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using Fusion;
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using UnityEngine;
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namespace Projectiles
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{
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/// <summary>
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/// Most simple kinematic projectile that travels in a straight line.
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/// </summary>
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public class SimpleKinematicProjectile : KinematicProjectile
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{
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// PRIVATE MEMBERS
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[SerializeField]
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private float _damage = 10f;
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[SerializeField]
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private EHitType _hitType = EHitType.Projectile;
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[SerializeField]
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private LayerMask _hitMask;
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// KinematicProjectile INTERFACE
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public override void OnFixedUpdate(ref KinematicData data)
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{
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var runner = Context.Runner;
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var previousPosition = GetMovePosition(runner, ref data, runner.Tick - 1);
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var nextPosition = GetMovePosition(runner, ref data, runner.Tick);
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var direction = nextPosition - previousPosition;
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float distance = direction.magnitude;
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// Normalize
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direction /= distance;
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if (_length > 0f)
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{
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float elapsedDistanceSqr = (previousPosition - data.Position).sqrMagnitude;
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float projectileLength = elapsedDistanceSqr > _length * _length ? _length : Mathf.Sqrt(elapsedDistanceSqr);
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previousPosition -= direction * projectileLength;
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distance += projectileLength;
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}
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if (ProjectileUtility.ProjectileCast(runner, Context.Owner, previousPosition, direction, distance, _hitMask, out LagCompensatedHit hit) == true)
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{
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HitUtility.ProcessHit(Context.Owner, direction, hit, _damage, _hitType);
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data.ImpactPosition = hit.Point;
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data.ImpactNormal = (hit.Normal - direction) * 0.5f;
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data.IsFinished = true;
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SpawnImpact(data.ImpactPosition, data.ImpactNormal);
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}
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base.OnFixedUpdate(ref data);
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}
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protected override Vector3 GetRenderPosition(ref KinematicData data, ref KinematicData fromData, float alpha)
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{
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var runner = Context.Runner;
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float renderTime = Context.Owner == runner.LocalPlayer ? runner.LocalRenderTime : runner.RemoteRenderTime;
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return GetMovePosition(Context.Runner, ref data, renderTime / runner.DeltaTime);
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}
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// PRIVATE METHODS
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private Vector3 GetMovePosition(NetworkRunner runner, ref KinematicData data, float currentTick)
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{
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float time = (currentTick - data.FireTick) * runner.DeltaTime;
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if (time <= 0f)
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return data.Position;
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return data.Position + (Vector3)data.Velocity * time;
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}
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}
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}
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