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using UnityEngine;
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namespace Invector.vShooter
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{
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public class vArrow : MonoBehaviour
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{
|
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public vProjectileControl projectileControl;
|
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public Transform detachObject;
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[Tooltip("Use to raycast other side of the penetration")]
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public bool raycastBackSide = true;
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public bool alignToNormal = true;
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[HideInInspector]
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public float penetration;
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public bool debugPenetration;
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private void Start()
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{
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if (!projectileControl) projectileControl = GetComponent<vProjectileControl>();
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}
|
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|
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public void OnDestroyProjectile(RaycastHit hit)
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{
|
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//Check if hit object contains a ArrowParent
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Transform arrowParent = hit.transform.Find("ArrowParent");
|
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if (!arrowParent)///Create a new Arrow Parent
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{
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arrowParent = new GameObject("ArrowParent").transform;
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arrowParent.position = hit.transform.position;
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arrowParent.parent = hit.transform;
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}
|
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detachObject.parent = arrowParent.transform;
|
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if (alignToNormal)
|
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detachObject.rotation = Quaternion.LookRotation(-hit.normal);
|
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detachObject.position = hit.point + transform.forward * penetration;
|
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if (debugPenetration) Debug.DrawLine(hit.point, hit.point + transform.forward * penetration, Color.red, 10f);
|
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|
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if (projectileControl && raycastBackSide && penetration > 0f)
|
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{
|
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var pA = hit.point + transform.forward * penetration;
|
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var pb = hit.point + transform.forward * 0.001f;
|
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|
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if (Physics.Linecast(pA, pb, out hit, projectileControl.hitLayer))
|
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{
|
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projectileControl.onCastCollider.Invoke(hit);
|
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}
|
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using System.Collections;
|
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using UnityEngine;
|
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|
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namespace Invector.vShooter
|
||||
{
|
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[vClassHeader("v Bow Control")]
|
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[RequireComponent(typeof(vShooterWeapon))]
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public class vBowControl : vMonoBehaviour
|
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{
|
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private vShooterWeapon weapon;
|
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private Animator animator;
|
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public float delayToSpringAfterShot;
|
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public float minPenetration, maxPenetration;
|
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public UnityEngine.Events.UnityEvent OnFinishShot, OnEnableArrow, OnDisableArrow;
|
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|
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void Start()
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{
|
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weapon = GetComponent<vShooterWeapon>();
|
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animator = GetComponent<Animator>();
|
||||
}
|
||||
|
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public void EnableArrow()
|
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{
|
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OnEnableArrow.Invoke();
|
||||
|
||||
if (animator) animator.SetFloat("PowerCharger", 0);
|
||||
if (animator) animator.ResetTrigger("Shot");
|
||||
|
||||
}
|
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|
||||
public void DisableArrow()
|
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{
|
||||
OnDisableArrow.Invoke();
|
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|
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if (animator) animator.ResetTrigger("Shot");
|
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if (animator) animator.SetFloat("PowerCharger", 0);
|
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}
|
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|
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public void OnChangePowerCharger(float charger)
|
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{
|
||||
if (animator) animator.SetFloat("PowerCharger", charger);
|
||||
}
|
||||
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public void Shot()
|
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{
|
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if (!weapon) return;
|
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if (animator) animator.SetFloat("PowerCharger", 0);
|
||||
if (animator) animator.SetTrigger("Shot");
|
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StartCoroutine(ShootEffect());
|
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}
|
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|
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public void OnInstantiateProjectile(vProjectileControl pCtrl)
|
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{
|
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if (!weapon) return;
|
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var arrow = pCtrl.GetComponent<vArrow>();
|
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if (arrow)
|
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{
|
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arrow.penetration = Mathf.Lerp(minPenetration, maxPenetration, weapon.powerCharge);
|
||||
}
|
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}
|
||||
|
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IEnumerator ShootEffect()
|
||||
{
|
||||
yield return new WaitForSeconds(delayToSpringAfterShot);
|
||||
if (weapon.isAiming)
|
||||
{
|
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if (weapon.ammoCount > 0) OnFinishShot.Invoke();
|
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}
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}
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user