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CrowdControl/Assets/Source/Scripts/GrenadeLauncherMember.cs

55 lines
1.9 KiB
C#

using UnityEngine;
using static D2D.Utilities.CommonGameplayFacade;
public class GrenadeLauncherMember : SquadMember
{
[SerializeField] private float projectileForce = 30f;
[SerializeField] private float explosionRadius = 3f;
[SerializeField] private GameObject grenadePrefab;
[SerializeField] private GameObject explosionVFX;
public override void Init()
{
runForward = animations.RunWithRifle;
}
public override void Shoot(Transform target)
{
if (reloadTime > Time.time)
{
return;
}
var bullet = Instantiate(grenadePrefab, shootPoint.transform.position, Quaternion.LookRotation(currentTarget.transform.position - shootPoint.transform.position));
var muzzleFlash = _poolHub.Spawn(_gameData.bulletMuzzleFlash, shootPoint.transform.position);
muzzleFlash.transform.rotation = Quaternion.LookRotation(transform.forward);
var projectile = bullet.GetComponent<ProjectileComponent>();
var direction = (currentTarget.transform.position - shootPoint.transform.position).normalized;
projectile.rb.AddForce(direction * projectileForce, ForceMode.VelocityChange);
projectile.enterComponent.OnEnter += HitEnemy;
reloadTime = Time.time + memberClass.ReloadDuration;
}
private void HitEnemy(Transform other, Transform @object)
{
if (other.CompareTag(_gameData.hittableTag))
{
var enemies = Physics.OverlapSphere(other.transform.position, explosionRadius, _gameData.EnemyLayer);
foreach (var enemy in enemies)
{
enemy.GetComponent<IHittable>().GetHit(memberClass.Damage);
}
Destroy(Instantiate(explosionVFX, other.transform.position, Quaternion.identity), 3f);
_audioManager.PlayOneShot(_gameData.explosionClip, Random.Range(0.7f, 0.8f));
}
Destroy(@object.gameObject);
}
}