2019-08-04 00:59:18 +02:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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2019-08-14 23:58:24 +02:00
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using Saltosion.OneWeapon.Effects;
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using Saltosion.OneWeapon.Enemies;
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using Saltosion.OneWeapon.Environment;
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2019-08-04 00:59:18 +02:00
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2019-08-14 16:17:48 +02:00
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namespace Saltosion.OneWeapon.Guns {
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2019-08-04 00:59:18 +02:00
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public class Bullet : MonoBehaviour {
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public Vector2 Direction;
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public float InitialRotation;
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2019-08-14 23:58:24 +02:00
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public bool HasExploded = false;
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public void DoDamage(float Damage, float Intensity, Collider2D Collider, Vector2 Direction) {
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Explodable Explodable = Collider.GetComponent<Explodable>();
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Health Health = Collider.GetComponent<Health>();
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2019-08-16 20:46:34 +02:00
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GunDropper VendingMachine = Collider.GetComponent<GunDropper>();
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2019-08-14 23:58:24 +02:00
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if (Health != null) {
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Health.Damage(Damage, -Direction, true);
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} else if (VendingMachine != null) {
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VendingMachine.ExpelGun();
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} else if (Explodable != null) {
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Explodable.Explode(true);
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} else if (Collider.tag == "Environment") {
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2019-08-14 23:27:14 +02:00
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DebrisLauncher.Splatter(DebrisType.Structural, transform.position, Direction, (int)(5 * Intensity), 30 * Intensity, 360);
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2019-08-14 23:58:24 +02:00
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}
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if (Collider.attachedRigidbody != null && Collider.attachedRigidbody.bodyType == RigidbodyType2D.Dynamic) {
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Collider.attachedRigidbody.AddForce(Direction * 4 * Intensity, ForceMode2D.Impulse);
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}
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}
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2019-08-18 20:46:22 +02:00
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public void DoDamageAOE(float Damage, float Radius, float Intensity) {
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Collider2D[] NearbyColliders = Physics2D.OverlapCircleAll(transform.position, Radius);
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foreach (Collider2D curr in NearbyColliders) {
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Vector2 Delta = (curr.transform.position - transform.position);
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Vector2 Dir = Delta.normalized;
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float ScaledDistance = 1 - Mathf.Clamp((Delta.magnitude - (Radius / 3)) / (Radius - (Radius / 3)), 0, 1);
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this.DoDamage(ScaledDistance * Damage, ScaledDistance * Intensity, curr, Dir);
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if (curr.attachedRigidbody != null && curr.attachedRigidbody.bodyType == RigidbodyType2D.Dynamic) {
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// FIXME: AcceleratedMovement currently overrides Rigidbody.velocity so this doesn't do anything
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curr.attachedRigidbody.AddForce(Dir * 10f, ForceMode2D.Impulse);
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}
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}
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}
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2019-08-04 00:59:18 +02:00
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}
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}
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