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laser.cs
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174 lines (126 loc) · 4.77 KB
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class laser : MonoBehaviour
{
public float maxRange = 100f;
private LineRenderer line;
public RaycastHit2D ray;
public RaycastHit2D[] rayArray;
public GameObject rootShoot;
public float distance;
public LayerMask[] hitableLayers;
public LayerMask whatToHit;
public float shootAngle;
public float damage;
public GameObject barrel;
public GameObject bulletDeath;
public GameObject bulletDeathEnemy;
public bool hit;
public int end;
void Start()
{
//barrel = GameObject.Find("RootShoot").GetComponent<Shoot>().currentGun.transform.GetChild(0).gameObject;
shootAngle = rootShoot.GetComponent<Shoot>().currentGun.GetComponent<Aim>().rotation;
transform.LookAt(GameObject.Find("CrosshairProxy").transform);
rayArray = Physics2D.RaycastAll(transform.position, transform.forward, distance, whatToHit);
for(int i = 0; i < rayArray.Length; i++)
{
if(rayArray[i].collider != null)
{
hit = true;
}
}
if (hit)
{
for (int i = 0; i < rayArray.Length; i++)
{
if (rayArray[i].collider != null)
{
if (rayArray[i].collider.tag == "CliffCollide" || rayArray[i].collider.tag == "Destruct")
{
end = i;
i = rayArray.Length;
}
}
}
line.enabled = true;
line.SetPosition(0, transform.position);
line.SetPosition(1, rayArray[end].point);
InvokeRepeating("ThinLine", 0f, 0.01f);
Invoke("KillLine", 0.2f);
for (int i = 0; i <= end; i++)
{
if (rayArray[i].collider != null)
{
if (rayArray[i].collider.tag == "Destruct")
{
rayArray[i].collider.GetComponent<DestRock>().TakeDamage(damage, true);
Instantiate(bulletDeath, ray.point, Quaternion.identity);
}
else if (rayArray[i].collider.tag == "Wall")
{
rayArray[i].collider.GetComponent<wall>().TakeDamage(damage);
Instantiate(bulletDeath, ray.point, Quaternion.identity);
}
else if (rayArray[i].collider.tag == "Enemy")
{
Invoke("LineToWhite", 0.1f);
if (rayArray[i].collider.GetComponent<EnemyBehaviour>() != null)
{
rayArray[i].collider.GetComponent<EnemyBehaviour>().TakeDamage(damage, 2);
}
else if (rayArray[i].collider.GetComponent<MeleeEnemyBehaviour>() != null)
{
rayArray[i].collider.GetComponent<MeleeEnemyBehaviour>().TakeDamage(damage, 2);
}
Instantiate(bulletDeathEnemy, ray.point, Quaternion.identity);
}
else if (rayArray[i].collider != null)
{
Instantiate(bulletDeath, ray.point, Quaternion.identity);
}
}
}
}
if (!hit)
{
line.enabled = true;
line.SetPosition(0, transform.position);
line.SetPosition(1, transform.position + transform.forward.normalized * distance);
InvokeRepeating("ThinLine", 0f, 0.001f);
Invoke("KillLine", 0.2f);
}
}
void Awake()
{
line = GetComponent<LineRenderer>();
line.enabled = false;
rootShoot = GameObject.Find("RootShoot");
for (int i = 0; i < hitableLayers.Length; i++)
{
whatToHit = whatToHit + hitableLayers[i];
}
line.enabled = false;
line.positionCount = 2;
line.startWidth = 0.04f;
line.endWidth = 0.05f;
}
void LineToWhite()
{
line.startColor = new Color(1, 0.6f, 0.6f, 1);
line.endColor = new Color(1, 0.6f, 0.6f, 0.75f);
}
void Update()
{
}
void ThinLine()
{
line.startWidth = Mathf.Lerp(line.startWidth, 0, 0.1f);
line.endWidth = Mathf.Lerp(line.endWidth, 0, 0.1f);
}
void KillLine()
{
Destroy(gameObject);
}
}