77 lines
2.4 KiB
C#
77 lines
2.4 KiB
C#
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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namespace Saltosion.OneWeapon.Guns {
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[RequireComponent(typeof(Bullet), typeof(CustomLight))]
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public class MobcatBullet : 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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[Tooltip("This currently does not affect the Fun damage.")]
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public float Damage = 12;
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private float DeathTimer = 0;
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private Bullet Bullet;
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private CustomLight Light;
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void Start() {
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Bullet = GetComponent<Bullet>();
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Light = GetComponent<CustomLight>();
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Vector2 Direction = Bullet.Direction;
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float Rot = Bullet.InitialRotation;
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Light.LightIntensity = 1.1f;
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Body.velocity = Direction * 15;
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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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if (DeathTimer > 19) {
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Light.LightIntensity = Mathf.Max(2 - (DeathTimer - 19f) * 10, 0);
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}
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}
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void OnTriggerEnter2D(Collider2D collider) {
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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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Light.LightSize = 4;
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Explosion.Play();
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Trail.Stop();
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DeathTimer = 19;
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// Do damage here, kill everyone
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PlayerFun Player = collider.GetComponent<PlayerFun>();
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Health OtherEnemyHealth = collider.GetComponent<Health>();
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if (Player != null) {
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Player.TakeDamage();
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}
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if (OtherEnemyHealth != null) {
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OtherEnemyHealth.Damage(Damage, Bullet.Direction, false);
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}
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if (collider.tag == "Environment") {
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DebrisLauncher.Splatter(DebrisType.Structural, transform.position, Bullet.Direction, 5, 30, 360);
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}
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if (collider.attachedRigidbody != null && collider.attachedRigidbody.bodyType == RigidbodyType2D.Dynamic) {
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collider.attachedRigidbody.AddForce(Bullet.Direction * 4, ForceMode2D.Impulse);
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}
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}
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}
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}
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