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(); 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().GetHit(memberClass.Damage); } @object.gameObject.SetActive(false); } public override void SetIdleAnimation() { animancer.Layers[0].Play(doubleHandsIdle); } }