Files
Vampire-Survivor/Assets/Player/Scripts/PlayerWeapons.cs
T

75 lines
2.3 KiB
C#

using System.Collections.Generic;
using UnityEngine;
[RequireComponent (typeof(PlayerMovements))]
public class PlayerWeapons : MonoBehaviour
{
[SerializeField] private GameObject laser;
[SerializeField] private bool laserOnX;
[SerializeField] private bool laserOnY;
[SerializeField] private GameObject arrow;
private PlayerMovements _pm;
private PlayerManager _manager;
private void Start()
{
_pm = GetComponent<PlayerMovements>();
_manager = GetComponent<PlayerManager>();
InvokeRepeating(nameof(ShootBeam), 5f, 5f);
InvokeRepeating(nameof(ShootArrow), 2f, 2f);
}
private void ShootBeam()
{
GameObject defaultBeam = Instantiate(laser, transform.position, _pm.lookOnRight ? Quaternion.identity : Quaternion.Euler(0, 0, 180), transform);
defaultBeam.GetComponent<LaserBeam>().Damages = _manager.BeamDamages;
if (laserOnX)
{
Instantiate(laser, transform.position, _pm.lookOnRight ? Quaternion.Euler(0, 0, 180) : Quaternion.identity, transform);
}
if (laserOnY)
{
Instantiate(laser, transform.position, Quaternion.Euler(0, 0, 90), transform);
Instantiate(laser, transform.position, Quaternion.Euler(0, 0, 270), transform);
}
}
private void ShootArrow()
{
// Get all enemies in given radius
Collider2D[] hits = Physics2D.OverlapCircleAll(transform.position, 20f, 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;
spawnedArrow.GetComponent<Arrow>().Damages = _manager.ArrowDamages;
}
}
}