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62
Assets/Scripts/Weapons/AimAssistant.cs
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62
Assets/Scripts/Weapons/AimAssistant.cs
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using UnityEngine;
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[RequireComponent(typeof(NPC))]
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public class AimAssistant : MonoBehaviour
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{
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public GameObject enemy;
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public bool _isFiring = false;
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private ICharacter _myNpc;
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public float lookSpeed = 200f;
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private void Awake()
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{
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_myNpc = GetComponent<NPC>();
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}
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private void Update()
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{
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//Ищем противника на сцене.
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if (_isFiring == false)
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{
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var enemies = GameManager.GetVisibleEnemies(_myNpc.GetCharacter.Team, transform.position);
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enemy = enemies[new System.Random().Next(enemies.Count)];
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if (enemies.Count == 0)
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{
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return;
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}
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else
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{
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var character = enemy.GetComponent<ICharacter>();
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character.OnDeathEvent += _ => _isFiring = false;
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_isFiring = true;
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}
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}
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else
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{
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//Raycast до противника enemy
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var range = 200f;
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while (true)
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{
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if (!Physics.Raycast(this.transform.position, this.transform.forward, out var hit, range))
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{
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_isFiring = false;
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enemy = null;
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return;
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}
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else
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{
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GetComponent<Shooting>().Shoot();
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}
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}
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}
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var direction = enemy.transform.position - gameObject.transform.position;
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var targetRotation = Quaternion.LookRotation(direction);
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var lookAt = Quaternion.RotateTowards(gameObject.transform.rotation, targetRotation,
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Time.deltaTime * lookSpeed);
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lookAt.z = 0;
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lookAt.x = 0;
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gameObject.transform.rotation = lookAt;
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}
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}
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