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106 lines
3.5 KiB
C#

using Fusion;
using UnityEngine;
namespace Projectiles
{
/// <summary>
/// A projectile that mimics a spray behaviour. To achieve this effect, the projectile can slow down, rise up or down,
/// or change its diameter over time. When fired with higher dispersion, this projectile can represent the spray-like
/// behavior of various weapons such as flamethrowers, acid guns, healing sprays, icing guns, and similar devices.
/// </summary>
public class SprayProjectile : KinematicProjectile
{
// PRIVATE MEMBERS
[SerializeField]
private AnimationCurve _damageOverLifetime;
[SerializeField]
private AnimationCurve _radiusOverLifetime;
[SerializeField]
private EHitType _hitType = EHitType.Projectile;
[SerializeField]
private LayerMask _hitMask;
[SerializeField]
private float _gravity = 20f;
[SerializeField]
private float _drag = 1f;
// KinematicProjectile INTERFACE
public override void OnFixedUpdate(ref KinematicData data)
{
var runner = Context.Runner;
var previousPosition = GetMovePosition(ref data, runner.Tick - 1, runner.DeltaTime);
var nextPosition = GetMovePosition(ref data, runner.Tick, runner.DeltaTime);
var direction = nextPosition - previousPosition;
float distance = direction.magnitude;
if (distance <= 0f)
return;
// Normalize
direction /= distance;
if (_length > 0f)
{
float elapsedDistanceSqr = (previousPosition - data.Position).sqrMagnitude;
float projectileLength = elapsedDistanceSqr > _length * _length ? _length : Mathf.Sqrt(elapsedDistanceSqr);
previousPosition -= direction * projectileLength;
distance += projectileLength;
}
int elapsedTicks = runner.Tick - data.FireTick;
float lifetimeProgress = elapsedTicks / (float)_lifetimeTicks;
float radius = _radiusOverLifetime.Evaluate(lifetimeProgress);
if (ProjectileUtility.CircleCast(runner, Context.Owner, previousPosition, direction, distance, radius, 5, _hitMask, out LagCompensatedHit hit) == true)
{
float damage = _damageOverLifetime.Evaluate(lifetimeProgress);
HitUtility.ProcessHit(Context.Owner, direction, hit, damage, _hitType);
data.ImpactPosition = hit.Point;
data.ImpactNormal = (hit.Normal - direction) * 0.5f;
data.IsFinished = true;
SpawnImpact(data.ImpactPosition, data.ImpactNormal);
}
base.OnFixedUpdate(ref data);
}
protected override Vector3 GetRenderPosition(ref KinematicData data, ref KinematicData fromData, float alpha)
{
var runner = Context.Runner;
float renderTime = Context.Owner == runner.LocalPlayer ? runner.LocalRenderTime : runner.RemoteRenderTime;
return GetMovePosition(ref data, renderTime / runner.DeltaTime, runner.DeltaTime);
}
public override void Render(ref KinematicData data, ref KinematicData dataFrom, float alpha)
{
base.Render(ref data, ref dataFrom, alpha);
// Only fire velocity is used for rotating projectile visuals as including also move velocity
// (data.InheritedVelocity) would cause particles to rotate to one side when firing while strafing
transform.rotation = Quaternion.LookRotation(data.Velocity);
}
// PRIVATE METHODS
private Vector3 GetMovePosition(ref KinematicData data, float currentTick, float deltaTime)
{
float time = (currentTick - data.FireTick) * deltaTime;
if (time <= 0f)
return data.Position;
var velocity = data.Velocity + data.Spray.InheritedVelocity;
return data.Position + velocity * time - velocity * _drag * time * time * 0.5f + new Vector3(0f, -_gravity, 0f) * time * time * 0.5f;
}
}
}