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101 lines
2.4 KiB
C#
101 lines
2.4 KiB
C#
3 months ago
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using Cinemachine;
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using System.Collections.Generic;
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using UnityEngine;
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using static D2D.Utilities.CommonGameplayFacade;
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public class FlamethrowerMember : SquadMember
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{
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[SerializeField] private int checkSteps = 5;
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[SerializeField] private float maxDistance = 3f;
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[SerializeField, TagField] private string enemyTag;
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[SerializeField] private LayerMask enemyLayer;
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[SerializeField] private AudioSource audioSource;
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[SerializeField] private ParticleSystem[] flamesVFX;
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private List<EnemyComponent> hitEnemies = new();
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private List<Ray> drawRay = new();
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private void Awake()
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{
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foreach (var vfx in flamesVFX)
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{
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vfx.Stop();
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}
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audioSource.Stop();
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}
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public override void Init()
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{
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runForward = animations.RunWithRifle;
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}
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private void OnDrawGizmos()
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{
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foreach (var ray in drawRay)
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{
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Gizmos.DrawLine(ray.origin, ray.origin + ray.direction * maxDistance);
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}
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}
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public override void Shoot(Transform target)
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{
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if (reloadTime > Time.time)
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{
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return;
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}
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float step = 1f / checkSteps;
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var sideVector = Vector3.right / 2;
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drawRay = new();
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for (int i = 1; i <= checkSteps; i++)
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{
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var direction = transform.forward + Vector3.Lerp(sideVector, -sideVector, step * i);
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Ray ray = new Ray(transform.position, direction);
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drawRay.Add(ray);
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var hits = Physics.RaycastAll(ray, maxDistance, _gameData.EnemyLayer);
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foreach (var hit in hits)
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{
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var enemy = hit.collider.GetComponent<EnemyComponent>();
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if (enemy != null && !hitEnemies.Contains(enemy))
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{
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hitEnemies.Add(enemy);
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}
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}
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}
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if (hitEnemies.Count > 0)
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{
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foreach (var enemy in hitEnemies)
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{
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enemy.GetHit(memberClass.Damage);
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}
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foreach (var vfx in flamesVFX)
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{
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vfx.Play();
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}
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audioSource.gameObject.SetActive(true);
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hitEnemies.Clear();
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}
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else
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{
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foreach (var vfx in flamesVFX)
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{
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vfx.Stop();
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}
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audioSource.gameObject.SetActive(false);
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}
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reloadTime = Time.time + memberClass.ReloadDuration;
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}
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}
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