You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
58 lines
1.8 KiB
C#
58 lines
1.8 KiB
C#
3 months ago
|
using Cinemachine;
|
||
|
using D2D;
|
||
|
using UnityEngine;
|
||
|
|
||
|
using static D2D.Utilities.CommonGameplayFacade;
|
||
|
|
||
|
public class MachineGunMember : SquadMember
|
||
|
{
|
||
|
[SerializeField] private float projectileForce = 10f;
|
||
|
[SerializeField] private PoolType bulletPrefab;
|
||
|
|
||
|
public override void Init()
|
||
|
{
|
||
|
runForward = animations.RunWithRifle;
|
||
|
}
|
||
|
public override void Shoot(Transform target)
|
||
|
{
|
||
|
if (reloadTime > Time.time)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
var bullet = _poolHub.Spawn(bulletPrefab, shootPoint.transform.position);
|
||
|
bullet.transform.rotation = Quaternion.LookRotation(transform.forward);
|
||
|
|
||
|
var projectile = bullet.GetComponent<ProjectileComponent>();
|
||
|
|
||
|
projectile.rb.velocity = Vector3.zero;
|
||
|
|
||
|
var muzzleFlash = _poolHub.Spawn(_gameData.bulletMuzzleFlash, shootPoint.transform.position);
|
||
|
muzzleFlash.transform.rotation = Quaternion.LookRotation(transform.forward);
|
||
|
|
||
|
var direction = (currentTarget.transform.position - shootPoint.transform.position).normalized;
|
||
|
projectile.rb.AddForce(direction * projectileForce, ForceMode.VelocityChange);
|
||
|
|
||
|
projectile.enterComponent.OnEnter -= HitEnemy;
|
||
|
projectile.enterComponent.OnEnter += HitEnemy;
|
||
|
|
||
|
if (lastShotSoundTime < Time.time)
|
||
|
{
|
||
|
lastShotSoundTime = Time.time + _gameData.minSoundDelay;
|
||
|
_audioManager.PlayOneShot(_gameData.machineGunShotClip, Random.Range(0.1f, 0.2f));
|
||
|
}
|
||
|
|
||
|
reloadTime = Time.time + memberClass.ReloadDuration;
|
||
|
}
|
||
|
|
||
|
private void HitEnemy(Transform other, Transform @object)
|
||
|
{
|
||
|
if (other.CompareTag(_gameData.hittableTag))
|
||
|
{
|
||
|
other.GetComponent<IHittable>().GetHit(memberClass.Damage);
|
||
|
}
|
||
|
|
||
|
@object.gameObject.SetActive(false);
|
||
|
}
|
||
|
}
|