hey im at RPG Core Combat Creator: Learn Intermediate Unity C# lecture 28 and im pretty sure my scripts(checked on github) and other stuff i same as in the course but if i hit the target then cant move no more.
Player has mover, player controller, fight script attached all its good probably so im stuck
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
namespace RPG.Movement
{
public class Mover : MonoBehaviour
{
[SerializeField]
private Transform target;
private NavMeshAgent navMeshAgent;
private void Start()
{
navMeshAgent = GetComponent<NavMeshAgent>();
}
void Update()
{
UpdateAnimator();
}
public void Stop()
{
navMeshAgent.isStopped= true;
}
public void MoveTo(Vector3 destination)
{
navMeshAgent.destination = destination;
navMeshAgent.isStopped = false;
}
private void UpdateAnimator()
{
Vector3 velocity = navMeshAgent.velocity;
Vector3 localVelocity = transform.InverseTransformDirection(velocity);
float speed = localVelocity.z;
GetComponent<Animator>().SetFloat("forwardSpeed", speed);
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RPG.Movement;
using System;
using RPG.Combat;
namespace RPG.Control
{
public class PlayerController : MonoBehaviour
{
void Start()
{
}
void Update()
{
if(InteractWithCombat()) return;
if(InteractWithMovement()) return;
//print("Nothing to do");
}
private bool InteractWithCombat()
{
RaycastHit[] hits = Physics.RaycastAll(GetMouseRay());
foreach (RaycastHit hit in hits)
{
CombatTarget target = hit.transform.GetComponent<CombatTarget>();
if (target == null) continue;
if(Input.GetMouseButtonDown(0))
{
GetComponent<Fighter>().Attack(target);
}
return true;
}
return false;
}
private bool InteractWithMovement()
{
RaycastHit hit;
bool hasHit = Physics.Raycast(GetMouseRay(), out hit);
if (hasHit)
{
if(Input.GetMouseButtonDown(0))
{
GetComponent<Mover>().MoveTo(hit.point);
}
return true;
}
return false;
}
private static Ray GetMouseRay()
{
return Camera.main.ScreenPointToRay(Input.mousePosition);
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RPG.Movement;
using static UnityEngine.GraphicsBuffer;
namespace RPG.Combat
{
public class Fighter : MonoBehaviour
{
Transform _target;
[SerializeField]
float _weaponRange = 2f;
private void Update()
{
if (_target == null) return;
bool isInRange = Vector3.Distance(transform.position, _target.position) < _weaponRange;
if(_target != null && !isInRange)
{
GetComponent<Mover>().MoveTo(_target.position);
}
else
{
GetComponent<Mover>().Stop();
}
}
public void Attack(CombatTarget combatTarget)
{
_target = combatTarget.transform;
}
}
}