using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class Laser : MonoBehaviour { public AnimationCurve IntensityCurve; public float Duration; public LineRenderer LineRenderer; 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; } private float _startTime; private readonly Vector3[] _zeros = {Vector3.zero, Vector3.zero}; private void OnEnable() { _startTime = Time.time; LineRenderer.SetPositions(_zeros); } private void Update() { var lerp = (Time.time - _startTime) / Duration; if (lerp > 1) { GetComponent().ReturnToPool(); return; } LineRenderer.SetPosition(0, transform.position); RaycastHit hit; if (Physics.Raycast(new Ray(transform.position, transform.forward), out hit, Range, 1)) { var hull = hit.collider.GetComponent(); if (hull) { if (hull.Entity != SourceEntity) { hull.SendHit(Damage * (Time.deltaTime / Duration), Penetration, Spread, DamageType, SourceEntity, hit, transform.forward); } } LineRenderer.SetPosition(1, hit.point); } else LineRenderer.SetPosition(1, transform.position + transform.forward * Range); LineRenderer.widthMultiplier = IntensityCurve.Evaluate(lerp); } }