58 lines
1.5 KiB
C#
58 lines
1.5 KiB
C#
using AsteroidGame.ScriptableObjects;
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using GameDev.CoreSystems;
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using UnityEngine;
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namespace AsteroidGame.Entities
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{
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public class Turret : StructureBase
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{
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[Header("WeaponParameters")]
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[SerializeField] private int _damage = 1;
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[SerializeField] private float _fireRate = 1;
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[SerializeField] private float _projectileSpeed = 5;
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[Header("Stats")]
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[SerializeField] private float _kills = 0f;
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[SerializeField] private float _damageDealt = 0f;
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[Header("RigConnections")]
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[SerializeField] private Transform _turretHead;
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[SerializeField] private Transform _barrel;
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[Header("Targeter")]
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[SerializeField] private SoTargeterConfig _targeterConfig;
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[SerializeField] private Targeter _targeter;
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[SerializeField] private Targetable _target;
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#region Publics
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public int Damage
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{
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get => _damage;
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set => _damage = value;
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}
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#endregion
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protected override void OnEnable()
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{
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base.OnEnable();
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InitializeTargeter();
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}
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private void InitializeTargeter()
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{
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_targeter = gameObject.AddComponent<Targeter>();
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//_targeter.SetParent(this);
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_targeter.SetConfig(_targeterConfig);
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}
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private void Update()
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{
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if (!_targeter.FoundTarget()) return;
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_target = _targeter.GetTarget();
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_turretHead.transform.LookAt(_target.GetCenterPosition());
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}
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}
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} |