GameDev.CoreSystems/Scripts/Weapon.cs

75 lines
2.3 KiB
C#

using System;
using UnityEngine;
namespace GameDev.CoreSystems
{
public class Weapon : MonoBehaviour, IWeapon
{
[field: Header("RigConnections")]
[field: SerializeField] public Transform PivotPoint { get; private set; }
[field: SerializeField] public Transform BarrelEndPoint { get; private set; }
[field: Header("Config")]
[field: SerializeField] public float FireRate { get; set; }
[field: SerializeField] public float Damage { get; set; }
[field: Header("State")]
[field: SerializeField] public bool FireWeapon { get; set; }
[field: SerializeField] private float _timeUntilFire;
private Vector3 _start;
private Vector3 _direction;
// private bool drawGizmo;
// private Vector3 start;
// private Vector3 end;
//
// private void OnEnable()
// {
// start = BarrelEndPoint.position;
// end = BarrelEndPoint.position;
// }
//
// private void OnDrawGizmos()
// {
// if (drawGizmo)
// {
// Gizmos.DrawLine(start, end);
// }
// }
private void Update()
{
if (FireWeapon)
{
// drawGizmo = true;
// start = BarrelEndPoint.position;
// end = start + Vector3.forward * 5;
_timeUntilFire -= Time.deltaTime;
if (!(_timeUntilFire <= 0)) return;
// _start = BarrelEndPoint.position;
//_direction = BarrelEndPoint.forward;
var ray = new Ray(BarrelEndPoint.position, BarrelEndPoint.forward);
Debug.DrawRay(BarrelEndPoint.position, BarrelEndPoint.forward * 10, Color.green);
if (Physics.Raycast(ray, out RaycastHit hitInfo))
{
if (hitInfo.transform.TryGetComponent(out Targetable target))
{
print("pew");
target.Damageable.ModifyHealth(Mathf.RoundToInt(-Damage));
}
}
_timeUntilFire = FireRate;
}
else
{
// drawGizmo = false;
_timeUntilFire = 0;
}
}
}
}