using System.Collections; using System.Collections.Generic; using UnityEngine; using Saltosion.OneWeapon.Player; using Saltosion.OneWeapon.Enemies; using Saltosion.OneWeapon.Effects; using Saltosion.OneWeapon.Environment; namespace Saltosion.OneWeapon.Guns { [RequireComponent(typeof(Bullet))] public class Rocket : MonoBehaviour { public Rigidbody2D Body; public GameObject Sprite; public ParticleSystem Trail; public ParticleSystem Explosion; [Range(0, 10)] public float ExplodeRadius; private float DeathTimer = 0; private Bullet Bullet; void Start() { Bullet = GetComponent(); Vector2 Direction = Bullet.Direction; float Rot = Bullet.InitialRotation; Body.velocity = Direction * 8; Body.rotation = Rot - 90; Explosion.Stop(); } void Update() { DeathTimer += Time.deltaTime; if (DeathTimer > 20) { Destroy(gameObject); } } void OnTriggerEnter2D(Collider2D collider) { if (collider.GetComponent() != null) { // don't hit the player! return; } Bullet.HasExploded = true; Destroy(Sprite); Destroy(Body); Destroy(GetComponent()); Explosion.Play(); Trail.Stop(); DeathTimer = 19; Bullet.DoDamageAOE(20, ExplodeRadius, 2); } private void OnDrawGizmosSelected() { Gizmos.color = new Color(1.0f, 0.2f, 0.2f, 0.8f); Gizmos.DrawWireSphere(transform.position, ExplodeRadius); } } }