194 lines
5.3 KiB
C#
194 lines
5.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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public class NetworkedProjectile : MonoBehaviour
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{
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[Header("Visuals")]
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[SerializeField] private GameObject hitParticlesPrefab;
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[SerializeField] private GameObject visuals;
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[Header("Set by code")]
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public Taggable ownerTag;
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public ProjectileAbility ability;
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public float speed;
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public float lifeSpan;
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public bool canPierce;
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public bool canHitSelf;
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public AnimationCurve speedOverLifetime = AnimationCurve.Linear(0, 1, 1, 1);
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public bool useSpeedCurve = false;
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public bool enableCurving = false;
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public Vector3 curveAxis = Vector3.up;
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public float curveStrength = 1f;
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public float curveAmplitude = 45f;
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public bool enableRicochet = false;
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public int maxRicochets = 1;
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public float ricochetSpread = 10f;
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private Taggable target;
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private bool waitingForDestroy = false;
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public UnityEvent<Vector3> onTargetHit = new UnityEvent<Vector3>();
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private List<GameObject> hitSpawnedVFXs = new List<GameObject>();
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private GameObject hitSpawnedVFX;
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private Vector3 hitPositionCorrected;
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protected List<Taggable> processedTargets = new List<Taggable>();
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NetworkedAntiProjectile possibleBlock;
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private float timeAlive = 0f;
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private int ricochetCount = 0;
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Vector3 incomingDir = new Vector3();
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Vector3 hitNormal = new Vector3();
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Vector3 reflected = new Vector3();
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private void Awake()
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{
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onTargetHit.AddListener(SpawnHitParticleVFX);
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}
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public void Init()
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{
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waitingForDestroy = false;
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StartCoroutine(SelfDestruct());
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}
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private void SpawnHitParticleVFX(Vector3 position)
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{
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if (hitParticlesPrefab == null) return;
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hitSpawnedVFX = Instantiate(hitParticlesPrefab, position, this.transform.rotation);
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//hitSpawnedVFX.transform.localScale = visuals.transform.localScale;
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hitSpawnedVFXs.Add(hitSpawnedVFX);
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}
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private void Update()
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{
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if (waitingForDestroy) return;
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timeAlive += Time.deltaTime;
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float lifetimeFraction = Mathf.Clamp01(timeAlive / lifeSpan);
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float currentSpeed = useSpeedCurve ? speed * speedOverLifetime.Evaluate(lifetimeFraction) : speed;
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// Curving logic
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if (enableCurving)
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{
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float curveOffset = Mathf.Sin(timeAlive * curveStrength) * curveAmplitude * Time.deltaTime;
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transform.Rotate(curveAxis.normalized * curveOffset, Space.World);
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}
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transform.position += transform.forward * currentSpeed * Time.deltaTime;
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}
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private void OnTriggerEnter(Collider other)
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{
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if (waitingForDestroy) return;
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if (other.GetComponent<IBreakable>() != null)
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{
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other.GetComponent<IBreakable>().Hit();
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onTargetHit.Invoke(this.transform.position);
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waitingForDestroy = true;
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StartCoroutine(DelayedDestroy());
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}
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target = other.GetComponentInParent<Taggable>();
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if (target == null) return;
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if (target == ownerTag && !canHitSelf) return;
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if (!target.IsValidTarget(ability.targettingTags)) return;
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if (processedTargets.Contains(target)) return;
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processedTargets.Add(target);
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hitPositionCorrected = target.transform.position;
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hitPositionCorrected.y = this.transform.position.y;
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onTargetHit.Invoke(hitPositionCorrected);
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possibleBlock = target.GetComponentInParent<NetworkedAntiProjectile>();
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if (possibleBlock != null)
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{
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waitingForDestroy = true;
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possibleBlock.SendBlockNotice();
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StartCoroutine(DelayedDestroy());
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return;
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}
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foreach (BaseEffect effect in ability.abilityEffects)
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{
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effect.ApplyEffect(ownerTag, new List<Taggable> { target });
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}
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if (!canPierce)
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{
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if (enableRicochet && ricochetCount < maxRicochets)
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{
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incomingDir = transform.forward;
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hitNormal = other.ClosestPoint(transform.position) - transform.position;
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hitNormal = hitNormal.normalized;
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reflected = Vector3.Reflect(incomingDir, hitNormal);
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// Add spread
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reflected = Quaternion.Euler(Random.Range(-ricochetSpread, ricochetSpread),
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Random.Range(-ricochetSpread, ricochetSpread),
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0) * reflected;
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transform.forward = reflected;
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ricochetCount++;
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return;
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}
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waitingForDestroy = true;
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StartCoroutine(DelayedDestroy());
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}
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}
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IEnumerator SelfDestruct()
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{
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yield return new WaitForSeconds(lifeSpan);
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waitingForDestroy = true;
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StartCoroutine(DelayedDestroy());
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}
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IEnumerator DelayedDestroy()
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{
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visuals.SetActive(false);
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yield return new WaitForSeconds(1.5f);
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for (int i = hitSpawnedVFXs.Count - 1; i >= 0; i--)
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{
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if (hitSpawnedVFXs[i] != null)
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{
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Destroy(hitSpawnedVFXs[i]);
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}
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}
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yield return new WaitForSeconds(1f);
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Destroy(this.gameObject);
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}
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}
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