mathf.Min(_state.Ammo + amount, MaxAmmo));
}
#region Private Methods
#endregion
private void SetAmmo(int value)
{
_state.Ammo = value;
OnAmmoChange?.Invoke(_state.Ammo, MaxAmmo);
}
#region PRIVATE METHODS
[ContextMenu("Debug/Try Fire")]
private void DebugTryFire()
{
TryFire();
}
private void SetAmmo(int value)
{
_state.Ammo = value;
OnAmmoChange?.Invoke(_state.Ammo, MaxAmmo);
}
#endregion
}
[ContextMenu("Debug/Try Fire")]
private void DebugTryFire()
{
TryFire();
}
#endregion
}
}

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using UnityEngine;
using Arena.Characters;
namespace Arena.UI
{
/// <summary>
/// Single entry point of the UI: connects the views to the player and switches screens.
/// </summary>
public class UiManager : MonoBehaviour
{
[System.Serializable]
public struct References
{
[Tooltip("In-game screen: health, ammo.")]
public GameObject Hud;
public HealthView HealthView;
public AmmoView AmmoView;
public GameOverView GameOverView;
}
#region Fields
[SerializeField] private References _references;
private Player _player;
#endregion
#region Unity Lifecycle
private void Start()
{
// Start: every Awake has run, so Player.Instance is set
_player = Player.Instance;
if (_player == null)
{
Debug.LogError("UiManager: no Player in the scene.");
return;
}
_references.HealthView.Bind(_player.Health);
_references.AmmoView.Bind(_player.Launcher);
_player.Health.OnDied += HandlePlayerDied;
_references.Hud.SetActive(true);
_references.GameOverView.Hide();
}
private void OnDestroy()
{
if (_player != null)
_player.Health.OnDied -= HandlePlayerDied;
}
#endregion
#region Private Methods
private void HandlePlayerDied()
{
_references.Hud.SetActive(false);
_references.GameOverView.Show();
}
#endregion
}
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 4c6cb5ac8e4f8d0479afda241378ff0b

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@@ -2,31 +2,35 @@ using UnityEngine;
namespace Arena.Combat
{
/// <summary>
/// Settings of a weapon, shared by every launcher that uses it.
/// </summary>
[CreateAssetMenu(fileName = "WeaponData_new", menuName = "Arena/Combat/Weapon Data")]
public class WeaponData : ScriptableObject
{
#region Fields
/// <summary>
/// Settings of a weapon, shared by every launcher that uses it.
/// </summary>
[CreateAssetMenu(fileName = "WeaponData_new", menuName = "Arena/Combat/Weapon Data")]
public class WeaponData : ScriptableObject
{
#region FIELDS
[Tooltip("Damage dealt by one projectile.")]
[SerializeField, Min(0)] private int _damage = 10;
[Tooltip("Damage dealt by one projectile.")]
[SerializeField, Min(0)] private int _damage = 10;
[Tooltip("Time between two shots, in seconds.")]
[SerializeField, Min(0.05f)] private float _fireInterval = 0.2f;
[Tooltip("Type of the damage dealt by the projectiles.")]
[SerializeField] private DamageType _damageType;
[Tooltip("Ammo when the weapon is full.")]
[SerializeField, Min(1)] private int _maxAmmo = 30;
[Tooltip("Time between two shots, in seconds.")]
[SerializeField, Min(0.05f)] private float _fireInterval = 0.2f;
[Tooltip("Prefab fired by the weapon.")]
[SerializeField] private Projectile _projectilePrefab;
[Tooltip("Ammo when the weapon is full.")]
[SerializeField, Min(1)] private int _maxAmmo = 30;
public int Damage => _damage;
public float FireInterval => _fireInterval;
public int MaxAmmo => _maxAmmo;
public Projectile ProjectilePrefab => _projectilePrefab;
[Tooltip("Prefab fired by the weapon.")]
[SerializeField] private Projectile _projectilePrefab;
#endregion
}
public int Damage => _damage;
public DamageType DamageType => _damageType;
public float FireInterval => _fireInterval;
public int MaxAmmo => _maxAmmo;
public Projectile ProjectilePrefab => _projectilePrefab;
#endregion
}
}

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 6f92dd718d963b04f81884b191f8d1ef
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,34 @@
using UnityEngine;
using Arena.Characters;
namespace Arena.Interactions
{
/// <summary>
/// Gives ammo to the player. Apply is meant to be linked to a PlayerEvent.
/// </summary>
public class AmmoEffect : MonoBehaviour
{
[System.Serializable]
public class Settings
{
[Tooltip("Ammo given to the player.")]
[Min(1)] public int Amount = 10;
}
#region FIELDS
[SerializeField] private Settings _settings;
#endregion
#region PUBLIC METHODS
public void Apply()
{
if (Player.Instance != null)
Player.Instance.Launcher.AddAmmo(_settings.Amount);
}
#endregion
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 6739c594c812f4a4a84f51156853fc45

