using System.Collections; using System.Collections.Generic; using UnityEngine; // Cut 4 (docs/fire-control-cut.md): the raycast, shield branch and SendHit are deleted -- FireControl already // rolls this weapon's damage once per GameplaySettings.BeamResolveInterval (ConstantWeapon.Execute) before // this beam is ever drawn (R8). What is left is pure endpoint presentation, the same convention Laser.cs // (Cut 3) uses for a discrete shot: draw to the target's current position, or out to Range with no target. 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 Entity SourceEntity { get; set; } public float Range { get; set; } public Transform TargetTransform { 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); LineRenderer.SetPosition(1, TargetTransform != null ? TargetTransform.position : transform.position + transform.forward * Range); } public void Stop() { _stopping = true; _stopIntensity = _intensity; _startTime = Time.time; } }