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