using System; 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 ZoneRenderer ZoneRenderer { 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); var hitFound = false; if (AetheriaYmirPhysicsBridge.Instance.TryCastZoneHulls( ZoneRenderer, SourceEntity, transform.position, transform.forward, Range, 0, out var hits)) { foreach (var hit in hits) { var hull = hit.Hull; var entity = hull.Entity; if (entity.Shield != null && entity.Shield.Item.Active.Value) { hit.Shield?.ShowHit(hit.Point, Mathf.Sqrt(Damage)); LineRenderer.SetPosition(1, hit.Point); hitFound = true; break; } LineRenderer.SetPosition(1, hit.Point); hitFound = true; break; } } if(!hitFound) LineRenderer.SetPosition(1, transform.position + transform.forward * Range); LineRenderer.widthMultiplier = IntensityCurve.Evaluate(lerp); } }