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77 lines
1.8 KiB
C#
77 lines
1.8 KiB
C#
3 months ago
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using D2D;
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using D2D.Gameplay;
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using D2D.Utilities;
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using System.Collections;
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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 BombEnemy : EnemyComponent
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{
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[SerializeField] private SexyOverlap bombOverlap;
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public override void Update()
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{
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if (isDead)
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{
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return;
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}
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if (Time.frameCount % refreshNavMeshFrames == 0)
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{
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navMesh.SetDestination(_formation.transform.position);
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if (Vector3.Distance(transform.position, _formation.transform.position) > _gameData.enemyDespawnDistance)
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{
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DespawnEnemy();
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}
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}
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if (overlap.HasTouch && attackTimer <= Time.time)
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{
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Explode();
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}
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}
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internal override void Die()
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{
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var powerUp = Instantiate(powerUpPrefab, transform.position, Quaternion.identity).Get<XPPoint>();
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powerUp.Init(transform.position, _formation.transform.position);
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_db.Money.Value += deathReward;
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Explode();
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}
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private void Explode()
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{
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isDead = true;
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navMesh.isStopped = true;
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navMesh.ResetPath();
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navMesh.velocity = Vector3.zero;
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navMesh.enabled = false;
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canvas.HealthBar.gameObject.SetActive(false);
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overlap.enabled = false;
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capsCollider.enabled = false;
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DHaptic.HapticLight();
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_enemySpawn.EnemyDied();
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foreach (var touched in bombOverlap.AllTouched)
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{
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if (capsCollider != touched)
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{
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touched.Get<Health>().ApplyDamage(gameObject, damage);
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}
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}
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_poolHub.Spawn(_gameData.explosionVFX, transform.position);
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Destroy(gameObject);
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}
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}
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