Aetheria/Assets/Scripts/Gameplay/Weapons/ProjectileManager.cs
Reinier Vens 357f9db329 Weapon Scripting Overhaul
Weapons are now monolithic behaviors
Various new weapon behavior types implemented
All weapons have optional magazine and reload mechanic
Visibility now decays globally
2021-01-25 05:53:36 +00:00

31 lines
1.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ProjectileManager : InstantWeaponEffectManager
{
public Prototype ProjectilePrototype;
public override void Fire(WeaponData data, EquippedItem item, EntityInstance source, EntityInstance target)
{
if(data is ProjectileWeaponData projectile)
{
var p = ProjectilePrototype.Instantiate<Projectile>();
p.SourceEntity = source.Entity;
var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y];
var barrel = source.GetBarrel(hp);
p.Range = source.Entity.ItemManager.Evaluate(data.Range, item.EquippableItem, source.Entity);
p.StartPosition = p.transform.position = barrel.position;
var angle = source.Entity.ItemManager.Evaluate(projectile.Spread, item.EquippableItem, source.Entity) / 2;
p.Velocity = (Quaternion.Euler(Random.Range(-angle, angle), Random.Range(-angle, angle), Random.Range(-angle, angle)) * barrel.forward) *
source.Entity.ItemManager.Evaluate(projectile.Velocity, item.EquippableItem, source.Entity);
p.Damage = source.Entity.ItemManager.Evaluate(data.Damage, item.EquippableItem, source.Entity);
p.Penetration = source.Entity.ItemManager.Evaluate(data.Penetration, item.EquippableItem, source.Entity);
p.Spread = source.Entity.ItemManager.Evaluate(data.DamageSpread, item.EquippableItem, source.Entity);
p.DamageType = data.DamageType;
p.Zone = source.Entity.Zone;
p.Trail.Clear();
}
else Debug.LogError($"Weapon {item.EquippableItem.Name} linked to {name} effect, but is not a Projectile Weapon!");
}
}