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@@ -0,0 +1,34 @@
using UnityEngine;
using Arena.Characters;
namespace Arena.Interactions
{
/// <summary>
/// Heals the player. Apply is meant to be linked to a PlayerEvent.
/// </summary>
public class HealEffect : MonoBehaviour
{
[System.Serializable]
public class Settings
{
[Tooltip("Health points given to the player.")]
[Min(1)] public int Amount = 25;
}
#region FIELDS
[SerializeField] private Settings _settings;
#endregion
#region PUBLIC METHODS
public void Apply()
{
if (Player.Instance != null)
Player.Instance.Health.Heal(_settings.Amount);
}
#endregion
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 4f7b07697ca242a4cbfd52a7158769ef

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@@ -0,0 +1,90 @@
using UnityEngine;
using UnityEngine.Events;
using Arena.Characters;
namespace Arena.Interactions
{
public class PlayerEvent : MonoBehaviour
{
public enum Trigger
{
OnPlayerEnter,
OnPlayerInteract
}
[System.Serializable]
public class Settings
{
[Tooltip("OnPlayerEnter: as soon as the player enters. OnPlayerInteract: when the player interacts inside the zone.")]
public Trigger Trigger;
}
[SerializeField] private Settings _settings;
[SerializeField] private UnityEvent _onPlayer;
private bool _isListening;
#region UNITY LIFECYCLES
private void OnDisable()
{
// The object can be hidden while the player is inside
StopListening();
}
void OnTriggerEnter(Collider other)
{
if (!IsPlayer(other))
return;
if (_settings.Trigger == Trigger.OnPlayerEnter)
_onPlayer.Invoke();
else
StartListening();
}
void OnTriggerExit(Collider other)
{
if (IsPlayer(other))
StopListening();
}
#endregion
private bool IsPlayer(Collider other)
{
return Player.Instance != null && other.gameObject == Player.Instance.gameObject;
}
private void StartListening()
{
Player.Instance.OnInteract += HandleInteract;
_isListening = true;
}
private void StopListening()
{
if (!_isListening)
return;
if (Player.Instance != null)
Player.Instance.OnInteract -= HandleInteract;
_isListening = false;
}
private void HandleInteract()
{
_onPlayer.Invoke();
}
public void Teleport(Transform target)
{
if (!Player.Instance)
return;
StopListening();
Player.Instance.Teleport(target);
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 7bed1a9cab72cda46bb8e8dd2d8c60a3

View File

@@ -4,56 +4,72 @@ using Arena.Combat;
namespace Arena.UI
{
/// <summary>
/// Displays the ammo of a launcher as "current / max".
/// </summary>
public class AmmoView : MonoBehaviour
{
[System.Serializable]
public struct References
{
public TMP_Text Label;
}
/// <summary>
/// Displays the ammo of a launcher as "current / max".
/// </summary>
public class AmmoView : MonoBehaviour
{
[System.Serializable]
private struct References
{
public TMP_Text Label;
}
#region Fields
#region FIELDS
[SerializeField] private References _references;
[SerializeField] private References _references;
private ProjectileLauncher _launcher;
private ProjectileLauncher _launcher;
#endregion
#endregion
#region Unity Lifecycle
#region UNITY LIFECYCLES
private void OnDestroy()
{
if (_launcher != null)
_launcher.OnAmmoChange -= HandleAmmoChange;
}
void OnDestroy()
{
Unbind();
}
#endregion
#endregion
#region Public Methods
#region PUBLIC METHODS
/// <summary>
/// Starts displaying the ammo of a launcher. Called by the UiManager.
/// </summary>
public void Bind(ProjectileLauncher launcher)
{
_launcher = launcher;
_launcher.OnAmmoChange += HandleAmmoChange;
HandleAmmoChange(_launcher.State.Ammo, _launcher.MaxAmmo);
}
/// <summary>
/// Starts displaying the ammo of a launcher, instead of the previous one. Called by the UiManager.
/// </summary>
public void Bind(ProjectileLauncher launcher)
{
Unbind();
#endregion
_launcher = launcher;
#region Private Methods
if (!_launcher)
{
_references.Label.SetText("-");
return;
}
private void HandleAmmoChange(int current, int max)
{
_references.Label.SetText("{0} / {1}", current, max);
}
_launcher.OnAmmoChange += HandleAmmoChange;
HandleAmmoChange(_launcher.State.Ammo, _launcher.MaxAmmo);
}
#endregion
}
#endregion
#region PRIVATE METHODS
private void Unbind()
{
if (_launcher)
_launcher.OnAmmoChange -= HandleAmmoChange;
_launcher = null;
}
private void HandleAmmoChange(int current, int max)
{
_references.Label.SetText("{0} / {1}", current, max);
}
#endregion
}
}

