started building NPC combat

This commit is contained in:
2026-09-29 16:11:54 +01:00
parent be2e7a5824
commit 7486c8d310
4952 changed files with 1093899 additions and 745 deletions

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@@ -17,18 +17,29 @@ public class Projectile : MonoBehaviour
public Vector3 loadedPositionOffset = Vector3.zero;
public Vector3 loadedRotationOffset = Vector3.zero;
[Tooltip("How strongly gravity affects the arrow. 1 = standard Unity gravity, 0 = flies perfectly straight.")]
public float gravityScale = 1f;
private float _damage;
private LayerMask _targetLayers;
private bool _hasHit;
private Vector3 _lastPosition;
private Vector3 _startPosition;
private Vector3 _velocity;
public void Initialize(float damage, LayerMask targets)
public void Initialize(float damage, LayerMask targets, float powerMultiplier)
{
_damage = damage;
// Damage is scaled based on how long the bow was drawn
_damage = damage * powerMultiplier;
_targetLayers = targets;
// Initial velocity is scaled by power multiplier
_velocity = transform.forward * (speed * powerMultiplier);
// Destroy the arrow after a few seconds if it flies into the sky
Destroy(gameObject, lifetime);
_startPosition = transform.position;
}
private void Start()
@@ -40,14 +51,22 @@ public class Projectile : MonoBehaviour
{
if (_hasHit) return;
// Move the projectile forward
Vector3 direction = transform.forward;
float distance = speed * Time.deltaTime;
transform.position += direction * distance;
// Apply gravity to velocity over time (this creates the arc!)
_velocity += Physics.gravity * gravityScale * Time.deltaTime;
// Make the arrow physically point in the direction it is travelling
if (_velocity.sqrMagnitude > 0.01f)
{
transform.forward = _velocity.normalized;
}
Vector3 direction = _velocity.normalized;
float distance = _velocity.magnitude * Time.deltaTime;
transform.position += _velocity * Time.deltaTime;
// Raycast from the previous position to the new position to detect hits
// This prevents fast-moving arrows from passing straight through thin walls or enemies
if (Physics.Raycast(_lastPosition, direction, out RaycastHit hit, distance, _targetLayers))
// We explicitly Ignore triggers so arrows don't hit the giant Lock-On detection spheres!
if (Physics.Raycast(_lastPosition, direction, out RaycastHit hit, distance, _targetLayers, QueryTriggerInteraction.Ignore))
{
HandleHit(hit);
}
@@ -73,9 +92,12 @@ public class Projectile : MonoBehaviour
Destroy(rb);
}
// Deal damage
Debug.Log($"Arrow hit {hit.collider.name} for {_damage} damage!");
// Deal damage and log distance
float distanceFlown = Vector3.Distance(_startPosition, transform.position);
Debug.Log($"Arrow hit {hit.collider.name} for {_damage:F1} damage! It flew {distanceFlown:F1} meters.");
hit.collider.GetComponent<WorldObject>()?.TakeDamage(_damage);
hit.collider.GetComponent<NPCController>()?.TakeDamage(_damage);
hit.collider.GetComponent<PlayerStats>()?.TakeDamage(_damage);
// Optional: Disable collider or script so it doesn't keep checking for hits
Collider myCollider = GetComponent<Collider>();