Aim
Lesson 8 of 18 in Coddy's Unity Game: Tower Defense course.
A tower turns to face its target: not the whole tower, which stands on its pad, but its head, a child object that carries the barrel. Turning a child turns everything under it and leaves the parent as it is.
The enemies walk lower than the heads, so the direction from a head to its enemy points a little down, and a head that looked straight along it would tip forward. Setting the direction's y to 0 keeps it level, so the head turns around the vertical axis only. A lighthouse lamp that follows a ship:
Vector3 toShip = ship.position - lamp.position;
toShip.y = 0f;
lamp.rotation = Quaternion.LookRotation(toShip);Quaternion.LookRotation(direction) is the rotation that faces that direction, so the lamp snaps to the ship at once. A tower head should turn at a speed instead: Quaternion.RotateTowards(from, to, maxDegrees) from the Rotation chapter turns by at most maxDegrees, and a turn speed in degrees per second times Time.deltaTime gives each frame's share.Challenge
Medium- In
Tower, add two serialized fields:head(a Transform) andturnSpeed(a float, degrees per second). The ArrowTower prefab gives its ArrowHead child and 270. - While the tower has a target, turn the head toward it, around the vertical axis only, by at most
turnSpeeddegrees per second. - With no target, leave the head as it is.
Press Play, build towers beside the path and watch them follow the enemies, then Check.
Try it yourself
using UnityEngine;
public class Tower : MonoBehaviour
{
public int cost = 50;
public float range = 4f;
private Enemy target;
void Update()
{
target = FindTarget();
}
Enemy FindTarget()
{
Enemy nearest = null;
float nearestDistance = range;
foreach (Enemy enemy in Enemy.All)
{
float distance = Vector3.Distance(transform.position, enemy.transform.position);
if (distance <= nearestDistance)
{
nearest = enemy;
nearestDistance = distance;
}
}
return nearest;
}
}
This lesson includes a short quiz. Start the lesson to answer it and track your progress.