mirror of
https://github.com/ryzij/Cube-Tower-Defense.git
synced 2026-07-14 10:06:58 +00:00
68 lines
2.2 KiB
C#
68 lines
2.2 KiB
C#
using UnityEngine;
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public class Turret : MonoBehaviour
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{
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[Header("References")]
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[SerializeField] private TurretBullet _bulletPrefab;
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[SerializeField] private Transform _bulletSpawnPoint;
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[Header("Stats")]
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[SerializeField] private float _reloadTime = 1f;
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[SerializeField] private float _damage;
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[SerializeField] private float _distance = 3f;
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[Header("Economy")]
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[SerializeField] private int _price;
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[SerializeField] private float _sellingMultiplier = 0.5f;
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[SerializeField] private float _upgradeCostMultiplier = 0.2f;
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[SerializeField] private float _upgradeCostMultiplierIncrement = 0.1f;
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[Header("Upgrade")]
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[SerializeField] private float _upgradeDamageMultiplier = 1.5f;
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[SerializeField] private float _upgradeDistanceMultiplier = 1.5f;
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[SerializeField] private float _upgradeReloadTimeMultiplier = 0.75f;
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private float _reloadTimer;
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public int Price => _price;
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public float Damage => _damage;
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public float Distance => _distance;
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public int SellPrice => Mathf.RoundToInt(_price * _sellingMultiplier);
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public int UpgradeCost => Mathf.RoundToInt(_price * _upgradeCostMultiplier);
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private void Start()
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{
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if (_bulletSpawnPoint == null)
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_bulletSpawnPoint = transform;
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}
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public void Upgrade()
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{
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// TODO: исправить умножение на 0
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_damage *= _upgradeDamageMultiplier;
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_distance *= _upgradeDistanceMultiplier;
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_reloadTime *= _upgradeReloadTimeMultiplier;
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_upgradeCostMultiplier += _upgradeCostMultiplierIncrement;
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}
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private void Update()
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{
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SpawnBullet(Vector3.forward);
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SpawnBullet(Vector3.back);
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SpawnBullet(Vector3.left);
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SpawnBullet(Vector3.right);
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_reloadTimer += Time.deltaTime;
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}
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private void SpawnBullet(Vector3 direction)
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{
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if (_reloadTimer < _reloadTime || !DetectEnemy(direction))
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return;
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_bulletPrefab.Spawn(this, _bulletSpawnPoint.position, direction);
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_reloadTimer = 0f;
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}
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private bool DetectEnemy(Vector3 direction) =>
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Physics.Raycast(transform.position, direction, out var hit, _bulletPrefab.Distance + _distance) &&
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hit.transform.TryGetComponent(out Enemy _);
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}
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