79 lines
2.7 KiB
C#
79 lines
2.7 KiB
C#
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using UnityEngine;
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using NeonTea.Quakeball.Players;
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using NeonTea.Quakeball.Audio;
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using NeonTea.Quakeball.Combat;
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using NeonTea.Quakeball.Networking;
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using NeonTea.Quakeball.Networking.Instances;
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namespace NeonTea.Quakeball.Items {
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public class Raygun : Item {
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public override float Cooldown => RaygunCooldown;
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public override Animator Animator => RaygunAnimator;
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public float RaygunCooldown = 1;
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[Header("Visuals")]
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public GameObject LaserPrefab;
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public Animator RaygunAnimator;
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[Header("Shooting details")]
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public Transform BulletSourcePoint;
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public LayerMask BulletHitLayer;
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public LayerMask BulletPassLayer;
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[Header("Audio")]
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public AudioSource GunShotAudioSource;
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public AudioClip RaygunClip;
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public override void Shoot(Player source) {
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Vector3 GunPoint = BulletSourcePoint.position;
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Vector3 ShotDelta = source.CameraRoot.forward * 1000f;
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Vector3 From = source.CameraRoot.position;
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Vector3 Direction = source.CameraRoot.forward;
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RaycastHit[] Hits = Physics.RaycastAll(From, Direction, 1000f, BulletHitLayer | BulletPassLayer);
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System.Array.Sort(Hits, (a, b) => { return a.distance.CompareTo(b.distance); });
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foreach (RaycastHit Hit in Hits) {
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ShotDelta = Hit.point - GunPoint;
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Player Player = Hit.rigidbody != null ? Hit.rigidbody.GetComponent<Player>() : null;
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if (Player == source) {
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continue;
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}
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if (((1 << Hit.collider.gameObject.layer) & BulletPassLayer) != 0) {
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ImpactSound ImpactSound = Hit.collider.GetComponent<ImpactSound>();
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if (ImpactSound != null) {
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ImpactSound.PlayAt(Hit.point);
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}
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continue;
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}
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if (Player != null) {
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if (Net.Singleton.Instance is Server) {
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((Server)Net.Singleton.Instance).SendHit(Player.NetId, Player.NetId);
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Player.Hit(Player.NetId);
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}
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}
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break;
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}
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RaygunAnimator.SetBool("Shot", true);
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GameObject LaserEffect = Instantiate(LaserPrefab);
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Laser Laser = LaserEffect.GetComponent<Laser>();
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Laser.From = GunPoint;
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Laser.To = GunPoint + ShotDelta;
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GunShotAudioSource.PlayOneShot(RaygunClip);
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}
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private void LateUpdate() {
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RaygunAnimator.SetBool("Shot", false);
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}
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public override void OnSwitched() {
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}
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public override void OnSwitchedOut() {
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}
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}
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}
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