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

135 lines
5.7 KiB
C#

/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Samples
{
using UnityEngine;
using System.Collections.Generic;
/// <summary>
/// Fires a projectile at the specified target.
/// </summary>
public class Turret : MonoBehaviour
{
[Tooltip("The target that is being shot.")]
[SerializeField] protected List<Health> m_Targets;
[Tooltip("Can the turret hit target the same object multiple times?")]
[SerializeField] protected bool m_AllowMultipleHits = true;
[Tooltip("The maximum distance that the turret can fire.")]
[SerializeField] protected float m_MaxDistance = float.MaxValue;
[Tooltip("The GameObject that should rotate to look at the target.")]
[SerializeField] protected GameObject m_Rotator;
[Tooltip("The speed that the rotator should look at the target.")]
[SerializeField] protected float m_RotationSpeed;
[Tooltip("The interval at which to fire the projectile.")]
[SerializeField] protected int m_FireInterval = 2;
[Tooltip("The projectile that should be fired.")]
[SerializeField] protected GameObject m_Projectile;
[Tooltip("The location that the projectile should be spawned.")]
[SerializeField] protected Transform m_ProjectileSpawnLocation;
[Tooltip("The transform that should pullback when the turret is fired.")]
[SerializeField] protected Transform m_PullbackTransform;
[Tooltip("The amount that the transform should pullback.")]
[SerializeField] protected float m_PullbackPosition = -2;
[Tooltip("The speed at which the transform should pullback.")]
[SerializeField] protected float m_PullbackSpeed = 30;
[Tooltip("A reference to the muzzle flash.")]
[SerializeField] protected GameObject m_MuzzleFlashPrefab;
[Tooltip("The offset to apply to the muzzle flash spawn.")]
[SerializeField] protected Vector3 m_MuzzleFlashSpawnRotationOffset;
public List<Health> Targets { get => m_Targets; set => m_Targets = value; }
private Transform m_Transform;
private Health m_Target;
private float m_FireTime;
private bool m_Pullback;
/// <summary>
/// Initializes the default values.
/// </summary>
private void Start()
{
m_Transform = transform;
m_FireTime = -m_FireInterval;
}
/// <summary>
/// Determines the target to fire upon.
/// </summary>
private void DetermineTarget()
{
if (m_Target == null || m_Target.Value <= 0 || (m_Target.transform.position - m_Transform.position).magnitude > m_MaxDistance) {
var closestIndex = -1;
var closestDistance = float.MaxValue;
for (int i = 0; i < m_Targets.Count; ++i) {
if (m_Targets[i].Value <= 0) {
continue;
}
var distance = (m_Targets[i].transform.position - m_Transform.position).magnitude;
if (distance < closestDistance && distance <= m_MaxDistance) {
closestDistance = distance;
closestIndex = i;
}
}
m_Target = closestIndex == -1 ? null : m_Targets[closestIndex];
if (closestIndex != -1 && !m_AllowMultipleHits) {
m_Targets.RemoveAt(closestIndex);
}
}
}
/// <summary>
/// Rotates and fires upon the target.
/// </summary>
private void Update()
{
DetermineTarget();
// The turret can pullback the gun indicating recoil.
if (m_PullbackTransform != null) {
var targetPosition = m_Pullback ? m_PullbackPosition : 0;
var localPosition = m_PullbackTransform.localPosition;
if (targetPosition != localPosition.z) {
localPosition.z = Mathf.MoveTowards(localPosition.z, targetPosition, m_PullbackSpeed * Time.deltaTime);
if (m_Pullback && Mathf.Abs(localPosition.z - targetPosition) < 0.01f) {
m_Pullback = false;
}
m_PullbackTransform.localPosition = localPosition;
}
}
if (m_Target == null) {
return;
}
var direction = m_Target.transform.position - m_Rotator.transform.position;
direction.y = 0;
var rotation = Quaternion.LookRotation(direction.normalized);
m_Rotator.transform.rotation = Quaternion.RotateTowards(m_Rotator.transform.rotation, rotation, m_RotationSpeed * Time.deltaTime);
if (m_FireTime + m_FireInterval < Time.time) {
FireProjectile();
}
}
/// <summary>
/// Fires the projectile.
/// </summary>
private void FireProjectile()
{
var projectile = GameObject.Instantiate(m_Projectile, m_ProjectileSpawnLocation.position, m_ProjectileSpawnLocation.rotation);
projectile.GetComponent<Projectile>().Initialize(m_Target.gameObject);
m_FireTime = Time.time;
m_Pullback = true;
if (m_MuzzleFlashPrefab != null) {
GameObject.Instantiate(m_MuzzleFlashPrefab, m_ProjectileSpawnLocation.position, m_ProjectileSpawnLocation.rotation * Quaternion.Euler(m_MuzzleFlashSpawnRotationOffset));
}
}
}
}