86 lines
2.4 KiB
C#
86 lines
2.4 KiB
C#
using UnityEngine;
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namespace Arena.Combat
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{
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/// <summary>
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/// Moves straight ahead and damages the first IDamageable of the targeted team it touches.
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/// It goes through the other teams: no friendly fire.
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/// Needs a trigger collider and a kinematic Rigidbody.
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/// </summary>
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[RequireComponent(typeof(Rigidbody))]
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public class Projectile : MonoBehaviour
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{
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[System.Serializable]
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public class Settings
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{
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[Tooltip("Speed, in meters per second.")]
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[Min(0f)] public float Speed = 20f;
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[Tooltip("Time before an unused projectile is destroyed, in seconds.")]
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[Min(0.1f)] public float Lifetime = 2f;
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}
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#region FIELDS
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[SerializeField] private Settings _settings;
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private DamageInfo _damage;
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#endregion
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#region UNITY LIFECYCLES
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private void Update()
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{
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transform.position += transform.forward * _settings.Speed * Time.deltaTime;
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}
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private void OnTriggerEnter(Collider other)
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{
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// Ignore the other trigger zones, and the shooter with all its children
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if (other.isTrigger || IsFromShooter(other))
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return;
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// The collider can be on a child of the IDamageable: arm, head, model...
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IDamageable target = other.GetComponentInParent<IDamageable>();
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if (target != null)
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{
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// A friend is crossed, not hit
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if (!_damage.CanHit(target.Team))
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return;
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target.TakeDamage(_damage);
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}
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Destroy(gameObject);
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}
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#endregion
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#region PUBLIC METHODS
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/// <summary>
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/// Starts the projectile. Called right after Instantiate by whoever fires it.
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/// </summary>
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/// <param name="damage">Damage dealt to the IDamageable it touches. Its source is the shooter, ignored by the projectile.</param>
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public void Launch(DamageInfo damage)
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{
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_damage = damage;
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Destroy(gameObject, _settings.Lifetime);
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}
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#endregion
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#region PRIVATE METHODS
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private bool IsFromShooter(Collider other)
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{
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GameObject shooter = _damage.Source;
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return shooter && other.transform.IsChildOf(shooter.transform);
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}
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#endregion
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}
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}
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