using System.Collections; using System.Collections.Generic; using UnityEngine; public class ConstantLaserManager : ConstantWeaponEffectManager { public Prototype LaserPrototype; private Dictionary _lasers = new Dictionary(); public override void StartFiring(WeaponData data, EquippedItem item, EntityInstance source, EntityInstance target) { var p = LaserPrototype.Instantiate(); p.SourceEntity = source.Entity; var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y]; var barrel = source.GetBarrel(hp); p.Range = item.Evaluate(data.Range); var t = p.transform; t.SetParent(barrel); t.forward = barrel.forward; t.position = barrel.position; p.Damage = item.Evaluate(data.Damage); p.Penetration = item.Evaluate(data.Penetration); p.Spread = item.Evaluate(data.DamageSpread); p.DamageType = data.DamageType; _lasers.Add(item, p); } public override void StopFiring(EquippedItem item) { _lasers[item].Stop(); _lasers.Remove(item); } }