94 lines
2.9 KiB
C#
94 lines
2.9 KiB
C#
#nullable enable
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using System.Collections;
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using System.Collections.Generic;
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using NaughtyAttributes;
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class MinionThrower : MonoBehaviour {
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[SerializeField]
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[Required]
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GameFlowManager gameFlowManager = null!;
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public Entity[] minionPrefabs;
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public GameObject aimArrow;
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bool isInThrowMode;
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Vector2 throwDirection = Vector2.right;
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MinionBar minionBar;
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VampireEntity vampireEntity;
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PlayerMovement movement;
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float currentCooldownTimer;
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float currentInitialCooldown;
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void Awake() {
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vampireEntity = GetComponent<VampireEntity>();
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movement = GetComponent<PlayerMovement>();
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minionBar = FindObjectOfType<MinionBar>();
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aimArrow.SetActive(false);
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}
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void Start() {
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foreach (Entity minion in minionPrefabs) {
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minionBar.AddMinionType(minion);
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}
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}
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void FixedUpdate() {
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if (currentCooldownTimer > 0f) {
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currentCooldownTimer -= Time.fixedDeltaTime;
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minionBar.UpdateReload(currentCooldownTimer / currentInitialCooldown);
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}
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}
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public void ToggleThrowMode(InputAction.CallbackContext context) {
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if (!gameFlowManager.CanDoAction)
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return;
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if (context.performed) {
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isInThrowMode = true;
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aimArrow.SetActive(true);
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} else if (context.canceled) {
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PerformThrow();
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isInThrowMode = false;
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aimArrow.SetActive(false);
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}
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}
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public void AimThrow(InputAction.CallbackContext context) {
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throwDirection = context.ReadValue<Vector2>().normalized;
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if (vampireEntity.playerMovement.facingRight) {
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aimArrow.transform.rotation = Quaternion.FromToRotation(Vector2.right, throwDirection);
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} else {
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aimArrow.transform.rotation = Quaternion.FromToRotation(Vector2.left, throwDirection);
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}
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}
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void PerformThrow() {
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if (!isInThrowMode || currentCooldownTimer > 0f) {
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return;
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}
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float minionHealthCost = 10f; // TODO
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if (minionHealthCost >= vampireEntity.Health) {
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return;
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}
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vampireEntity.TakeDamage(minionHealthCost, vampireEntity);
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currentInitialCooldown = 2f; // TODO
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currentCooldownTimer = currentInitialCooldown;
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minionBar.UpdateReload(currentCooldownTimer / currentInitialCooldown);
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var newMinion = Instantiate(minionBar.GetCurrentMinion().gameObject, transform.position + new Vector3(throwDirection.x, throwDirection.y, 0f) * 1f, Quaternion.identity)
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.GetComponent<Monster>();
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if (movement.GetSafeZoneIfImmobile() is { } safeZone) {
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newMinion.thrownFromSafeZone = true;
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newMinion.thrownTargetPosition = safeZone.GetOutsidePosition(throwDirection);
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}
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newMinion.direction = throwDirection;
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newMinion.gameFlowManager = vampireEntity.gameFlowManager;
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}
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}
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