38 lines
1.6 KiB
C#
38 lines
1.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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using Random = UnityEngine.Random;
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public class ProjectileManager : InstantWeaponEffectManager
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{
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public Prototype ProjectilePrototype;
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public bool InheritVelocity;
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public override void Fire(InstantWeapon weapon, EquippedItem item, EntityInstance source, EntityInstance target)
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{
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var p = ProjectilePrototype.Instantiate<Projectile>();
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var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y];
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var barrel = source.GetBarrel(hp);
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var angle = weapon.Spread / 2;
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p.SourceEntity = source.Entity;
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p.Velocity = Quaternion.Euler(
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Random.Range(-angle, angle),
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Random.Range(-angle, angle),
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Random.Range(-angle, angle)) *
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barrel.forward *
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weapon.Velocity;
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p.StartPosition = p.transform.position = barrel.position + p.Velocity * (Random.value * Time.deltaTime);
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if(InheritVelocity)
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p.Velocity += new Vector3(source.Entity.Velocity.x, 0, source.Entity.Velocity.y);
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p.Damage = weapon.Damage;
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p.Range = weapon.Range;
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p.Penetration = weapon.Penetration;
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p.Spread = weapon.DamageSpread;
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p.DamageType = weapon.DamageType;
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p.Zone = source.Entity.Zone;
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p.AirburstDistance = target != null ? length(source.Entity.Position - target.Entity.Position) : (weapon.Range * .75f);
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p.Trail.Clear();
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}
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}
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