using System.Collections; using System.Collections.Generic; using UnityEngine; public class ProjectileManager : InstantWeaponEffectManager { public Prototype ProjectilePrototype; public override void Fire(WeaponData data, EquippedItem item, EntityInstance source, EntityInstance target) { if(data is ProjectileWeaponData projectile) { var p = ProjectilePrototype.Instantiate(); p.SourceEntity = source.Entity; var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y]; var barrel = source.GetBarrel(hp); p.Range = source.Entity.ItemManager.Evaluate(data.Range, item.EquippableItem, source.Entity); p.StartPosition = p.transform.position = barrel.position; var angle = source.Entity.ItemManager.Evaluate(projectile.Spread, item.EquippableItem, source.Entity) / 2; p.Velocity = (Quaternion.Euler(Random.Range(-angle, angle), Random.Range(-angle, angle), Random.Range(-angle, angle)) * barrel.forward) * source.Entity.ItemManager.Evaluate(projectile.Velocity, item.EquippableItem, source.Entity); p.Damage = source.Entity.ItemManager.Evaluate(data.Damage, item.EquippableItem, source.Entity); p.Penetration = source.Entity.ItemManager.Evaluate(data.Penetration, item.EquippableItem, source.Entity); p.Spread = source.Entity.ItemManager.Evaluate(data.DamageSpread, item.EquippableItem, source.Entity); p.DamageType = data.DamageType; p.Zone = source.Entity.Zone; p.Trail.Clear(); } else Debug.LogError($"Weapon {item.EquippableItem.Name} linked to {name} effect, but is not a Projectile Weapon!"); } }