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CrowdControl/Assets/Source/Scripts/RifleGunMember.cs

68 lines
2.1 KiB
C#

3 months ago
using D2D;
using UnityEngine;
using static D2D.Utilities.CommonGameplayFacade;
public class RifleGunMember : SquadMember
{
[SerializeField] private float projectileForce = 10f;
[SerializeField] private float delayBetweenRows = 1.2f;
[SerializeField] private int shotsRow = 4;
[SerializeField] private PoolType bulletPrefab;
private int shotsInRow;
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.rifleShotClip, Random.Range(0.4f, 0.5f));
}
shotsInRow++;
if (shotsInRow % shotsRow == 0)
{
reloadTime = Time.time + memberClass.ReloadDuration;
}
else
{
reloadTime = Time.time + delayBetweenRows;
}
}
private void HitEnemy(Transform other, Transform @object)
{
if (other.CompareTag(_gameData.hittableTag))
{
other.GetComponent<IHittable>().GetHit(memberClass.Damage);
}
@object.gameObject.SetActive(false);
}
}