RiftMayhem/Assets/Scripts/Networking/NetworkedAntiProjectile.cs
2025-02-21 18:35:51 +00:00

90 lines
1.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class NetworkedAntiProjectile : MonoBehaviour
{
[Header("Visuals")]
[SerializeField] private GameObject visuals;
[Header("Hit Filtering Tag")]
[SerializeField] private Taggable antiProjectileTag;
[Header("Set by code")]
public Taggable ownerTag;
public AntiProjectileAbility ability;
public float duration;
public bool followUser;
public bool breakOnHit;
private bool waitingForDestroy = false;
private float endTime;
public UnityEvent onProjectileBlocked = new UnityEvent();
private void Awake()
{
antiProjectileTag = GetComponent<Taggable>();
}
public void Init()
{
waitingForDestroy = false;
StartCoroutine(SelfDestruct());
if (followUser)
StartCoroutine(FollowUser());
}
IEnumerator FollowUser()
{
endTime = Time.time + duration;
while (Time.time < endTime)
{
this.transform.position = ownerTag.transform.position;
yield return new WaitForEndOfFrame();
}
visuals.SetActive(false);
}
public void SendBlockNotice()
{
if (waitingForDestroy) return;
waitingForDestroy = true;
visuals.SetActive(false);
StartCoroutine(DelayedDestroy());
}
IEnumerator DelayedDestroy()
{
visuals.SetActive(false);
yield return new WaitForSeconds(1f);
Destroy(this.gameObject);
}
IEnumerator SelfDestruct()
{
yield return new WaitForSeconds(duration);
waitingForDestroy = true;
StartCoroutine(DelayedDestroy());
}
}