Aetheria/Assets/Scripts/Gameplay/Weapons/Laser.cs
2021-02-06 15:29:04 +00:00

56 lines
1.7 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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);
RaycastHit hit;
if (Physics.Raycast(new Ray(transform.position, transform.forward), out hit, Range, 1))
{
var hull = hit.collider.GetComponent<HullCollider>();
if (hull)
{
if (hull.Entity != SourceEntity)
{
hull.SendHit(Damage * (Time.deltaTime / Duration), Penetration, Spread, DamageType, SourceEntity, hit.textureCoord, transform.forward);
}
}
LineRenderer.SetPosition(1, hit.point);
}
else
LineRenderer.SetPosition(1, transform.position + transform.forward * Range);
LineRenderer.widthMultiplier = IntensityCurve.Evaluate(lerp);
}
}