Aetheria/Assets/Scripts/Gameplay/Weapons/HitscanManager.cs
Reinier Vens 2a0fe34611 Charged Weapons & Hitscan Weapons
Implemented two new weapon types and created the Railgun (which is both) and accompanying VFX
2021-01-30 01:02:11 +00:00

21 lines
No EOL
1 KiB
C#

public class HitscanManager : InstantWeaponEffectManager
{
public Prototype Prototype;
public override void Fire(WeaponData data, EquippedItem item, EntityInstance source, EntityInstance target)
{
var p = Prototype.Instantiate<HitscanEffect>();
p.SourceEntity = source.Entity;
var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y];
var barrel = source.GetBarrel(hp);
var t = p.transform;
t.position = barrel.position;
t.forward = barrel.forward;
p.Range = source.Entity.ItemManager.Evaluate(data.Range, 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.Zone = source.Entity.Zone;
p.Fire();
}
}