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using System.Collections; | |||||
using System.Collections.Generic; | |||||
using System.Linq; | |||||
using UnityEngine; | |||||
using Networking.Server; | |||||
public class HomingMissile : Projectile | |||||
{ | |||||
[SerializeField] | |||||
ClientList Clients; | |||||
public override IEnumerator ProjectileLogic(Character player, float animationTime, Vector3 direction) | |||||
{ | |||||
Character target = findPlayer(player); | |||||
yield return StartCoroutine(LerpTo(transform.position + Vector3.up * 2, 0.5f)); | |||||
yield return new WaitForSeconds(0.5f); | |||||
if (target != null) | |||||
{ | |||||
yield return StartCoroutine(LerpTo(target.transform.position, 1f)); | |||||
yield return PushPlayer(target); | |||||
} | |||||
} | |||||
private IEnumerator PushPlayer(Character player) | |||||
{ | |||||
Direction[] possibleDirections = DirectionExtras.RandomOrder(); | |||||
for (int i = 0; i < 4; i++) | |||||
{ | |||||
if (Block.isBlockAtPosition( player.transform.position + possibleDirections[i].ToVector() + Vector3.up, 1, ~0)) | |||||
continue; | |||||
yield return StartCoroutine(player.CurrentBlock.DoPush(player, possibleDirections[i].ToVector())); | |||||
break; | |||||
} | |||||
} | |||||
private Character findPlayer(Character thisCharacter) | |||||
{ | |||||
Character retVal = null; | |||||
foreach (ClientData client in Clients) | |||||
{ | |||||
if (client.Lives == 0 || client.playerCharacter.stuck || client.playerCharacter == thisCharacter) | |||||
continue; | |||||
if (retVal == null) | |||||
retVal = client.playerCharacter; | |||||
if (retVal.transform.position.x <= client.playerCharacter.transform.position.x) | |||||
retVal = client.playerCharacter; | |||||
} | |||||
return retVal; | |||||
} | |||||
private IEnumerator LerpTo(Vector3 endPosition,float animationTime) | |||||
{ | |||||
Vector3 startPosition = transform.position; | |||||
float elapsedTime = 0; | |||||
while (elapsedTime < animationTime) | |||||
{ | |||||
transform.position = Vector3.Lerp(startPosition, endPosition, elapsedTime / animationTime); | |||||
transform.LookAt(endPosition, Vector3.up); | |||||
yield return new WaitForEndOfFrame(); | |||||
elapsedTime += Time.deltaTime; | |||||
} | |||||
transform.position = endPosition; | |||||
} | |||||
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