Aetheria/Assets/Scripts/Gameplay/Weapons/ConstantLaser.cs
Reinier Vens dbc522a224 Weapos Rejiggered
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
2021-01-31 03:52:32 +00:00

95 lines
2.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ConstantLaser : MonoBehaviour
{
public AnimationCurve StartCurve;
public AnimationCurve EndCurve;
public AnimationCurve IntensityCurve;
public float WidthMultiplier = 1;
public float StartDuration;
public float FadeDuration;
public float CycleDuration;
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 _intensity;
private float _stopIntensity;
private bool _starting;
private bool _stopping;
private float _startTime;
private float _cycleStartTime;
private readonly Vector3[] _zeros = {Vector3.zero, Vector3.zero};
private void OnEnable()
{
_stopping = false;
_starting = true;
_startTime = Time.time;
LineRenderer.SetPositions(_zeros);
}
private void Update()
{
if (_stopping)
{
var lerp = (Time.time - _startTime) / FadeDuration;
LineRenderer.widthMultiplier = EndCurve.Evaluate(lerp) * _stopIntensity * WidthMultiplier;
if (lerp > 1)
{
GetComponent<Prototype>().ReturnToPool();
return;
}
}
else
{
var lerp = (Time.time - _startTime) / StartDuration;
if (lerp > 1)
{
if (_starting)
{
_starting = false;
_cycleStartTime = Time.time;
}
_intensity = IntensityCurve.Evaluate((Time.time - _cycleStartTime) / CycleDuration % CycleDuration);
LineRenderer.widthMultiplier = _intensity * WidthMultiplier;
}
else
{
LineRenderer.widthMultiplier = StartCurve.Evaluate(lerp) * WidthMultiplier;
}
}
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, Penetration, Spread, DamageType, SourceEntity, hit, transform.forward);
}
}
LineRenderer.SetPosition(1, hit.point);
}
else
LineRenderer.SetPosition(1, transform.position + transform.forward * Range);
}
public void Stop()
{
_stopping = true;
_stopIntensity = _intensity;
_startTime = Time.time;
}
}