Aetheria/Assets/Projectile.cs
Reinier Vens ef816cc7e0 Murder Satellites
Created TurretController, which performs basic combat for fixed orbital installations
Projectiles self-destruct at maximum range
Created turret prefab
Outfitted turret in game manager
Entity position is now 3D
Entities responsible for updating their own position and orientation
Barrel positions and orientations available from entity code
Inventory code will display modal dialog for invalid item moves instead of breaking
Yaw articulation working (full 360 rotation still borked)
2021-01-06 14:56:39 +00:00

70 lines
1.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using UnityEngine;
public class Projectile : MonoBehaviour
{
public TrailRenderer Trail;
public float Gravity;
private bool _alive;
public Zone Zone { get; set; }
public Vector3 StartPosition { get; set; }
public Vector3 Velocity { get; set; }
public float Damage { 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 position = transform.position;
Velocity += Vector3.up * (sign(Zone.GetHeight(float2(position.x,position.z)) - position.y) * Gravity * Time.deltaTime);
var ray = new Ray(position, Velocity);
if (Physics.Raycast(ray, out var hit, Velocity.magnitude, LayerMask.NameToLayer("Combat")))
{
var hull = hit.collider.GetComponent<HullCollider>();
if (hull)
{
hull.SendHit(Damage, DamageType, SourceEntity, hit);
}
StartCoroutine(Kill());
}
transform.position += Velocity;
if((transform.position - StartPosition).magnitude > Range)
StartCoroutine(Kill());
}
}
IEnumerator Kill()
{
_alive = false;
var startTime = Time.time;
var lifetime = Trail.time;
while (Time.time - startTime < lifetime)
yield return null;
GetComponent<Prototype>().ReturnToPool();
}
}