using System.Collections; using System.Collections.Generic; using UnityEngine; public class GuidedProjectileManager : MonoBehaviour { public Prototype ProjectilePrototype; public void Launch(LauncherData data, EquippedItem item, EntityInstance source, EntityInstance target) { var p = ProjectilePrototype.Instantiate(); p.Source = source.Transform; p.SourceEntity = source.Entity; p.Target = target.Transform; p.Frequency = data.DodgeFrequency; p.Thrust = source.Entity.ItemManager.Evaluate(data.Thrust, item.EquippableItem, source.Entity); var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y]; var barrel = source.GetBarrel(hp); p.transform.position = barrel.position; p.Velocity = barrel.forward * source.Entity.ItemManager.Evaluate(data.LaunchSpeed, 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.GuidanceCurve = data.GuidanceCurve.ToCurve(); p.LiftCurve = data.LiftCurve.ToCurve(); p.ThrustCurve = data.ThrustCurve.ToCurve(); p.Thrust = source.Entity.ItemManager.Evaluate(data.Thrust, item.EquippableItem, source.Entity); p.TopSpeed = source.Entity.ItemManager.Evaluate(data.MissileSpeed, item.EquippableItem, source.Entity); } }