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SoulliesOfficial 50ee502684 完善
2026-02-13 09:22:11 -05:00

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3.7 KiB
C#

/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Samples
{
using UnityEngine;
/// <summary>
/// Moves a projectile towards the specified target.
/// </summary>
public class Projectile : MonoBehaviour
{
[Tooltip("The speed at which the projectile should move.")]
[SerializeField] protected float m_Speed = 5;
[Tooltip("The amount of damage that should be applied.")]
[SerializeField] protected float m_DamageAmount = 20;
[Tooltip("The +/- range of damage that should be applied.")]
[SerializeField] protected float m_DamageVariance;
[Tooltip("Should the y-axis direction be ignored?")]
[SerializeField] protected bool m_IgnoreY = true;
[Tooltip("Should the projectile rotate towards the target?")]
[SerializeField] protected bool m_RotateTowardsTarget;
private Transform m_Transform;
private Transform m_Target;
/// <summary>
/// Initializes the projectile to the specified target.
/// </summary>
/// <param name="target">The target the projectile should move towards.</param>
public void Initialize(GameObject target)
{
m_Transform = transform;
m_Target = target.transform;
if (m_RotateTowardsTarget) {
var direction = GetDirection();
var angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
m_Transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
}
}
/// <summary>
/// Returns the direction that the projectile should move.
/// </summary>
/// <returns>The direction that the projectile should move.</returns>
private Vector3 GetDirection()
{
var direction = m_Target.position - m_Transform.position;
if (m_IgnoreY) {
direction.y = 0;
}
return direction.normalized;
}
/// <summary>
/// Move towards the target.
/// </summary>
private void Update()
{
var direction = GetDirection();
m_Transform.position += direction * m_Speed * Time.deltaTime;
if (m_RotateTowardsTarget) {
var angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
m_Transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
}
}
/// <summary>
/// The projectile collided with another object.
/// </summary>
/// <param name="collision">The other object.</param>
private void OnCollisionEnter(Collision collision)
{
Health health;
if (collision.transform == m_Target && (health = collision.collider.gameObject.GetComponent<Health>()) != null) {
health.Value -= (m_DamageAmount + Random.Range(-m_DamageVariance, m_DamageVariance));
Destroy(gameObject);
}
}
/// <summary>
/// The projectile collided with another object.
/// </summary>
/// <param name="collision">The other object.</param>
private void OnCollisionEnter2D(Collision2D collision)
{
Health health;
if (collision.transform == m_Target && (health = collision.collider.gameObject.GetComponent<Health>()) != null) {
health.Value -= (m_DamageAmount + Random.Range(-m_DamageVariance, m_DamageVariance));
Destroy(gameObject);
}
}
}
}