114 lines
3.0 KiB
Lua
114 lines
3.0 KiB
Lua
local RunService = game:GetService("RunService")
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local Tower = require(script.Parent.Tower)
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local Waves = require(script.Parent.Waves)
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local towerTypes = {
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{
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name = "Basic",
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model = workspace.BasicTowerModel,
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range = 20,
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damage = 10,
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fireRate = 1,
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},
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{
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name = "Slow",
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model = workspace.SlowTowerModel,
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range = 15,
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damage = 5,
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fireRate = 0.5,
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effect = {name = "slow", params = {duration = 2, value = 0.5}}
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},
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{
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name = "Fire",
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model = workspace.FireTowerModel,
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range = 18,
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damage = 8,
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fireRate = 1,
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effect = {name = "burn", params = {duration = 3, tick = 1, value = 2}}
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},
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{
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name = "Freeze",
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model = workspace.FreezeTowerModel,
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range = 12,
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damage = 0,
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fireRate = 0.5,
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effect = {name = "freeze", params = {duration = 1}}
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}
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}
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local waypoints = { -- Fill with your waypoint Parts
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workspace.Waypoint1,
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workspace.Waypoint2,
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workspace.Waypoint3,
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-- etc.
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}
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local selectedTowerType = towerTypes[1]
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local enemies = {} -- Table to hold TrackEnemy objects
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local towers = {}
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function selectTowerType(index)
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selectedTowerType = towerTypes[index]
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end
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local function spawnWave(waveData)
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coroutine.wrap(function()
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for _, group in ipairs(waveData) do
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for i = 1, group.count do
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local enemyModel = group.model:Clone()
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enemyModel.Parent = workspace
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local enemy = TrackEnemy:new(enemyModel, group.name, group.health, group.speed)
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table.insert(enemies, enemy)
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end
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if group.delay and group.delay > 0 then
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wait(group.delay)
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end
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end
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end)()
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end
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spawnWave(Waves[1])
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local function isOnTrack(position)
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for _, waypoint in ipairs(waypoints) do
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if (waypoint.Position - position).Magnitude < 5 then -- 5 studs
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return true
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end
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end
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return false
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end
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UserInputService.InputBegan:Connect(function (input, gameProcessed)
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if gameProcessed then return end
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if input.UserInputType == Enum.UserInputType.MouseButton1 then
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local mouse = game.Players.LocalPlayer():GetMouse()
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local position = mouse.Hit.p
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if not isOnTrack(position) then
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local tower = Tower:new(
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selectedTowerType.model,
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position,
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selectedTowerType.range,
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selectedTowerType.damage,
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selectedTowerType.fireRate,
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selectedTowerType.effect
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)
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table.insert(towers, tower)
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end
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end
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end)
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RunService.Heartbeat:Connect(function(dt)
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for _, tower in ipairs(towers) do
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tower:attack(enemies, dt)
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end
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end)
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RunService.Heartbeat:Connect(function(dt)
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for i, enemy in ipairs(enemies) do
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if enemy.alive then
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enemy:moveToWaypoints(waypoints, dt)
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end
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end
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end)
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