using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using Unity.Mathematics; using static Unity.Mathematics.math; using static Unity.Mathematics.noise; using Random = UnityEngine.Random; public class Lightning : MonoBehaviour { public LightningCompute LightningCompute; public float HitRadius; public float Damage { get; set; } public float Penetration { get; set; } public float Spread { get; set; } public DamageType DamageType { get; set; } public EntityInstance Source { get; set; } public float Range { get; set; } public EntityInstance Target { get; set; } public Transform Barrel { get; set; } private bool _colliderHit; private Vector3 _colliderLocalPosition; private Transform _colliderTransform; private Vector3 _endpoint; public void Fire() { _colliderHit = false; LightningCompute.OnLeaderComplete = null; LightningCompute.FixedEndpoint = false; var hits = Physics.SphereCastAll(Barrel.position, HitRadius, Barrel.forward, Range, 1); foreach (var hit in hits) { var hull = hit.collider.GetComponent(); if (hull) { if (hull.Entity == Source.Entity) continue; LightningCompute.OnLeaderComplete = () => hull.SendHit(Damage, Penetration, Spread, DamageType, Source.Entity, hit, Barrel.forward); } _colliderHit = true; _colliderLocalPosition = hit.collider.transform.InverseTransformPoint(hit.point); _colliderTransform = hit.collider.transform; LightningCompute.FixedEndpoint = true; break; } LightningCompute.OnPulseComplete = () => GetComponent().ReturnToPool(); LightningCompute.StartAnimation(); _endpoint = Barrel.position + Barrel.forward * Range; } private void Update() { if (Barrel == null) return; if (_colliderHit) { if (_colliderTransform) _endpoint = _colliderTransform.TransformPoint(_colliderLocalPosition); } LightningCompute.EndPosition = _endpoint; LightningCompute.StartPosition = Barrel.position; } }