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CrowdControl/Assets/Source/Scripts/ShotgunMember.cs

66 lines
2.1 KiB
C#

using D2D;
using D2D.Utilities;
using UnityEngine;
using static D2D.Utilities.CommonGameplayFacade;
public class ShotgunMember : SquadMember
{
[SerializeField] private Vector2 projectileForce;
[SerializeField] private int shotParts = 5;
[SerializeField] private PoolType bulletPrefab;
public override void Init()
{
runForward = animations.RunWithRifle;
}
public override void Shoot(Transform target)
{
if (reloadTime > Time.time)
{
return;
}
var rightVector = transform.right / 2;
for (int i = 0; i < shotParts; i++)
{
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;
var randomDir = Vector3.Lerp(-rightVector, rightVector, Random.value);
projectile.rb.AddForce((direction + randomDir)* projectileForce.RandomFloat(), ForceMode.VelocityChange);
projectile.enterComponent.OnEnter -= HitEnemy;
projectile.enterComponent.OnEnter += HitEnemy;
}
if (lastShotSoundTime < Time.time)
{
lastShotSoundTime = Time.time + _gameData.minSoundDelay;
_audioManager.PlayOneShot(_gameData.shotgunShotClip, Random.Range(0.4f, 0.5f));
}
reloadTime = Time.time + memberClass.ReloadDuration;
}
private void HitEnemy(Transform other, Transform @object)
{
if (other.CompareTag(_gameData.hittableTag))
{
other.GetComponent<IHittable>().GetHit(memberClass.Damage);
}
@object.gameObject.SetActive(false);
}
}