149 lines
4.6 KiB
C#
149 lines
4.6 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 NetworkedProjectileAreaOfEffectOverTimeWithTickEvent : NetworkedAreaOfEffectOverTime
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{
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[Header("Visuals")]
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[SerializeField] private GameObject hitParticlesPrefab;
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public ProjectileAbility projectileAbility;
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public UnityEvent<Taggable, List<Taggable>> onTickHappened = new UnityEvent<Taggable, List<Taggable>>();
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public UnityEvent<Taggable, List<Taggable>> onTargetHitByProjectile = new UnityEvent<Taggable, List<Taggable>>();
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NetworkedAntiProjectile possibleBlock;
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public bool canPierce;
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public float projectileSpeed;
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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 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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protected List<Taggable> processedTargets = new List<Taggable>();
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protected List<Taggable> projectileTargets = new List<Taggable>();
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public void InitProjectileStats()
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{
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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 ? projectileSpeed * speedOverLifetime.Evaluate(lifetimeFraction) : projectileSpeed;
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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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protected override void OnTickPerformed()
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{
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if (targets.Count > 0)
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onTickHappened.Invoke(ownerTag, targets);
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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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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 (projectileAbility == null) return;
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if (!target.IsValidTarget(projectileAbility.targettingTags)) return;
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//Debug.Log($"TT[{Time.frameCount}] Past validation checks for {target.name}");
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if (processedTargets.Contains(target)) return;
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processedTargets.Add(target);
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hitPositionCorrected = target.transform.position;
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hitPositionCorrected.y = this.transform.position.y;
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onTargetHit.Invoke(hitPositionCorrected);
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possibleBlock = target.GetComponentInParent<NetworkedAntiProjectile>();
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if (possibleBlock != null)
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{
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waitingForDestroy = true;
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possibleBlock.SendBlockNotice();
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StartCoroutine(DelayedDestroy());
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return;
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}
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//Debug.Log($"TT[{Time.frameCount}] About to process effects");
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projectileTargets.Clear();
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projectileTargets.Add(target);
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foreach (BaseEffect effect in projectileAbility.abilityEffects)
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{
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//Debug.Log($"TT[{Time.frameCount}] Applying effect: {effect.name}");
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effect.ApplyEffect(ownerTag, projectileTargets);
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}
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if(projectileTargets.Count > 0)
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{
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//Debug.Log($"TT[{Time.frameCount}] OnProjectileHit {projectileTargets.Count}");
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onTargetHitByProjectile.Invoke(ownerTag, projectileTargets);
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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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}
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