Add Grenade Launcher
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| @ -29,5 +29,20 @@ namespace Saltosion.OneWeapon.Guns { | ||||
|                 Collider.attachedRigidbody.AddForce(Direction * 4 * Intensity, ForceMode2D.Impulse); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public void DoDamageAOE(float Damage, float Radius, float Intensity) { | ||||
|             Collider2D[] NearbyColliders = Physics2D.OverlapCircleAll(transform.position, Radius); | ||||
| 
 | ||||
|             foreach (Collider2D curr in NearbyColliders) { | ||||
|                 Vector2 Delta = (curr.transform.position - transform.position); | ||||
|                 Vector2 Dir = Delta.normalized; | ||||
|                 float ScaledDistance = 1 - Mathf.Clamp((Delta.magnitude - (Radius / 3)) / (Radius - (Radius / 3)), 0, 1); | ||||
|                 this.DoDamage(ScaledDistance * Damage, ScaledDistance * Intensity, curr, Dir); | ||||
|                 if (curr.attachedRigidbody != null && curr.attachedRigidbody.bodyType == RigidbodyType2D.Dynamic) { | ||||
|                     // FIXME: AcceleratedMovement currently overrides Rigidbody.velocity so this doesn't do anything | ||||
|                     curr.attachedRigidbody.AddForce(Dir * 10f, ForceMode2D.Impulse); | ||||
|                 } | ||||
|             } | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | ||||
							
								
								
									
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							| @ -0,0 +1,52 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
| 
 | ||||
| namespace Saltosion.OneWeapon.Guns { | ||||
|     [RequireComponent(typeof(Bullet))] | ||||
|     public class Grenade : MonoBehaviour { | ||||
| 
 | ||||
|         private Bullet Bullet; | ||||
| 
 | ||||
|         [Header("Children")] | ||||
|         public Rigidbody2D Body; | ||||
|         public ParticleSystem Explosion; | ||||
|         public SpriteRenderer Sprite; | ||||
| 
 | ||||
|         [Header("Values")] | ||||
|         public float ShootForce = 8; | ||||
|         public float Torque = 5; | ||||
|         public float Lifetime = 1; | ||||
|         public float ExplodeRadius = 3; | ||||
| 
 | ||||
|         void Start() { | ||||
|             Bullet = GetComponent<Bullet>(); | ||||
|             Body = GetComponent<Rigidbody2D>(); | ||||
| 
 | ||||
|             Body.SetRotation(Bullet.InitialRotation); | ||||
|             Body.AddForce(Bullet.Direction.normalized * ShootForce, ForceMode2D.Impulse); | ||||
|             Body.AddTorque(Random.value * Torque - Torque / 2); | ||||
| 
 | ||||
|             Explosion.Stop(); | ||||
|         } | ||||
| 
 | ||||
|         void Update() { | ||||
|             Lifetime -= Time.deltaTime; | ||||
|             if (Lifetime < 0 && !Bullet.HasExploded) { | ||||
|                 Explosion.Play(); | ||||
|                 Bullet.HasExploded = true; | ||||
|                 Destroy(Body); | ||||
|                 Destroy(Sprite); | ||||
|                 Bullet.DoDamageAOE(18, ExplodeRadius, 1.5f); | ||||
|             } | ||||
|             if (Lifetime < -1) { | ||||
|                 Destroy(gameObject); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         private void OnDrawGizmosSelected() { | ||||
|             Gizmos.color = new Color(1.0f, 0.2f, 0.2f, 0.8f); | ||||
|             Gizmos.DrawWireSphere(transform.position, ExplodeRadius); | ||||
|         } | ||||
|     } | ||||
| } | ||||
							
								
								
									
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							| @ -0,0 +1,11 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 271009875a8162a44bd5d4a4af90653d | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
| @ -56,21 +56,7 @@ namespace Saltosion.OneWeapon.Guns { | ||||
|             Trail.Stop(); | ||||
|             DeathTimer = 19; | ||||
| 
 | ||||
|             Collider2D[] NearbyColliders = Physics2D.OverlapCircleAll(transform.position, ExplodeRadius); | ||||
| 
 | ||||
|             foreach (Collider2D curr in NearbyColliders) { | ||||
|                 Vector2 Delta = (curr.transform.position - transform.position); | ||||
|                 Vector2 Dir = Delta.normalized; | ||||
|                 float ScaledDistance = 1 - Mathf.Clamp((Delta.magnitude - (ExplodeRadius / 3)) / (ExplodeRadius - (ExplodeRadius / 3)), 0, 1); | ||||
|                 Bullet.DoDamage(ScaledDistance * 20, ScaledDistance * 2, curr, Dir); | ||||
|                 if (curr.attachedRigidbody != null && curr.attachedRigidbody.bodyType == RigidbodyType2D.Dynamic) { | ||||
|                     // FIXME: AcceleratedMovement currently overrides Rigidbody.velocity so this doesn't do anything | ||||
|                     curr.attachedRigidbody.AddForce(Dir * 10f, ForceMode2D.Impulse); | ||||
|                 } | ||||
|             } | ||||
| 
 | ||||
|             // Do damage here, kill everyone | ||||
| 
 | ||||
|             Bullet.DoDamageAOE(20, ExplodeRadius, 2); | ||||
|         } | ||||
| 
 | ||||
|         private void OnDrawGizmosSelected() { | ||||
|  | ||||
							
								
								
									
										
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