Modified weapon scripts to eliminate specialized projectile behavior - allows charged weapons to have projectiles and modify weapon stats when charged Added machine gun weapon & VFX Moved third party code to Plugins folder to improve compile times
95 lines
2.9 KiB
C#
95 lines
2.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ConstantLaser : MonoBehaviour
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{
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public AnimationCurve StartCurve;
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public AnimationCurve EndCurve;
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public AnimationCurve IntensityCurve;
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public float WidthMultiplier = 1;
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public float StartDuration;
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public float FadeDuration;
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public float CycleDuration;
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public LineRenderer LineRenderer;
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public float Damage { get; set; }
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public float Penetration { get; set; }
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public float Spread { get; set; }
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public DamageType DamageType { get; set; }
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public Entity SourceEntity { get; set; }
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public float Range { get; set; }
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private float _intensity;
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private float _stopIntensity;
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private bool _starting;
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private bool _stopping;
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private float _startTime;
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private float _cycleStartTime;
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private readonly Vector3[] _zeros = {Vector3.zero, Vector3.zero};
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private void OnEnable()
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{
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_stopping = false;
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_starting = true;
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_startTime = Time.time;
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LineRenderer.SetPositions(_zeros);
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}
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private void Update()
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{
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if (_stopping)
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{
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var lerp = (Time.time - _startTime) / FadeDuration;
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LineRenderer.widthMultiplier = EndCurve.Evaluate(lerp) * _stopIntensity * WidthMultiplier;
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if (lerp > 1)
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{
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GetComponent<Prototype>().ReturnToPool();
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return;
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}
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}
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else
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{
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var lerp = (Time.time - _startTime) / StartDuration;
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if (lerp > 1)
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{
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if (_starting)
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{
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_starting = false;
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_cycleStartTime = Time.time;
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}
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_intensity = IntensityCurve.Evaluate((Time.time - _cycleStartTime) / CycleDuration % CycleDuration);
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LineRenderer.widthMultiplier = _intensity * WidthMultiplier;
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}
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else
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{
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LineRenderer.widthMultiplier = StartCurve.Evaluate(lerp) * WidthMultiplier;
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}
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}
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LineRenderer.SetPosition(0, transform.position);
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RaycastHit hit;
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if (Physics.Raycast(new Ray(transform.position, transform.forward), out hit, Range, 1))
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{
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var hull = hit.collider.GetComponent<HullCollider>();
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if (hull)
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{
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if (hull.Entity != SourceEntity)
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{
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hull.SendHit(Damage * Time.deltaTime, Penetration, Spread, DamageType, SourceEntity, hit, transform.forward);
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}
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}
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LineRenderer.SetPosition(1, hit.point);
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}
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else
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LineRenderer.SetPosition(1, transform.position + transform.forward * Range);
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}
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public void Stop()
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{
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_stopping = true;
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_stopIntensity = _intensity;
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_startTime = Time.time;
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}
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}
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