using System; using System.Collections; using System.Collections.Generic; using Unity.Mathematics; using static Unity.Mathematics.math; using UnityEngine; using Random = UnityEngine.Random; public class Projectile : MonoBehaviour { public TrailRenderer Trail; public float Gravity; public float Drag = .1f; public Prototype HitEffect; public float AirburstDistance; public float AirburstRange; public float DirectHitDamageMultiplier = 1; private bool _alive; public Zone Zone { get; set; } public Vector3 StartPosition { get; set; } public Vector3 Velocity { get; set; } public float Damage { get; set; } public float Penetration { get; set; } public float Spread { get; set; } public DamageType DamageType { get; set; } public Entity SourceEntity { get; set; } public float Range { get; set; } // Start is called before the first frame update void Start() { } private void OnEnable() { _alive = true; } // Update is called once per frame void Update() { if (SourceEntity == null) return; if(_alive) { var t = transform; var position = t.position; Velocity -= Vector3.up * (Gravity * Time.deltaTime); Velocity *= max(0, 1 - Drag * Time.deltaTime); var forward = Velocity.normalized; t.forward = forward; var ray = new Ray(position, Velocity); foreach (var hit in Physics.RaycastAll(ray, Velocity.magnitude * Time.deltaTime, 1 | (1 << 17))) { var shield = hit.collider.GetComponent(); var hull = hit.collider.GetComponent(); if (shield) { if (!(shield.Entity.Shield != null && shield.Entity.Shield.Item.Active.Value && shield.Entity.Shield.CanTakeHit(DamageType, Damage))) continue; if (shield.Entity != SourceEntity) { shield.Entity.Shield.TakeHit(DamageType, Damage*DirectHitDamageMultiplier); shield.ShowHit(hit.point, sqrt(Damage * DirectHitDamageMultiplier)); } } else if (hull && !(hull.Entity.Shield != null && hull.Entity.Shield.Item.Active.Value && hull.Entity.Shield.CanTakeHit(DamageType, Damage))) { if (hull.Entity != SourceEntity) { hull.SendHit(Damage*DirectHitDamageMultiplier, Penetration, Spread, DamageType, SourceEntity, hit.textureCoord, forward); transform.position = hit.point; StartCoroutine(Kill()); } } else { StartCoroutine(Kill()); return; } if (HitEffect != null) { var ht = HitEffect.Instantiate(); ht.SetParent(hit.collider.transform); ht.position = hit.point; return; } } transform.position += Velocity * Time.deltaTime; var distanceTraveled = (transform.position - StartPosition).magnitude; if(distanceTraveled > Range) StartCoroutine(Kill()); if (AirburstRange > 1 && distanceTraveled > AirburstDistance) { StartCoroutine(Kill()); var ht = HitEffect.Instantiate(); ht.position = t.position; foreach (var collider in Physics.OverlapSphere(t.position, AirburstRange, 1)) { var hull = collider.GetComponent(); if (hull) { hull.SendSplash(Damage, DamageType, SourceEntity, (collider.transform.position - t.position).normalized); } } } } } IEnumerator Kill() { _alive = false; var startTime = Time.time; var lifetime = Trail.time; while (Time.time - startTime < lifetime) yield return null; GetComponent().ReturnToPool(); } }