Fire Rate
Lesson 11 of 25 in Coddy's Unity Game: Tower Defense course.
Every tower fires once a second. An Arrow should fire faster and a Cannon, which comes later, slower, so the rate becomes a field: shots per second. The time between two shots is 1 divided by the rate:
nextShot = Time.time + 1f / 4f; // 4 shots a second: 0.25 seconds apartThe ArrowTower prefab sets its rate to 1.5: a shot every 0.67 seconds.
Challenge
EasyLet each tower fire at its own rate.
- In
Tower, addpublic float fireRate = 1.5f;(shots per second). - After a shot, set
nextShot = Time.time + 1f / fireRate;.
Press Play: the Arrows fire three shots every two seconds. Then Check.
Try it yourself
using UnityEngine;
public class Tower : MonoBehaviour
{
public float range = 4f;
public int damage = 2;
[SerializeField] private Transform head;
[SerializeField] private float turnSpeed = 270f;
[SerializeField] private Projectile projectilePrefab;
private Enemy target;
private float nextShot;
void Update()
{
Enemy found = FindTarget();
if (found != null && found != target)
{
Debug.Log("Target: " + found.name);
}
target = found;
if (target == null)
{
return;
}
Aim();
if (Time.time >= nextShot)
{
Fire();
nextShot = Time.time + 1f;
}
}
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;
}
void Aim()
{
Vector3 direction = target.transform.position - head.position;
direction.y = 0f;
Quaternion look = Quaternion.LookRotation(direction);
head.rotation = Quaternion.RotateTowards(head.rotation, look, turnSpeed * Time.deltaTime);
}
void Fire()
{
Projectile shot = Instantiate(projectilePrefab, head.position + head.forward * 0.6f, Quaternion.identity);
shot.Launch(target.transform, damage);
}
}
All lessons in Unity Game: Tower Defense
Practice on your own: Unity playground