Add weapon prefabs for Grenade, Rifle, and Sword; set attributes including names, descriptions, prices, and projectile behaviors

This commit is contained in:
2025-07-12 23:20:00 +02:00
parent 6511a5586e
commit 7519d67950
21 changed files with 1090 additions and 135 deletions

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using Data;
using Interfaces;
using KBCore.Refs;
using Systems;
using UnityEngine;
namespace Weapons
{
public class ExplosiveProjectile : MonoBehaviour, IDamageInflector, IDamageInflectorSetup
{
[Self, SerializeField] private Rigidbody2D rb;
[SerializeField] private float speed = 10f;
[SerializeField] private float lifeTime = 5f;
[SerializeField] private WeaponStats stats;
public float Damage { get; private set; }
public GameObject Owner { get; private set; }
public DamageType Type => DamageType.Ranged;
public void Setup(Character attacker, float damage, WeaponStats weaponStats = null)
{
Damage = damage;
Owner = attacker.gameObject;
if (weaponStats != null)
{
stats = weaponStats;
}
}
private void Start()
{
Destroy(gameObject, lifeTime);
}
private void FixedUpdate()
{
var direction = transform.up.normalized;
var movement = direction * (speed * Time.fixedDeltaTime);
rb.MovePosition(rb.position + (Vector2)movement);
}
private void OnTriggerEnter2D(Collider2D other)
{
Explode();
}
private void Explode()
{
var hitColliders = Physics2D.OverlapCircleAll(transform.position, stats.range);
foreach (var hitCollider in hitColliders)
{
if (hitCollider.gameObject == Owner) continue;
hitCollider.TryGetComponent<Health>(out var health);
health?.TakeDamage(Damage, Owner);
}
Destroy(gameObject);
}
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, stats.range);
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 23b6d668eacd4bffa5ec3772523d2b35
timeCreated: 1752353915

View File

@@ -53,4 +53,4 @@ Physics2DSettings:
m_ReuseCollisionCallbacks: 1
m_AutoSyncTransforms: 0
m_GizmoOptions: 10
m_LayerCollisionMatrix: fffffffffffffffffffffffffffffffffffffffffffffffffffefffffffdffffbfffffff7fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffff7ffeffffbffdffffbffeffff7fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff