63 lines
2.0 KiB
C#
63 lines
2.0 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Saltosion.OneWeapon.Bullets {
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[RequireComponent(typeof(Bullet))]
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public class RevolverBullet : 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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private float DeathTimer = 0;
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void Start() {
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Vector2 Direction = GetComponent<Bullet>().Direction;
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float Rot = GetComponent<Bullet>().InitialRotation;
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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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}
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void OnTriggerEnter2D(Collider2D collider) {
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if (collider.GetComponent<Player>() != null) {
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// don't hit the player!
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return;
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}
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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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// Do damage here, kill everyone
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Explodable Explodable = collider.GetComponent<Explodable>();
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Health Health = collider.GetComponent<Health>();
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Vector2 Direction = (collider.transform.position - transform.position).normalized;
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if (Health != null) {
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Health.Damage(12f, -Direction);
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} else if (Explodable != null) {
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Explodable.Explode(true);
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} else if (collider.tag == "Environment") {
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BloodLauncher.DebrisExplode(transform.position, Body.velocity.normalized * 0.7f, 5, 30f, 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(Direction * 4f, ForceMode2D.Impulse);
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}
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}
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}
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}
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