View File

@@ -3,31 +3,31 @@ using UnityEngine.SceneManagement;
namespace Arena.UI
{
/// <summary>
/// Game over screen. Its Restart button reloads the scene.
/// </summary>
public class GameOverView : MonoBehaviour
{
#region Public Methods
/// <summary>
/// Game over screen. Its Restart button reloads the scene.
/// </summary>
public class GameOverView : MonoBehaviour
{
#region PUBLIC METHODS
public void Show()
{
gameObject.SetActive(true);
}
public void Show()
{
gameObject.SetActive(true);
}
public void Hide()
{
gameObject.SetActive(false);
}
public void Hide()
{
gameObject.SetActive(false);
}
/// <summary>
/// Called by the Restart button (OnClick in the Inspector).
/// </summary>
public void Restart()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
/// <summary>
/// Called by the Restart button (OnClick in the Inspector).
/// </summary>
public void Restart()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
#endregion
}
#endregion
}
}

View File

@@ -4,57 +4,66 @@ using Arena.Combat;
namespace Arena.UI
{
/// <summary>
/// Displays a Health as "current / max".
/// </summary>
public class HealthView : MonoBehaviour
{
[System.Serializable]
public struct References
{
public TMP_Text Label;
}
/// <summary>
/// Displays a Health as "current / max".
/// </summary>
public class HealthView : MonoBehaviour
{
[System.Serializable]
private struct References
{
public TMP_Text Label;
}
#region Fields
#region FIELDS
[SerializeField] private References _references;
[SerializeField] private References _references;
private Health _health;
private Health _health;
#endregion
#endregion
#region Unity Lifecycle
#region UNITY LIFECYCLES
private void OnDestroy()
{
// Every subscription has its unsubscription
if (_health != null)
_health.OnChange -= HandleHealthChange;
}
void OnDestroy()
{
Unbind();
}
#endregion
#endregion
#region Public Methods
#region PUBLIC METHODS
/// <summary>
/// Starts displaying a Health. Called by the UiManager.
/// </summary>
public void Bind(Health health)
{
_health = health;
_health.OnChange += HandleHealthChange;
HandleHealthChange(_health.Current, _health.Max);
}
/// <summary>
/// Starts displaying a Health, instead of the previous one. Called by the UiManager.
/// </summary>
public void Bind(Health health)
{
Unbind();
#endregion
_health = health;
_health.OnChange += HandleHealthChange;
HandleHealthChange(_health.Current, _health.Max);
}
#region Private Methods
#endregion
private void HandleHealthChange(int current, int max)
{
_references.Label.SetText("{0} / {1}", current, max);
}
#region PRIVATE METHODS
#endregion
}
private void Unbind()
{
// Every subscription has its unsubscription
if (_health != null)
_health.OnChange -= HandleHealthChange;
_health = null;
}
private void HandleHealthChange(int current, int max)
{
_references.Label.SetText("{0} / {1}", current, max);
}
#endregion
}
}

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@@ -0,0 +1,68 @@
using UnityEngine;
using Arena.Characters;
namespace Arena.UI
{
/// <summary>
/// Single entry point of the UI: connects the views to the player and switches screens.
/// </summary>
public class UiManager : MonoBehaviour
{
[System.Serializable]
private struct References
{
[Tooltip("In-game screen: health, ammo.")]
public GameObject Hud;
public HealthView HealthView;
public AmmoView AmmoView;
public GameOverView GameOverView;
}
#region FIELDS
[SerializeField] private References _references;
private Player _player;
#endregion
#region UNITY LIFECYCLES
void Start()
{
// Start: every Awake has run, so Player.Instance is set
_player = Player.Instance;
if (!_player)
{
Debug.LogError("UiManager: no Player in the scene.", this);
return;
}
_references.HealthView.Bind(_player.Health);
_references.AmmoView.Bind(_player.Launcher);
_player.Health.OnDied += HandlePlayerDied;
_references.Hud.SetActive(true);
_references.GameOverView.Hide();
}
void OnDestroy()
{
if (_player)
_player.Health.OnDied -= HandlePlayerDied;
}
#endregion
#region PRIVATE METHODS
private void HandlePlayerDied()
{
_references.Hud.SetActive(false);
_references.GameOverView.Show();
}
#endregion
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c86da6486be14fc40bd26d838f2e8762