100 lines
2.4 KiB
C#
100 lines
2.4 KiB
C#
using System.Collections.Generic;
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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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[field: Header("Stats")]
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[field: SerializeField] public int Kills { get; set; }
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[field: SerializeField] public int DamageDealt { get; set; }
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[field: Header("Weapon")]
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[field: SerializeField] public List<Weapon> Weapons { get; set; }
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[field: Header("Targeter")]
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[field: SerializeField] public Targeter Targeter { get; set; }
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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.SetParent(Targetable);
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}
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private void Update()
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{
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HandleWeapon();
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HandleStats();
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}
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#region Weapon
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private void HandleWeapon()
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{
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if (!powerSystem.PowerLost.Value)
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{
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if (Targeter.FoundTarget())
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{
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FireWeapons();
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}
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else
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{
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TurnOffWeapons();
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}
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}
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else
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{
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TurnOffWeapons();
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}
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}
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private void FireWeapons()
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{
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powerSystem.SetCurrentPower(powerSystem.GetMaxPower());
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foreach (var weapon in Weapons)
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{
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weapon.PivotPoint.transform.LookAt(Targeter.GetTarget().GetCenterPosition());
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weapon.FireWeapon = true;
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}
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}
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private void TurnOffWeapons()
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{
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//powerSystem.SetCurrentPower(0);
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foreach (var weapon in Weapons)
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{
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weapon.FireWeapon = false;
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}
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}
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#endregion
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#region Stats
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private void HandleStats()
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{
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Kills = 0;
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DamageDealt = 0;
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foreach (var weapon in Weapons)
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{
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Kills += weapon.NumberOfKills;
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DamageDealt += weapon.DamageDealt;
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}
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}
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#endregion
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}
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} |