Files
broberry/Assets/Scripts/Weapons/ExplosiveProjectile.cs

73 lines
2.1 KiB
C#

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;
[SerializeField] private AudioClip explosionSound;
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);
}
if (explosionSound)
{
AudioSource.PlayClipAtPoint(explosionSound, transform.position);
}
Destroy(gameObject);
}
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, stats.range);
}
}
}