Example #1
0
 // Start is called before the first frame update
 void Start()
 {
     if (swarm == null)
     {
         swarm = Instantiate(swarmPrefab).GetComponent <SelectionSwarmFollow>();
     }
     swarm.SetFollowTarget(targets[0]);
 }
Example #2
0
    //sets target to nearest enemy
    bool GetNearestEnemy()
    {
        float minDistance = 9999f;

        GetVisibleEnemies();

        foreach (var enemy in _visibleEnemies)
        {
            float distance = Vector3.Distance(enemy.transform.position, transform.position);
            if (distance < minDistance)
            {
                _currentTarget = enemy.gameObject;
                _swarm         = Instantiate(_targetingVFX, transform.position, Quaternion.identity);
                _swarm.SetFollowTarget(_currentTarget.transform);
                minDistance = distance;
            }
        }

        if (!(_currentTarget == _aimingReticle || _currentTarget == null))
        {
            return(true);
        }
        return(false);
    }
Example #3
0
    private void Update()
    {
        //if player changes target and no target is selected, target nearest enemy
        if (_player.AimToggle && _currentTarget == _aimingReticle)
        {
            OnTargetLock?.Invoke();
            GetNearestEnemy();
        }
        else if (_player.AimToggle && _currentTarget != _aimingReticle)
        {
            OnTargetLock?.Invoke();
            _currentTarget = _aimingReticle;
            _swarm.SetFollowTarget(null);
        }

        if (_currentTarget == null)
        {
            if (!GetNearestEnemy())
            {
                _currentTarget = _aimingReticle;
            }
        }

        if (_currentTarget != _aimingReticle && _stickRelease)
        {
            if (_player.CycleTargetRight && Time.fixedTime - _inputCooldown > 0.1f)
            {
                GetNextEnemy(1);
                _inputCooldown = Time.fixedTime;
                _stickRelease  = false;
            }
            else if (_player.CycleTargetLeft && Time.fixedTime - _inputCooldown > 0.1f)
            {
                GetNextEnemy(-1);
                _inputCooldown = Time.fixedTime;
                _stickRelease  = false;
            }
        }

        if (!(_player.CycleTargetLeft || _player.CycleTargetRight))
        {
            _stickRelease = true;
        }

        /*
         * if (_currentTarget != _aimingReticle)
         * {
         *  _targetingReticle.gameObject.SetActive(true);
         *  _targetingReticle.position = Camera.main.WorldToScreenPoint(_currentTarget.transform.position);
         * }
         * else
         * {
         *  _targetingReticle.gameObject.SetActive(false);
         * }
         */

        //if currently targeted enemy moves outside of range, target nearest enemy
        if (_currentTarget != _aimingReticle && Vector3.Distance(_currentTarget.transform.position, transform.position) > _maxRange)
        {
            GetNearestEnemy();
        }

        //if no enemy is locked, aim with controller or mouse
        if (_currentTarget == _aimingReticle)
        {
            ManageAiming();
        }

        //Orient player towards current target
        if (_player.CurrentState != PlayerBase.PlayerState.Dead)
        {
            LookAtTarget();
        }
    }