Aetheria/Assets/Scripts/Gameplay/Weapons/Laser.cs
Reinier Vens 3f9af29843 Sector Generation
Fixed Laser cancelling bug
Fixed Turrets not activating
Added ability to bind player perspective to orbital entities
Added Markov Chain name generator + Australian place name dataset
Modified old "galaxy" shader to serve as sector background
Implemented Cem Yuksel's Weighted Sample Elimination for Poisson Disk Sample Sets
Created sector generator which places sectors using WSE
2021-03-10 09:18:07 +00:00

72 lines
2.5 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static Unity.Mathematics.math;
public class Laser : MonoBehaviour
{
public AnimationCurve IntensityCurve;
public float Duration;
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 _startTime;
private readonly Vector3[] _zeros = {Vector3.zero, Vector3.zero};
private void OnEnable()
{
_startTime = Time.time;
LineRenderer.SetPositions(_zeros);
}
private void Update()
{
var lerp = (Time.time - _startTime) / Duration;
if (lerp > 1)
{
GetComponent<Prototype>().ReturnToPool();
return;
}
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<ShieldManager>();
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<HullCollider>();
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 / Duration), 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);
LineRenderer.widthMultiplier = IntensityCurve.Evaluate(lerp);
}
}