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https://github.com/MartinKral/Slash-The-Hordes
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Projectiles
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12
assets/Scripts/Game/Unit/Player/ProjectileLauncher/Halo.meta
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12
assets/Scripts/Game/Unit/Player/ProjectileLauncher/Halo.meta
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{
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"ver": "1.1.0",
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"importer": "directory",
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"imported": true,
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"uuid": "b89dc5a7-3450-47e4-bc36-ae5d08f4bc89",
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"files": [],
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"subMetas": {},
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"userData": {
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"compressionType": {},
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"isRemoteBundle": {}
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}
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}
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import { Component, Node, Prefab, Vec2, Vec3, _decorator } from "cc";
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import { ISignal } from "../../../../../Services/EventSystem/ISignal";
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import { Signal } from "../../../../../Services/EventSystem/Signal";
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import { GameTimer } from "../../../../../Services/GameTimer";
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import { ObjectPool } from "../../../../../Services/ObjectPool";
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import { roundToOneDecimal } from "../../../../../Services/Utils/MathUtils";
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import { HaloLauncherSettings } from "../../../../Data/GameSettings";
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import { Projectile } from "../../../../Projectile/Projectile";
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import { ProjectileCollision } from "../../../../Projectile/ProjectileCollision";
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const { ccclass, property } = _decorator;
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@ccclass("HaloProjectileLauncher")
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export class HaloProjectileLauncher extends Component {
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@property(Prefab) private projectilePrefab: Prefab;
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private fireTimer: GameTimer;
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private lifetimeTimer: GameTimer;
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private projectilesToSpawn: number;
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private defaultCooldown: number;
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private speed: number;
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private currentLevel = 0;
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private isFiring = false;
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private projectilePool: ObjectPool<Projectile>;
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private projectiles: Projectile[] = [];
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private directions: Vec2[] = [];
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private playerNode: Node;
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private projectileCollisionEvent: Signal<ProjectileCollision> = new Signal<ProjectileCollision>();
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public init(playerNode: Node, settings: HaloLauncherSettings): void {
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this.playerNode = playerNode;
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this.projectilesToSpawn = settings.projectilesToSpawn;
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this.projectilePool = new ObjectPool<Projectile>(this.projectilePrefab, this.node, this.projectilesToSpawn, "PlayerProjectile");
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this.speed = settings.projectileSpeed;
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this.defaultCooldown = settings.cooldown;
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this.lifetimeTimer = new GameTimer(settings.projectileLifetime);
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this.fireTimer = new GameTimer(this.defaultCooldown);
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const angle: number = (2 * Math.PI) / this.projectilesToSpawn;
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for (let i = 0; i < this.projectilesToSpawn; i++) {
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const x: number = roundToOneDecimal(Math.sin(angle * i));
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const y: number = roundToOneDecimal(Math.cos(angle * i));
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this.directions.push(new Vec2(x, y).normalize());
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}
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}
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public get ProjectileCollisionEvent(): ISignal<ProjectileCollision> {
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return this.projectileCollisionEvent;
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}
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public upgrade(): void {
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this.currentLevel++;
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this.fireTimer = new GameTimer(this.defaultCooldown - this.currentLevel);
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}
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public gameTick(deltaTime: number): void {
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if (this.currentLevel == 0) return;
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this.fireTimer.gameTick(deltaTime);
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if (this.isFiring) {
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this.moveAllProjectiles(deltaTime);
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this.tryRemoveAllProjectiles(deltaTime);
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} else {
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if (this.fireTimer.tryFinishPeriod()) {
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this.fireProjectiles();
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}
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}
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}
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private fireProjectiles(): void {
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for (let index = 0; index < this.projectilesToSpawn; index++) {
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const projectile: Projectile = this.projectilePool.borrow();
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projectile.tryInit();
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projectile.node.setWorldPosition(this.playerNode.worldPosition);
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projectile.node.active = true;
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projectile.ContactBeginEvent.on(this.onProjectileCollision, this);
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this.projectiles.push(projectile);
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}
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this.isFiring = true;
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}
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private moveAllProjectiles(deltaTime: number): void {
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for (let i = 0; i < this.projectiles.length; i++) {
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const newPosition: Vec3 = this.projectiles[i].node.worldPosition;
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newPosition.x += this.directions[i].x * deltaTime * this.speed;
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newPosition.y += this.directions[i].y * deltaTime * this.speed;
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this.projectiles[i].node.setWorldPosition(newPosition);
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}
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}
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private tryRemoveAllProjectiles(deltaTime: number): void {
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this.lifetimeTimer.gameTick(deltaTime);
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if (this.lifetimeTimer.tryFinishPeriod()) {
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for (const projectile of this.projectiles) {
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projectile.ContactBeginEvent.off(this.onProjectileCollision);
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this.projectilePool.return(projectile);
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}
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this.projectiles = [];
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this.isFiring = false;
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}
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}
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private onProjectileCollision(projectileCollision: ProjectileCollision): void {
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this.projectileCollisionEvent.trigger(projectileCollision);
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}
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}
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@@ -0,0 +1,9 @@
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{
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"ver": "4.0.23",
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"importer": "typescript",
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"imported": true,
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"uuid": "422b46ec-3e15-437d-97fc-7f44a277c3be",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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