Files
utd/TrackLogic.lua

167 lines
4.7 KiB
Lua

local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local Tower = require(script.Parent.Tower)
local Waves = require(script.Parent.Waves)
local towerTypes = {
{
name = "Basic",
model = workspace.BasicTowerModel,
range = 20,
damage = 10,
fireRate = 1,
},
{
name = "Slow",
model = workspace.SlowTowerModel,
range = 15,
damage = 5,
fireRate = 0.5,
effect = {name = "slow", params = {duration = 2, value = 0.5}}
},
{
name = "Fire",
model = workspace.FireTowerModel,
range = 18,
damage = 8,
fireRate = 1,
effect = {name = "burn", params = {duration = 3, tick = 1, value = 2}}
},
{
name = "Freeze",
model = workspace.FreezeTowerModel,
range = 12,
damage = 0,
fireRate = 0.5,
effect = {name = "freeze", params = {duration = 1}}
}
}
local waypoints = { -- Fill with your waypoint Parts
workspace.Waypoint1,
workspace.Waypoint2,
workspace.Waypoint3,
-- etc.
}
local selectedTowerType = towerTypes[1]
local enemies = {} -- Table to hold TrackEnemy objects
local towers = {}
local placingTower = false
local rangeIndicator = nil
function selectTowerType(index)
selectedTowerType = towerTypes[index]
end
local function spawnWave(waveData)
coroutine.wrap(function()
for _, group in ipairs(waveData) do
for i = 1, group.count do
local enemyModel = group.model:Clone()
enemyModel.Parent = workspace
local enemy = TrackEnemy:new(enemyModel, group.name, group.health, group.speed)
table.insert(enemies, enemy)
end
if group.delay and group.delay > 0 then
wait(group.delay)
end
end
end)()
end
spawnWave(Waves[1])
local function isOnTrack(position)
for _, waypoint in ipairs(waypoints) do
if (waypoint.Position - position).Magnitude < 5 then -- 5 studs
return true
end
end
return false
end
local function showRangeIndicator(position, range)
if not rangeIndicator then
rangeIndicator = Instance.new("Part")
rangeIndicator.Name = "RangeIndicator"
rangeIndicator.Shape = Enum.PartType.Cylinder
rangeIndicator.Anchored = true
rangeIndicator.CanCollide = false
rangeIndicator.Transparency = 0.6
rangeIndicator.Color = Color3.fromRGB(100, 200, 255)
rangeIndicator.Material = Enum.Material.Neon
rangeIndicator.Size = Vector3.new(range * 2, 0.2, range * 2)
rangeIndicator.Parent = workspace
-- Rotate so cylinder is flat
rangeIndicator.Orientation = Vector3.new(0, 0, 90)
end
rangeIndicator.Size = Vector3.new(range * 2, 0.2, range * 2)
rangeIndicator.Position = Vector3.new(position.X, position.Y + 0.1, position.Z)
rangeIndicator.Visible = true
end
local function hideRangeIndicator()
if rangeIndicator then
rangeIndicator:Destroy()
rangeIndicator = nil
end
end
RunService.RenderStepped:Connect(function ()
if placingTower then
local mouse = game.Players.LocalPlayer:GetMouse()
local position = mouse.Hit.p
showRangeIndicator(position, selectedTowerType.range)
else
hideRangeIndicator()
end
end)
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if gameProcessed then return end
if input.KeyCode == Enum.KeyCode.T then
placingTower = not placingTower
print("Tower Placing Mode:", placingTower and "ON" or "OFF")
if not placingTower then
hideRangeIndicator()
end
end
end)
UserInputService.InputBegan:Connect(function (input, gameProcessed)
if gameProcessed then return end
if input.UserInputType == Enum.UserInputType.MouseButton1 and placingTower then
local mouse = game.Players.LocalPlayer():GetMouse()
local position = mouse.Hit.p
if not isOnTrack(position) then
local tower = Tower:new(
selectedTowerType.model,
position,
selectedTowerType.range,
selectedTowerType.damage,
selectedTowerType.fireRate,
selectedTowerType.effect
)
table.insert(towers, tower)
hideRangeIndicator()
end
end
end)
RunService.Heartbeat:Connect(function(dt)
for _, tower in ipairs(towers) do
tower:attack(enemies, dt)
end
end)
RunService.Heartbeat:Connect(function(dt)
for i, enemy in ipairs(enemies) do
if enemy.alive then
enemy:moveToWaypoints(waypoints, dt)
end
end
end)