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