49 lines
1.6 KiB
C#
49 lines
1.6 KiB
C#
using UnityEngine;
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namespace GameDev.CoreSystems
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{
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public class Weapon : MonoBehaviour, IWeapon
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{
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[field: Header("RigConnections")]
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[field: SerializeField] public Transform PivotPoint { get; private set; }
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[field: SerializeField] public Transform BarrelEndPoint { get; private set; }
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[field: Header("Config")]
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[field: SerializeField] public float FireRate { get; set; }
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[field: SerializeField] public float Damage { get; set; }
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[field: Header("State")]
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[field: SerializeField] public bool FireWeapon { get; set; }
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[field: SerializeField] private float _timeUntilFire;
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private void Update()
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{
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if (FireWeapon)
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{
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_timeUntilFire -= Time.deltaTime;
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if (!(_timeUntilFire <= 0)) return;
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var position = BarrelEndPoint.position;
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var forward = BarrelEndPoint.forward;
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var ray = new Ray(position, forward);
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if (Physics.Raycast(ray, out RaycastHit hitInfo))
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{
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if (hitInfo.transform.TryGetComponent(out Targetable target))
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{
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Debug.DrawRay(position, forward * Vector3.Distance(position, target.GetCenterPosition()),
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Color.red, 0.1f);
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target.Damageable.ModifyHealth(Mathf.RoundToInt(-Damage));
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}
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}
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_timeUntilFire = FireRate;
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}
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else
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{
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_timeUntilFire = 0;
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}
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}
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}
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} |