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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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