47 lines
1.3 KiB
C#
47 lines
1.3 KiB
C#
using System;
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using Data;
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using Interfaces;
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using KBCore.Refs;
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using Systems;
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using UnityEngine;
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namespace Weapons
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{
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public class Projectile : MonoBehaviour, IDamageInflector, IDamageInflectorSetup
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{
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[Self, SerializeField] private Rigidbody2D rb;
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[SerializeField] private float speed = 10f;
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[SerializeField] private float lifeTime = 5f;
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public float Damage { get; private set; }
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public GameObject Owner { get; private set; }
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public DamageType Type => DamageType.Ranged;
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public void Setup(Character attacker, float damage, WeaponStats weaponStats = null)
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{
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Damage = damage;
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Owner = attacker.gameObject;
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}
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private void Start()
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{
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Destroy(gameObject, lifeTime);
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}
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private void FixedUpdate()
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{
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var direction = transform.up.normalized;
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var movement = direction * (speed * Time.fixedDeltaTime);
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rb.MovePosition(rb.position + (Vector2)movement);
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}
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private void OnTriggerEnter2D(Collider2D other)
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{
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other.TryGetComponent<Health>(out var health);
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if (other.gameObject == Owner) return;
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health?.TakeDamage(Damage);
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Destroy(gameObject);
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}
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}
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} |