Files
real-shooter/Assets/Scripts/Weapons/Shooting.cs
2022-05-17 19:09:50 +07:00

90 lines
2.8 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using JetBrains.Annotations;
using UnityEngine;
[RequireComponent(typeof(AudioSource))]
public class Shooting : MonoBehaviour
{
public GameObject raycast;
public GameObject firePoint;
public ParticleSystem projectilePrefab;
private float hSliderValue = 0.1f;
private float _fireCountdown = 0.1f;
public AudioSource audioSource;
private NPC _myNpc;
private MovementController _moveCtrl;
private void Awake()
{
audioSource = GetComponent<AudioSource>();
TryGetComponent(out _moveCtrl);
TryGetComponent(out _myNpc);
}
private void Update()
{
HandleMouseButton();
}
private void HandleMouseButton()
{
if (Input.GetMouseButton(0) && _fireCountdown <= 0f)
{
_fireCountdown = 0;
_fireCountdown += hSliderValue;
PlayerShoot();
}
_fireCountdown -= Time.deltaTime;
}
private void PlayerShoot()
{
audioSource.Play();
Instantiate(projectilePrefab, firePoint.transform.position, firePoint.transform.rotation);
if (Physics.Raycast(raycast.transform.position,
raycast.transform.forward, out var hit,
SettingsReader.Instance.GetSettings.ViewDistance))
{
if (hit.transform.TryGetComponent<NPC>(out var target))
{
target.GetDamage(SettingsReader.Instance.GetSettings.RifleDamage);
}
}
}
public void BotShoot()
{
if (Physics.Raycast(raycast.transform.position,
raycast.transform.forward, out var hit,
SettingsReader.Instance.GetSettings.ViewDistance))
{
if (hit.transform.TryGetComponent<ICharacter>(out var target))
{
audioSource.Play();
Instantiate(projectilePrefab, firePoint.transform.position, firePoint.transform.rotation);
var mySpeed = _moveCtrl.Velocity.magnitude;
var enemySpeed = 0f;
var inCover = false;
if (target.GetCharacter.TypeAi == TypeAI.HumanAI)
enemySpeed = hit.rigidbody.velocity.magnitude;
else
{
enemySpeed = hit.collider.GetComponent<MovementController>().Velocity.magnitude;
inCover = hit.collider.GetComponent<NPC>().NpcState.InCover;
}
var hitChance = (1 - 0.5 * mySpeed) * (1 - 0.5 * enemySpeed + 0.5*inCover.ToInt()) / 1.5f;
if (!(UnityEngine.Random.Range(0f, 1f) < hitChance)) return;
_myNpc.AddReward(0.05f);
target.GetDamage(SettingsReader.Instance.GetSettings.RifleDamage);
}
}
}
}