Files
real-shooter/Assets/Scripts/Weapons/AimAssistant.cs
2022-05-16 01:13:50 +07:00

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C#
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using System.Collections;
using UnityEngine;
[RequireComponent(typeof(NPC))]
public class AimAssistant : MonoBehaviour
{
[HideInInspector] public GameObject enemy;
private Shooting _shooting;
public bool isFiring = false;
private ICharacter _myNpc;
[SerializeField] private float lookSpeed = 400f;
private Transform _myTransform;
private float _fireCountdown;
//Я пытался придумать как обойти костыли с корутиной, но как видите ничего кроме других костылей не придумал.
private bool _firelock = false;
public bool fireAnimation = false;
private void Awake()
{
_myNpc = GetComponent<NPC>();
_shooting = GetComponent<Shooting>();
_myTransform = transform;
_fireCountdown = 1f / SettingsReader.Instance.GetSettings.RateOfFire;
}
private void FixedUpdate()
{
//Ищем противника на сцене.
if (isFiring == false)
{
var enemies = GameManager.GetVisibleEnemies(_myNpc.GetCharacter.Team.GetOppositeTeam(), transform.position);
if (enemies.Count == 0)
{
StopShooting();
return;
}
else
{
enemy = enemies[new System.Random().Next(enemies.Count)];
var character = enemy.GetComponent<ICharacter>();
character.OnDeathEvent += _ => isFiring = false;
isFiring = true;
}
}
else
{
if (Physics.Raycast(_myTransform.position, _myTransform.forward,
out var hit, SettingsReader.Instance.GetSettings.ViewDistance))
{
if (hit.collider.gameObject != enemy)
{
StopCoroutine(nameof(Shooting));
StopShooting();
enemy = null;
return;
}
if (_firelock == false)
{
fireAnimation = true;
StartCoroutine(nameof(Shooting));
}
_firelock = true;
}
}
if (enemy != null)
{
var direction = enemy.transform.position - gameObject.transform.position;
var targetRotation = Quaternion.LookRotation(direction);
var lookAt = Quaternion.RotateTowards(gameObject.transform.rotation, targetRotation,
Time.deltaTime * lookSpeed);
lookAt.z = 0;
lookAt.x = 0;
gameObject.transform.rotation = lookAt;
}
}
private void StopShooting()
{
print("stop shooting");
_firelock = false;
isFiring = false;
fireAnimation = false;
}
private IEnumerator Shooting()
{
while (true)
{
print("in Shooting");
_shooting.Shoot();
yield return new WaitForSeconds(_fireCountdown);
}
}
}