using UnityEngine; namespace AsteroidGame.Entities { public class Turret : StructureBase { [Header("WeaponParameters")] [SerializeField] private int _damage = 1; [SerializeField] private float _fireRate = 1; [SerializeField] private float _projectileSpeed = 5; [Header("Stats")] [SerializeField] private float _kills = 0f; [SerializeField] private float _damageDealt = 0f; [Header("RigConnections")] [SerializeField] private Transform _turretHead; [SerializeField] private Transform _barrel; [field: Header("Targeter")] [field: SerializeField] public Targeter Targeter { get; set; } #region Publics public int Damage { get => _damage; set => _damage = value; } #endregion protected override void OnEnable() { base.OnEnable(); InitializeTargeter(); } private void InitializeTargeter() { Targeter.SetParent(Targetable); } private void Update() { if (!Targeter.FoundTarget()) return; _turretHead.transform.LookAt(Targeter.GetTarget().GetCenterPosition()); } } }