Aetheria/Assets/Scripts/Gameplay/Weapons/HitscanEffect.cs
Reinier Vens 1092159063 Thermal Performance Threshold & Thermal Override
Items will switch themselves off below a customizable threshold to avoid damage
Player can toggle thermal override to disable safety shutdown
Selecting an item allows player to select whether the item will override
Clicking on the background of an inventory panel will display general ship settings (including thermal shutdown threshold)
Performance Stat evaluation has been moved to EquippedItem, slight performance improvement
Item online and active status are now reactive properties
Created player settings file to store e.g. shutdown threshold
Fixed crash when entering wormhole while enemies are visible
2021-03-07 01:10:31 +00:00

95 lines
3.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static Unity.Mathematics.math;
public class HitscanEffect : MonoBehaviour
{
public float Duration;
public AnimationCurve IntensityCurve;
public LineRenderer Line;
public ParticleSystem LineEffect;
public Prototype HitEffect;
public Zone Zone { get; set; }
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 bool _active = false;
public void Fire()
{
_startTime = Time.time;
var hitFound = false;
var ray = new Ray(transform.position, transform.forward);
foreach (var hit in Physics.RaycastAll(ray, Range, 1 | (1 << 17)))
{
var shield = hit.collider.GetComponent<ShieldManager>();
if (shield)
{
if (!(shield.Entity.Shield != null && shield.Entity.Shield.Item.Active.Value && shield.Entity.Shield.CanTakeHit(DamageType, Damage))) continue;
if (shield.Entity != SourceEntity)
{
shield.Entity.Shield.TakeHit(DamageType, Damage);
shield.ShowHit(hit.point, sqrt(Damage));
hitFound = true;
}
}
var hull = hit.collider.GetComponent<HullCollider>();
if (hull)
{
if (hull.Entity != SourceEntity)
{
hull.SendHit(Damage, Penetration, Spread, DamageType, SourceEntity, hit.textureCoord, transform.forward);
transform.position = hit.point;
hitFound = true;
}
}
if (hitFound && HitEffect != null)
{
var ht = HitEffect.Instantiate<Transform>();
ht.SetParent(hit.collider.transform);
ht.position = hit.point;
}
var length = (hit.point - transform.position).magnitude;
Line.SetPosition(1, Vector3.forward * length);
var emission = LineEffect.emission;
emission.rateOverTimeMultiplier = length;
var shape = LineEffect.shape;
shape.position = Vector3.forward * (length / 2);
shape.scale = Vector3.one * (length / 2);
}
if(!hitFound)
{
Line.SetPosition(1, Vector3.forward * Range);
var emission = LineEffect.emission;
emission.rateOverTimeMultiplier = Range;
var shape = LineEffect.shape;
shape.position = Vector3.forward * (Range / 2);
shape.scale = Vector3.one * (Range / 2);
}
LineEffect.Play(true);
_active = true;
}
void Update()
{
if (!_active) return;
var lerp = (Time.time - _startTime) / Duration;
if (lerp > 1)
{
GetComponent<Prototype>().ReturnToPool();
return;
}
Line.widthMultiplier = IntensityCurve.Evaluate(lerp);
}
}