Aetheria/Assets/Scripts/Gameplay/Weapons/Projectile.cs
Reinier Vens db8c3c7779 Initial Wwise Integration
Created wwise project
Integrated inventory UI sounds
Improved projectile weapon behavior (randomized start position, stopped them from self-destructing at target range when airburst is disabled)
2021-02-27 20:53:36 +00:00

115 lines
3.6 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using UnityEngine;
using Random = UnityEngine.Random;
public class Projectile : MonoBehaviour
{
public TrailRenderer Trail;
public float Gravity;
public float Drag = .1f;
public Prototype HitEffect;
public float AirburstDistance;
public float AirburstRange;
public float DirectHitDamageMultiplier = 1;
private bool _alive;
public Zone Zone { get; set; }
public Vector3 StartPosition { get; set; }
public Vector3 Velocity { 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; }
// Start is called before the first frame update
void Start()
{
}
private void OnEnable()
{
_alive = true;
}
// Update is called once per frame
void Update()
{
if (SourceEntity == null) return;
if(_alive)
{
var t = transform;
var position = t.position;
Velocity -= Vector3.up * (Gravity * Time.deltaTime);
Velocity *= max(0, 1 - Drag * Time.deltaTime);
var forward = Velocity.normalized;
t.forward = forward;
var ray = new Ray(position, Velocity);
if (Physics.Raycast(ray, out var hit, Velocity.magnitude * Time.deltaTime, 1))
{
var hull = hit.collider.GetComponent<HullCollider>();
if (hull)
{
if (hull.Entity != SourceEntity)
{
hull.SendHit(Damage*DirectHitDamageMultiplier, Penetration, Spread, DamageType, SourceEntity, hit.textureCoord, forward);
transform.position = hit.point;
StartCoroutine(Kill());
}
}
else// if (hit.transform.gameObject.layer == 1)
{
StartCoroutine(Kill());
return;
}
if (HitEffect != null)
{
var ht = HitEffect.Instantiate<Transform>();
ht.SetParent(hit.collider.transform);
ht.position = hit.point;
return;
}
}
transform.position += Velocity * Time.deltaTime;
var distanceTraveled = (transform.position - StartPosition).magnitude;
if(distanceTraveled > Range)
StartCoroutine(Kill());
if (AirburstRange > 1 && distanceTraveled > AirburstDistance)
{
StartCoroutine(Kill());
var ht = HitEffect.Instantiate<Transform>();
ht.position = t.position;
foreach (var collider in Physics.OverlapSphere(t.position, AirburstRange, 1))
{
var hull = collider.GetComponent<HullCollider>();
if (hull)
{
hull.SendSplash(Damage, DamageType, SourceEntity, (collider.transform.position - t.position).normalized);
}
}
}
}
}
IEnumerator Kill()
{
_alive = false;
var startTime = Time.time;
var lifetime = Trail.time;
while (Time.time - startTime < lifetime)
yield return null;
GetComponent<Prototype>().ReturnToPool();
}
}