Aetheria/Assets/Scripts/Gameplay/Weapons/Laser.cs
2026-07-05 19:36:19 +01:00

68 lines
1.9 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
public class Laser : MonoBehaviour
{
public AnimationCurve IntensityCurve;
public float Duration;
public LineRenderer LineRenderer;
public float ImpactIntensity { get; set; } = 1;
public Entity SourceEntity { get; set; }
public ZoneRenderer ZoneRenderer { 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);
var hitFound = false;
if (AetheriaYmirPhysicsBridge.Instance.TryCastZoneHulls(
ZoneRenderer,
SourceEntity,
transform.position,
transform.forward,
Range,
0,
out var hits))
{
foreach (var hit in hits)
{
var hull = hit.Hull;
var entity = hull.Entity;
if (entity.Shield != null && entity.Shield.Item.Active.Value)
{
hit.Shield?.ShowHit(hit.Point, Mathf.Max(0.01f, ImpactIntensity));
LineRenderer.SetPosition(1, hit.Point);
hitFound = true;
break;
}
LineRenderer.SetPosition(1, hit.Point);
hitFound = true;
break;
}
}
if(!hitFound)
LineRenderer.SetPosition(1, transform.position + transform.forward * Range);
LineRenderer.widthMultiplier = IntensityCurve.Evaluate(lerp);
}
}