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103 lines
3.2 KiB
C#
103 lines
3.2 KiB
C#
1 week ago
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Unity.BossRoom.Gameplay.GameplayObjects
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{
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/// <summary>
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/// Logic that handles an FX-based pretend-missile.
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/// </summary>
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public class FXProjectile : MonoBehaviour
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{
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[SerializeField]
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private List<GameObject> m_ProjectileGraphics;
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[SerializeField]
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private List<GameObject> m_TargetHitGraphics;
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[SerializeField]
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private List<GameObject> m_TargetMissedGraphics;
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[SerializeField]
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[Tooltip("If this projectile plays an impact particle, how long should we stay alive for it to keep playing?")]
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private float m_PostImpactDurationSeconds = 1;
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private Vector3 m_StartPoint;
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private Transform m_TargetDestination; // null if we're a "miss" projectile (i.e. we hit nothing)
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private Vector3 m_MissDestination; // only used if m_TargetDestination is null
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private float m_FlightDuration;
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private float m_Age;
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private bool m_HasImpacted;
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public void Initialize(Vector3 startPoint, Transform target, Vector3 missPos, float flightTime)
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{
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m_StartPoint = startPoint;
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m_TargetDestination = target;
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m_MissDestination = missPos;
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m_FlightDuration = flightTime;
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m_HasImpacted = false;
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// the projectile graphics are actually already enabled in the prefab, but just in case, turn them on
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foreach (var projectileGO in m_ProjectileGraphics)
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{
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projectileGO.SetActive(true);
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}
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}
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public void Cancel()
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{
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// we could play a "poof" particle... but for now we just instantly disappear
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Destroy(gameObject);
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}
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private void Update()
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{
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m_Age += Time.deltaTime;
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if (!m_HasImpacted)
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{
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if (m_Age >= m_FlightDuration)
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{
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Impact();
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}
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else
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{
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// we're flying through the air. Reposition ourselves to be closer to the destination
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float progress = m_Age / m_FlightDuration;
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transform.position = Vector3.Lerp(m_StartPoint, m_TargetDestination ? m_TargetDestination.position : m_MissDestination, progress);
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}
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}
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else if (m_Age >= m_FlightDuration + m_PostImpactDurationSeconds)
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{
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Destroy(gameObject);
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}
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}
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private void Impact()
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{
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m_HasImpacted = true;
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foreach (var projectileGO in m_ProjectileGraphics)
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{
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projectileGO.SetActive(false);
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}
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// is it impacting an actual enemy? We allow different graphics for the "miss" case
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if (m_TargetDestination)
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{
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foreach (var hitGraphicGO in m_TargetHitGraphics)
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{
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hitGraphicGO.SetActive(true);
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}
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}
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else
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{
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foreach (var missGraphicGO in m_TargetMissedGraphics)
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{
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missGraphicGO.SetActive(true);
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}
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}
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}
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}
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}
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