using System.Collections; using System.Collections.Generic; using UnityEngine; using Unity.Mathematics; using static Unity.Mathematics.math; using Random = UnityEngine.Random; public class ProjectileManager : InstantWeaponEffectManager { public Prototype ProjectilePrototype; public bool InheritVelocity; public override void Fire(InstantWeapon weapon, EquippedItem item, EntityInstance source, EntityInstance target) { var p = ProjectilePrototype.Instantiate(); var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y]; var barrel = source.GetBarrel(hp); var angle = weapon.Spread / 2; p.SourceEntity = source.Entity; p.Velocity = Quaternion.Euler( Random.Range(-angle, angle), Random.Range(-angle, angle), Random.Range(-angle, angle)) * barrel.forward * weapon.Velocity; p.StartPosition = p.transform.position = barrel.position + p.Velocity * (Random.value * Time.deltaTime); if(InheritVelocity) p.Velocity += new Vector3(source.Entity.Velocity.x, 0, source.Entity.Velocity.y); p.Damage = weapon.Damage; p.Range = weapon.Range; p.Penetration = weapon.Penetration; p.Spread = weapon.DamageSpread; p.DamageType = weapon.WeaponData.DamageType; p.Zone = source.Entity.Zone; p.AirburstDistance = target != null ? length(source.Entity.Position - target.Entity.Position) : (weapon.Range * .75f); p.Trail.Clear(); } }