Aetheria/Assets/Scripts/Gameplay/Weapons/Laser.cs
Reinier Vens b779d7c0af Heat System v2 + Lasers
Heat system remade, now guaranteed stable
Schematic heat texture is now
Radiators glow according to temperature
Added Laser weapons
Longinus has split weapon and radiator meshes, weapons can yaw 1 degree for target convergence
Articulation points can now handle 360 rotations properly
Fixed exception caused by hit spread on thin hull sections
Fixed loadout not restoring item rotation
Fixed exception in inventory panel selection
2021-01-27 00:05:30 +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, transform.forward);
}
}
LineRenderer.SetPosition(1, hit.point);
}
else
LineRenderer.SetPosition(1, transform.position + transform.forward * Range);
LineRenderer.widthMultiplier = IntensityCurve.Evaluate(lerp);
}
}