BloodAndGore/Assets/Scripts/Guns/RegularBullet.cs
2019-08-22 00:11:10 +03:00

70 lines
1.9 KiB
C#

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), typeof(CustomLight))]
public class RegularBullet : MonoBehaviour {
public Rigidbody2D Body;
public GameObject Sprite;
public ParticleSystem Trail;
public ParticleSystem Explosion;
public float Damage = 12;
private float DeathTimer = 0;
private Bullet Bullet;
private CustomLight Light;
void Start() {
Bullet = GetComponent<Bullet>();
Light = GetComponent<CustomLight>();
Vector2 Direction = Bullet.Direction;
float Rot = Bullet.InitialRotation;
Light.LightIntensity = 1.1f;
Body.velocity = Direction * 15;
Body.rotation = Rot - 90;
Explosion.Stop();
}
void Update() {
DeathTimer += Time.deltaTime;
if (DeathTimer > 20) {
Destroy(gameObject);
}
if (DeathTimer > 19) {
Light.LightIntensity = Mathf.Max(2 - (DeathTimer - 19f) * 10, 0);
}
}
void OnTriggerEnter2D(Collider2D collider) {
if (collider.GetComponent<PlayerController>() != null) {
// don't hit the player!
return;
}
Bullet.HasExploded = true;
Destroy(Sprite);
Destroy(Body);
Destroy(GetComponent<CapsuleCollider2D>());
Light.LightSize = 4;
Explosion.Play();
Trail.Stop();
DeathTimer = 19;
// Do damage here, kill everyone
Bullet.DoDamage(Damage, 1, collider, Bullet.Direction);
}
}
}