Turret MiniGame
Welcome to the Turret Minigame!
In this Tutorial, we will build a turret rotates and shoots targets around it. The Assets are available on the server and a link will be provided here if you want to download them.
C# scripts will also be available in order to compare how things change when coding on Graal3D.
Without further ado let's get into it.
Part 1 : Loading and Instantiating the Turret and Obstacles
Gameobjetcs Used:
All the prefabs are under the asset bundle: minigame (you can view them in the bundle explorer "F10")
Turret that shoots the projectiles:
Robot that will serve as a target:
Cubes Instantiated in different position also for targets:
The way I start the minigame;
findplayer("GraalID").addweapon(this.name);
//#CLIENTSIDE
function onPlayerChats() {
if (player.chat == "start") {
destroy();
start();
}
if (player.chat == "dest") destroy();
}
Having uploaded the Asset bundle that contains the prefabs (Uploading and Loading AssetBundles for info on how to upload assets), I start off by loading them, instantiating them and giving them a position;
function start() {
this.start = true;
//PLAYERMOVEMENT.Freeze();
//for turret control
this.rotateangle = 0;
this.rotateangleB = 270;
this.speed = 15;
this.currentX = player.x;
this.currentY = player.y;
this.currentZ = player.z;
echo ("TurretMiniGame warp from=" @ this.currentLevel @ " x=" @ this.currentX @ " y=" @ this.currentY @ " z=" @ this.currentZ);
WARPMANAGER.Warp(19, 14 ,0.7 ,"only_ground.nw");
sleep(1.5);
Quattro::AssetManagement::LoadAssetBundle("minigame"); //loading the assetbundle
}
function onAssetBundleDownloaded(bundlename) {
if (bundlename == "minigame") {
SetTimer(9999);
this.empty = GameObject::Create("empty"); // for parenting and deleting
this.turret = GameObject::createfromassetbundle("minigame", "assets/jimmyminigame/turret.prefab");
this.robot1 = GameObject::createfromassetbundle("minigame", "assets/jimmyminigame/robot.prefab");
this.robot2 = GameObject::createfromassetbundle("minigame", "assets/jimmyminigame/robot.prefab");
this.wreckedrobotprefab = GameObject::createfromassetbundle("minigame", "assets/jimmyminigame/robot wrecked.prefab");
this.projectileprefab = GameObject::createfromassetbundle("minigame", "assets/jimmyminigame/projectile.prefab");
this.explosion = GameObject::createfromassetbundle("minigame", "assets/jimmyminigame/explosion.prefab");
this.turret = Object::Instantiate(Type::GameObject, this.turret);
this.robot1 = Object::Instantiate(Type::GameObject, this.robot1);
this.robot2 = Object::Instantiate(Type::GameObject, this.robot2);
this.turret.transform.position = Vector3::Create(player.x, player.z, player.y);
this.robot1.transform.position = Vector3::Create(player.x - 5, player.z - 1, player.y + 10);
this.robot2.transform.position = Vector3::Create(player.x + 5, player.z - 1, player.y + 10);
this.turret.transform.localscale = Vector3::Create(1,1,1);
this.robot1.transform.localscale = Vector3::Create(1,1,1);
this.robot2.transform.localscale = Vector3::Create(1,1,1);
LoadCubes();
player.charactercontroller.enabled = false;
player.gameobject.transform.position = Vector3::Create(player.x, player.z+5, player.y);
this.launcher = GameObject::Find("Launcher");
this.barrel = GameObject::Find("Barrel");
}
}
function LoadCubes() {
temp.width = 10;
temp.height = 4;
for (temp.y = 0; temp.y < temp.height; ++temp.y) {
for (temp.x = 0; temp.x < temp.width; ++temp.x) {
temp.block = GameObject::CreatePrimitive(PrimitiveType::Cube);
temp.block.Name = "myblock";
temp.block.transform.parent = this.empty.transform; // for deleting
temp.block.transform.position = Vector3::Create(player.x - 5 + temp.x, player.z + temp.y, player.y + 15);
temp.block.AddComponent(Type::RigidBody);
temp.block.layer = this.projectile.layer;
}
}
temp.nbofobjects = 20;
temp.radius = 7f;
for (temp.i = 0; temp.i < temp.nbofobjects; ++temp.i) {
temp.angle = temp.i * Mathf::PI * 2 / temp.nbofobjects;
temp.x1 = cos(temp.angle) * temp.radius;
temp.y1 = sin(temp.angle) * temp.radius;
this.cube = GameObject::CreatePrimitive(PrimitiveType::Cube);
this.cube.transform.parent = this.empty.transform;
this.cube.transform.position = Vector3::create(player.x + temp.x1, player.z, player.y + temp.y1);
this.cube.AddComponent(Type::RigidBody);
temp.angleDegrees = -temp.angle * Mathf::Rad2Deg;
this.cube.transform.rotation = Quaternion::euler(0, temp.angleDegrees, 0);
}
}