82 lines
2.6 KiB
C#
82 lines
2.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Saltosion.OneWeapon.Player;
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using Saltosion.OneWeapon.Enemies;
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using Saltosion.OneWeapon.Effects;
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using Saltosion.OneWeapon.Environment;
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namespace Saltosion.OneWeapon.Guns {
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[RequireComponent(typeof(Bullet))]
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public class Rocket : MonoBehaviour {
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public Rigidbody2D Body;
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public GameObject Sprite;
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public ParticleSystem Trail;
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public ParticleSystem Explosion;
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[Range(0, 10)]
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public float ExplodeRadius;
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private float DeathTimer = 0;
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private Bullet Bullet;
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void Start() {
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Bullet = GetComponent<Bullet>();
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Vector2 Direction = Bullet.Direction;
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float Rot = Bullet.InitialRotation;
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Body.velocity = Direction * 8;
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Body.rotation = Rot - 90;
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Explosion.Stop();
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}
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void Update() {
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DeathTimer += Time.deltaTime;
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if (DeathTimer > 20) {
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Destroy(gameObject);
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}
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}
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void OnTriggerEnter2D(Collider2D collider) {
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if (collider.GetComponent<PlayerController>() != null) {
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// don't hit the player!
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return;
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}
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Bullet.HasExploded = true;
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Destroy(Sprite);
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Destroy(Body);
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Destroy(GetComponent<CapsuleCollider2D>());
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Explosion.Play();
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Trail.Stop();
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DeathTimer = 19;
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Collider2D[] NearbyColliders = Physics2D.OverlapCircleAll(transform.position, ExplodeRadius);
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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 - (ExplodeRadius / 3)) / (ExplodeRadius - (ExplodeRadius / 3)), 0, 1);
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Bullet.DoDamage(ScaledDistance * 20, ScaledDistance * 2, 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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// Do damage here, kill everyone
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}
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private void OnDrawGizmosSelected() {
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Gizmos.color = new Color(1.0f, 0.2f, 0.2f, 0.8f);
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Gizmos.DrawWireSphere(transform.position, ExplodeRadius);
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}
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}
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}
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