using System.Collections; using System.Collections.Generic; using UnityEngine; using static Unity.Mathematics.math; public class ConstantLaser : MonoBehaviour { public AnimationCurve StartCurve; public AnimationCurve EndCurve; public AnimationCurve IntensityCurve; public float WidthMultiplier = 1; public float StartDuration; public float FadeDuration; public float CycleDuration; 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 _intensity; private float _stopIntensity; private bool _starting; private bool _stopping; private float _startTime; private float _cycleStartTime; private readonly Vector3[] _zeros = {Vector3.zero, Vector3.zero}; private void OnEnable() { _stopping = false; _starting = true; _startTime = Time.time; LineRenderer.SetPositions(_zeros); } private void Update() { if (_stopping) { var lerp = (Time.time - _startTime) / FadeDuration; LineRenderer.widthMultiplier = EndCurve.Evaluate(lerp) * _stopIntensity * WidthMultiplier; if (lerp > 1) { GetComponent().ReturnToPool(); return; } } else { var lerp = (Time.time - _startTime) / StartDuration; if (lerp > 1) { if (_starting) { _starting = false; _cycleStartTime = Time.time; } _intensity = IntensityCurve.Evaluate((Time.time - _cycleStartTime) / CycleDuration % CycleDuration); LineRenderer.widthMultiplier = _intensity * WidthMultiplier; } else { LineRenderer.widthMultiplier = StartCurve.Evaluate(lerp) * WidthMultiplier; } } LineRenderer.SetPosition(0, transform.position); bool hitFound = false; foreach (var hit in Physics.RaycastAll(new Ray(transform.position, transform.forward), Range, 1 | (1 << 17))) { var shield = hit.collider.GetComponent(); if (shield) { if (!(shield.Entity.Shield != null && shield.Entity.Shield.Item.Active.Value && shield.Entity.Shield.CanTakeHit(DamageType, Damage))) continue; if (shield.Entity != SourceEntity) { shield.Entity.Shield.TakeHit(DamageType, Damage); shield.ShowHit(hit.point, sqrt(Damage)); LineRenderer.SetPosition(1, hit.point); hitFound = true; break; } } var hull = hit.collider.GetComponent(); if (hull && !(hull.Entity.Shield != null && hull.Entity.Shield.Item.Active.Value && hull.Entity.Shield.CanTakeHit(DamageType, Damage))) { if (hull.Entity != SourceEntity) { hull.SendHit(Damage * Time.deltaTime, Penetration, Spread, DamageType, SourceEntity, hit.textureCoord, transform.forward); LineRenderer.SetPosition(1, hit.point); hitFound = true; break; } } } if(!hitFound) LineRenderer.SetPosition(1, transform.position + transform.forward * Range); } public void Stop() { _stopping = true; _stopIntensity = _intensity; _startTime = Time.time; } }