using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; public class ShootingCannon : ActiveBlock { [Header("Cannon Settings")] public bool shootingRight; public GameObject shootingObject; public Transform spawnLocation; public TextMeshPro counter; public TextMeshPro counter2; int countdowntimer = 3; public int countdown = 3; public override int GetInitative() { //order return 4; } private void Update() { counter.text = countdown.ToString(); counter2.text = countdown.ToString(); } public override IEnumerator OnEnvironmentTurn(PlayerData[] allPlayers) { countdown--; if (countdown > 0) { isFinished = true; yield break; } countdown = countdowntimer; Vector3 bulletPosition; Character[] hitPlayers = getHitPlayers(out bulletPosition); foreach (Character player in hitPlayers) { Vector3 moveToPosition = player.CurrentBlock.position + transform.forward; Block moveToBlock = Block.GetOrCreateBlockAtPosition(moveToPosition, 1, ~0); StartCoroutine(player.MoveToBlock(moveToBlock, Character.Animation.Hit, 1)); } StartCoroutine(lerpShot(bulletPosition, Vector3.Distance(spawnLocation.position,bulletPosition)/15)); if (hitPlayers.Length > 0) yield return new WaitForSeconds(1.5f); isFinished = true; yield break; } private Character[] getHitPlayers(out Vector3 endPosition) { Vector3 curPos; List retVal = new List(); Block hit; endPosition = position + Vector3.up; for (int i = 1; i < 50; i++) { curPos = position + (transform.forward * i); endPosition = curPos + Vector3.one; //position which bullet will stop at if (Block.isBlockAtPosition(curPos, 1, ~0, out hit)) { if (hit.CurrentPlayer != null) retVal.Add(hit.CurrentPlayer); } //this will stop the bullet if (Block.isBlockAtPosition(curPos + Vector3.up, 1, ~0)) break; }//end forloop return retVal.ToArray(); } private IEnumerator lerpShot(Vector3 endPosition, float time) { GameObject shot = Instantiate(shootingObject, spawnLocation.position, spawnLocation.rotation); Vector3 startPosition = spawnLocation.position; float elapsedTime = 0; while(elapsedTime < time) { shot.transform.position = Vector3.Lerp(startPosition, endPosition, elapsedTime / time); yield return new WaitForEndOfFrame(); elapsedTime += Time.deltaTime; } //reset Destroy(shot); } }