|
|
|
using Cinemachine;
|
|
|
|
using D2D;
|
|
|
|
using UnityEngine;
|
|
|
|
|
|
|
|
using static D2D.Utilities.CommonGameplayFacade;
|
|
|
|
|
|
|
|
public class DoublePistolMember : SquadMember
|
|
|
|
{
|
|
|
|
[SerializeField] private float projectileForce = 10f;
|
|
|
|
[SerializeField] private PoolType bulletPrefab;
|
|
|
|
[SerializeField] private Transform secondPoint;
|
|
|
|
[SerializeField] private AvatarMask upperBodyMask;
|
|
|
|
[SerializeField] private AnimationClip doubleHandsIdle;
|
|
|
|
|
|
|
|
private bool firstPoint = false;
|
|
|
|
|
|
|
|
public override void Init()
|
|
|
|
{
|
|
|
|
|
|
|
|
}
|
|
|
|
public override void Shoot(Transform target)
|
|
|
|
{
|
|
|
|
if (reloadTime > Time.time)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
var bullet = _poolHub.Spawn(bulletPrefab, firstPoint ? shootPoint.transform.position : secondPoint.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, firstPoint ? shootPoint.transform.position : secondPoint.transform.position);
|
|
|
|
muzzleFlash.transform.rotation = Quaternion.LookRotation(transform.forward);
|
|
|
|
|
|
|
|
if (lastShotSoundTime < Time.time)
|
|
|
|
{
|
|
|
|
lastShotSoundTime = Time.time + _gameData.minSoundDelay;
|
|
|
|
|
|
|
|
//_audioManager.PlayOneShot(_gameData.pistolShotClip, .5f);
|
|
|
|
}
|
|
|
|
|
|
|
|
var direction = (currentTarget.transform.position - (firstPoint ? shootPoint.transform.position : secondPoint.transform.position)).normalized;
|
|
|
|
projectile.rb.AddForce(direction * projectileForce, ForceMode.VelocityChange);
|
|
|
|
|
|
|
|
projectile.enterComponent.OnEnter -= HitEnemy;
|
|
|
|
projectile.enterComponent.OnEnter += HitEnemy;
|
|
|
|
|
|
|
|
reloadTime = Time.time + memberClass.ReloadDuration;
|
|
|
|
|
|
|
|
firstPoint = !firstPoint;
|
|
|
|
}
|
|
|
|
|
|
|
|
private void HitEnemy(Transform other, Transform @object)
|
|
|
|
{
|
|
|
|
if (other.CompareTag(_gameData.enemyTag) || other.CompareTag(_gameData.shieldTag))
|
|
|
|
{
|
|
|
|
other.GetComponent<IHittable>().GetHit(memberClass.Damage);
|
|
|
|
}
|
|
|
|
|
|
|
|
@object.gameObject.SetActive(false);
|
|
|
|
}
|
|
|
|
public override void SetIdleAnimation()
|
|
|
|
{
|
|
|
|
animancer.Layers[0].Play(doubleHandsIdle);
|
|
|
|
}
|
|
|
|
}
|