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46 lines
1.3 KiB
46 lines
1.3 KiB
2 years ago
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using UnityEngine;
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using System.Collections;
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[RequireComponent (typeof(Rigidbody))]
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[RequireComponent (typeof(Collider))]
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public class Projectile : MonoBehaviour {
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public float speed = 10;
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public DIRECTION direction;
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public bool destroyOnHit;
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public GameObject EffectOnSpawn;
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private DamageObject damage;
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void Start () {
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GetComponent<Rigidbody>().velocity = new Vector2((int)direction * speed, 0);
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GetComponent<Collider>().isTrigger = true;
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//turn projectile to travel direction
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transform.rotation = Quaternion.Euler(0f, (direction == DIRECTION.Right? 180 : 0), 0f);
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//show an effect when this projectile is spawned
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if(EffectOnSpawn) {
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GameObject effect = GameObject.Instantiate(EffectOnSpawn) as GameObject;
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effect.transform.position = transform.position;
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}
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}
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//tell the player that an item is in range
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void OnTriggerEnter(Collider coll) {
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if(coll.CompareTag("Enemy")) {
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//hit a damagable object
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IDamagable<DamageObject> damagableObject = coll.GetComponent(typeof(IDamagable<DamageObject>)) as IDamagable<DamageObject>;
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if(damagableObject != null) {
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damagableObject.Hit(damage);
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if(destroyOnHit) Destroy(gameObject);
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}
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}
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}
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//sets the damage of this projectile
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public void SetDamage(DamageObject d){
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damage = d;
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}
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}
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