Spellcasting system começado

Arcane/Magic explosion prototype criado
knowledge level changed to scriptable começado
prefabs de systems criados e atualizados
This commit is contained in:
Pedro Sangue3 Gomes 2019-12-05 00:44:41 +00:00
parent dde96e8322
commit 0b530ca632
34 changed files with 1277 additions and 526 deletions

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@ -12,7 +12,7 @@ GameObject:
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@ -4,7 +4,19 @@ using UnityEngine;
public class CastSpell : MonoBehaviour
{
[SerializeField] private FloatVariable knowledgeLevel;
[SerializeField] private Transform playerTransform;
[Space]
[SerializeField] private float globalCooldown;
[Space]
public List<Spell> Spells;
private float timer = 0f;
private bool casted = false;
// Start is called before the first frame update
void Start()
@ -15,6 +27,36 @@ public class CastSpell : MonoBehaviour
// Update is called once per frame
void Update()
{
if(casted)
{
timer += Time.deltaTime;
if(timer >= globalCooldown)
{
timer = 0f;
casted = false;
}
}
}
public void OnCastPressed(float id)
{
if(!casted)
{
//cast spell
int realID = (int)id - 1;
if(Spells[realID].CastType == SpellType.CastOnPlayerPosition)
{
GameObject spellObject = Instantiate(Spells[realID].SpellObject, playerTransform);
spellObject.SetActive(true);
}
else
{
GameObject spellObject = Instantiate(Spells[realID].SpellObject, playerTransform.position, Quaternion.identity);
spellObject.transform.forward = playerTransform.forward;
spellObject.SetActive(true);
}
Debug.Log(Spells[realID].GetFinalDamageValue());
casted = true;
}
}
}

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@ -4,6 +4,7 @@ using UnityEngine;
public class Knowledge : MonoBehaviour
{
[SerializeField] private FloatVariable scriptableKnowledgeLevel;
[SerializeField] private float baseKnowledgeThreshold = 500f;
[SerializeField] private float KnowledgeThresholdGrowth = 100f;
[SerializeField] private float exponent = 1.5f;
@ -22,6 +23,7 @@ public class Knowledge : MonoBehaviour
{
currentKnowledgeLevel = 1;
currentKnowledgeValue = 0f;
scriptableKnowledgeLevel.Value = currentKnowledgeLevel;
finalKnowledgeThreshold = baseKnowledgeThreshold + currentKnowledgeLevel * KnowledgeThresholdGrowth * exponent;
}
@ -51,4 +53,8 @@ public class Knowledge : MonoBehaviour
{
finalKnowledgeThreshold = baseKnowledgeThreshold + level * KnowledgeThresholdGrowth * exponent;
}
public void UpdateScriptableLevel(float level)
{
scriptableKnowledgeLevel.Value = level;
}
}

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@ -0,0 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ArcaneExplosion_Animation : MonoBehaviour
{
[SerializeField] private float rangeMultiplier;
[SerializeField] private float animationSpeed;
// Start is called before the first frame update
private void OnEnable()
{
transform.localScale = Vector3.one / 10f;
}
private void Update()
{
transform.localScale = Vector3.Lerp(transform.localScale, Vector3.one * rangeMultiplier, Time.deltaTime * animationSpeed);
if(transform.localScale.x >= rangeMultiplier - 0.1f)
{
DisableExplosion();
}
}
public void DisableExplosion()
{
Destroy(this.gameObject);
//gameObject.SetActive(false);
}
}

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@ -0,0 +1,11 @@
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@ -24,6 +24,7 @@ public class InputHandler : MonoBehaviour
public UnityEvent RightMouseButtonPressed;
public UnityEvent RightMouseButtonReleased;
public GameEventFloat SpellPressed;
// Start is called before the first frame update
void Start()
@ -56,5 +57,19 @@ public class InputHandler : MonoBehaviour
}
#endregion
#region Spell1
if(Input.GetKeyDown(KeyCode.Alpha1))
{
SpellPressed.Raise(1);
}
#endregion
#region Spell2
if(Input.GetKeyDown(KeyCode.Alpha2))
{
SpellPressed.Raise(2);
}
#endregion
}
}

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@ -0,0 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "Spell", menuName = "Custom/Spells/New Spell")]
public class Spell : ScriptableObject
{
public FloatVariable Level;
public GameObject SpellObject;
public float Cooldown;
public SpellType CastType;
[SerializeField] private float baseDamageValue;
[SerializeField] private float growthPerLevel;
[SerializeField] private float exponent;
public float GetFinalDamageValue()
{
return baseDamageValue + Level.Value * Mathf.Pow(growthPerLevel, exponent);
}
}
public enum SpellType
{
CastOnPlayerPosition,
Projectile
}

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@ -2,7 +2,8 @@
using System.Collections.Generic;
using UnityEngine;
public class FloatVariable : MonoBehaviour
[CreateAssetMenu(fileName = "FloatVariable", menuName = "Custom/Variables/New Float")]
public class FloatVariable : ScriptableObject
{
public float InitialValue;
public float Value;
}

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cost: 2
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cost: 50000
- name:
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