Aetheria/Assets/Scripts/Gameplay/Weapons/GuidedProjectileManager.cs
Reinier Vens dbc522a224 Weapos Rejiggered
Modified weapon scripts to eliminate specialized projectile behavior - allows charged weapons to have projectiles and modify weapon stats when charged
Added machine gun weapon & VFX
Moved third party code to Plugins folder to improve compile times
2021-01-31 03:52:32 +00:00

35 lines
1.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GuidedProjectileManager : InstantWeaponEffectManager
{
public Prototype ProjectilePrototype;
public override void Fire(InstantWeapon weapon, EquippedItem item, EntityInstance source, EntityInstance target)
{
if(weapon.Data is LauncherData launcher)
{
var p = ProjectilePrototype.Instantiate<GuidedProjectile>();
p.Source = source.Transform;
p.SourceEntity = source.Entity;
p.Target = target.Transform;
p.Frequency = launcher.DodgeFrequency;
var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y];
var barrel = source.GetBarrel(hp);
p.StartPosition = p.transform.position = barrel.position;
p.Damage = weapon.Damage;
p.Range = weapon.Range;
p.Penetration = weapon.Penetration;
p.Spread = weapon.DamageSpread;
p.DamageType = weapon.WeaponData.DamageType;
p.GuidanceCurve = launcher.GuidanceCurve.ToCurve();
p.LiftCurve = launcher.LiftCurve.ToCurve();
p.ThrustCurve = launcher.ThrustCurve.ToCurve();
p.Velocity = barrel.forward * weapon.Velocity;
p.Thrust = source.Entity.ItemManager.Evaluate(launcher.Thrust, item.EquippableItem, source.Entity);
p.TopSpeed = source.Entity.ItemManager.Evaluate(launcher.MissileVelocity, item.EquippableItem, source.Entity);
}
else Debug.LogError($"Weapon {item.EquippableItem.Name} linked to {name} effect, but is not a Launcher!");
}
}