43 lines
1.4 KiB
C#
43 lines
1.4 KiB
C#
using GameCore.Combat.Effects;
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using GameCore.ECS;
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using GameCore.ECS.Interfaces;
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using GameCore.Physics;
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namespace GameCore.Combat;
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public class ProjectileSystem : ISystem
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{
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public void Update(World world, float deltaTime)
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{
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var projectiles = world.GetEntitiesWith<ProjectileComponent>();
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foreach (var projectile in projectiles)
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{
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var velocity = world.GetComponent<VelocityComponent>(projectile);
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var position = world.GetComponent<PositionComponent>(projectile);
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var projectileData = world.GetComponent<ProjectileComponent>(projectile);
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if (velocity == null || position == null || projectileData == null)
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continue;
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var newPosition = position.Position + velocity.DesiredVelocity * deltaTime;
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var hit = world.WorldQuery.Raycast(position.Position, newPosition, projectileData.Owner);
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if (hit.DidHit)
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{
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var hitContext = new EffectContext
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{
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World = world,
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Owner = projectileData.Owner,
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Target = hit.HitEntity
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};
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foreach (var effect in projectileData.OnHitEffects) effect.Execute(hitContext);
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world.AddComponent(projectile, new DeathComponent());
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continue;
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}
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position.Position = newPosition;
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}
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}
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} |