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using System;
using UnityEngine;
public class BulletPoint : MonoBehaviour
{
public LayerMask mask;
private Gun gun;
private MoveTransform move;
private ProjectileHit hit;
private float counter = 5f;
private void Start()
{
gun = GetComponent<Gun>();
Gun obj = gun;
obj.ShootPojectileAction = (Action<GameObject>)Delegate.Combine(obj.ShootPojectileAction, new Action<GameObject>(Fire));
}
private void Attack()
{
gun.Attack(1f, forceAttack: true);
}
private void Fire(GameObject projectile)
{
move = projectile.GetComponent<MoveTransform>();
}
private void Update()
{
if ((bool)move)
{
counter = 0f;
Vector3 vector = base.transform.position - base.transform.root.position;
RaycastHit2D raycastHit2D = Physics2D.Raycast(base.transform.root.position, vector, vector.magnitude, mask, -10000f);
Vector3 vector2 = base.transform.position;
if (raycastHit2D.transform != null)
{
vector2 = raycastHit2D.point - (Vector2)vector.normalized * 0.1f;
}
move.velocity = Vector2.Lerp(move.velocity, (vector2 - move.transform.position) * 50f, TimeHandler.deltaTime * 50f);
}
else
{
counter += TimeHandler.deltaTime;
if (counter > 2f)
{
Attack();
}
}
}
}
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