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2.8 KiB

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 int countdowntimer;
int countdown;
public override int GetInitative()
{
//order
return 4;
}
private void Start()
{
countdown = countdowntimer;
}
private void Update()
{
counter.text = countdown.ToString();
}
public override IEnumerator OnEnvironmentTurn(PlayerData[] allPlayers)
{
if (countdown > 0)
{
countdown--;
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<Character> retVal = new List<Character>();
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);
}
}