Weapons are now monolithic behaviors Various new weapon behavior types implemented All weapons have optional magazine and reload mechanic Visibility now decays globally
31 lines
1.7 KiB
C#
31 lines
1.7 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 ProjectileManager : InstantWeaponEffectManager
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{
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public Prototype ProjectilePrototype;
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public override void Fire(WeaponData data, EquippedItem item, EntityInstance source, EntityInstance target)
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{
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if(data is ProjectileWeaponData projectile)
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{
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var p = ProjectilePrototype.Instantiate<Projectile>();
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p.SourceEntity = source.Entity;
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var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y];
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var barrel = source.GetBarrel(hp);
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p.Range = source.Entity.ItemManager.Evaluate(data.Range, item.EquippableItem, source.Entity);
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p.StartPosition = p.transform.position = barrel.position;
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var angle = source.Entity.ItemManager.Evaluate(projectile.Spread, item.EquippableItem, source.Entity) / 2;
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p.Velocity = (Quaternion.Euler(Random.Range(-angle, angle), Random.Range(-angle, angle), Random.Range(-angle, angle)) * barrel.forward) *
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source.Entity.ItemManager.Evaluate(projectile.Velocity, item.EquippableItem, source.Entity);
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p.Damage = source.Entity.ItemManager.Evaluate(data.Damage, item.EquippableItem, source.Entity);
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p.Penetration = source.Entity.ItemManager.Evaluate(data.Penetration, item.EquippableItem, source.Entity);
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p.Spread = source.Entity.ItemManager.Evaluate(data.DamageSpread, item.EquippableItem, source.Entity);
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p.DamageType = data.DamageType;
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p.Zone = source.Entity.Zone;
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p.Trail.Clear();
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}
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else Debug.LogError($"Weapon {item.EquippableItem.Name} linked to {name} effect, but is not a Projectile Weapon!");
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}
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}
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