Aetheria/Assets/Scripts/Gameplay/Weapons/ConstantLaser.cs
Reinier Vens 8629b35fd6 Constant Weapons
Added script for constant weapons, which can start and stop firing at any time (unless they're reloading)
Created Constant Laser
Fixed exception when dragging to delete item
2021-01-27 02:39:17 +00:00

94 lines
2.8 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 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;
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;
}
else
{
LineRenderer.widthMultiplier = StartCurve.Evaluate(lerp);
}
}
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;
}
}