Files
Vampire-Survivor/Assets/Player/Scripts/PlayerWeapons.cs
T
2023-10-23 11:56:24 +02:00

119 lines
3.6 KiB
C#

using System;
using UnityEngine;
[RequireComponent (typeof(PlayerMovements))]
public class PlayerWeapons : MonoBehaviour
{
[SerializeField] private GameObject _beam;
[SerializeField] private GameObject _arrow;
private PlayerMovements _pm;
private PlayerManager _manager;
private float _oldBeamFrequency;
private bool _oldHorizontalBeam;
private bool _oldVerticalBeam;
private float _oldArrowFrequency;
private void Start()
{
_pm = GetComponent<PlayerMovements>();
_manager = GetComponent<PlayerManager>();
_oldArrowFrequency = _manager.BeamFrequency;
_oldHorizontalBeam = Convert.ToBoolean(_manager.HorizontalBeam);
_oldVerticalBeam = Convert.ToBoolean(_manager.VerticalBeam);
InvokeRepeating(nameof(ShootBeam), _manager.BeamFrequency, _manager.BeamFrequency);
InvokeRepeating(nameof(ShootArrow), _manager.ArrowFrequency, _manager.ArrowFrequency);
}
private void FixedUpdate()
{
if (_manager.BeamFrequency != _oldBeamFrequency)
{
if (_manager.BeamFrequency > 0f)
{
CancelInvoke(nameof(ShootBeam));
InvokeRepeating(nameof(ShootBeam), _manager.BeamFrequency, _manager.BeamFrequency);
}
else
{
CancelInvoke(nameof(ShootBeam));
ShootBeam();
}
_oldBeamFrequency = _manager.BeamFrequency;
}
if (_manager.BeamFrequency == 0)
{
if (_oldHorizontalBeam != Convert.ToBoolean(_manager.HorizontalBeam) || _oldVerticalBeam != Convert.ToBoolean(_manager.VerticalBeam))
{
foreach (var beam in GameObject.FindGameObjectsWithTag("Beam"))
{
Destroy(beam);
}
_oldVerticalBeam = Convert.ToBoolean(_manager.VerticalBeam);
_oldVerticalBeam = Convert.ToBoolean(_manager.VerticalBeam);
ShootBeam();
}
}
if (_manager.ArrowFrequency != _oldBeamFrequency)
{
CancelInvoke(nameof(ShootArrow));
InvokeRepeating(nameof(ShootArrow), _manager.ArrowFrequency, _manager.ArrowFrequency);
}
}
private void ShootBeam()
{
Instantiate(_beam, transform.position, Quaternion.identity, transform);
if (_manager.HorizontalBeam > 0)
{
Instantiate(_beam, transform.position, Quaternion.Euler(0, 0, 180), transform);
}
if (_manager.VerticalBeam > 0)
{
Instantiate(_beam, transform.position, Quaternion.Euler(0, 0, 90), transform);
Instantiate(_beam, transform.position, Quaternion.Euler(0, 0, 270), transform);
}
}
private void ShootArrow()
{
// Get all enemies in given radius
Collider2D[] hits = Physics2D.OverlapCircleAll(transform.position, _manager.ArrowRange, LayerMask.GetMask("Enemy"));
if (hits.Length <= 0)
{
return;
}
GameObject target = null;
float shortestDistance = Mathf.Infinity;
for(int i = 0; i < hits.Length; i++)
{
float distance = Vector3.Distance(transform.position, hits[i].transform.position);
if (distance < shortestDistance)
{
shortestDistance = distance;
target = hits[i].gameObject;
}
}
// Shoot arrow
if (target != null)
{
GameObject spawnedArrow = Instantiate(_arrow, transform.position, Quaternion.identity);
spawnedArrow.GetComponent<Arrow>().Target = target;
}
}
}