Aetheria/Assets/Scripts/Gameplay/Weapons/GuidedProjectileManager.cs
Reinier Vens 6130eca5f9 MIRV Missiles!
Implemented missiles that turn into more missiles
Guided projectile code is much more robust now
2021-01-28 02:42:39 +00:00

36 lines
2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GuidedProjectileManager : InstantWeaponEffectManager
{
public Prototype ProjectilePrototype;
public override void Fire(WeaponData data, EquippedItem item, EntityInstance source, EntityInstance target)
{
if(data is LauncherData launcher)
{
var p = ProjectilePrototype.Instantiate<GuidedProjectile>();
p.Source = source.Transform;
p.SourceEntity = source.Entity;
p.Target = target.Transform;
p.Frequency = launcher.DodgeFrequency;
p.Thrust = source.Entity.ItemManager.Evaluate(launcher.Thrust, item.EquippableItem, source.Entity);
var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y];
var barrel = source.GetBarrel(hp);
p.StartPosition = p.transform.position = barrel.position;
p.Range = source.Entity.ItemManager.Evaluate(data.Range, item.EquippableItem, source.Entity);
p.Velocity = barrel.forward * source.Entity.ItemManager.Evaluate(launcher.LaunchSpeed, 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.GuidanceCurve = launcher.GuidanceCurve.ToCurve();
p.LiftCurve = launcher.LiftCurve.ToCurve();
p.ThrustCurve = launcher.ThrustCurve.ToCurve();
p.Thrust = source.Entity.ItemManager.Evaluate(launcher.Thrust, item.EquippableItem, source.Entity);
p.TopSpeed = source.Entity.ItemManager.Evaluate(launcher.Velocity, item.EquippableItem, source.Entity);
}
else Debug.LogError($"Weapon {item.EquippableItem.Name} linked to {name} effect, but is not a Launcher!");
}
}