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