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using System.Collections;
using Sirenix.OdinInspector;
using UnityEngine;
public class RotatingShooter : MonoBehaviour
{
private Gun gun;
[HideInInspector]
public float charge;
public int bulletsToFire = 10;
private int currentBulletsToFire = 10;
private float degreesPerBullet;
[FoldoutGroup("Weird settings", 0)]
public bool destroyAfterAttack = true;
[FoldoutGroup("Weird settings", 0)]
public bool disableTrailRenderer = true;
private AttackLevel level;
private void Start()
{
level = GetComponentInParent<AttackLevel>();
gun = GetComponent<Gun>();
if (disableTrailRenderer)
{
base.transform.root.GetComponentInChildren<TrailRenderer>(includeInactive: true).enabled = false;
}
}
public void Attack()
{
currentBulletsToFire = bulletsToFire;
if ((bool)level)
{
currentBulletsToFire = bulletsToFire * level.attackLevel;
}
degreesPerBullet = 360f / (float)currentBulletsToFire;
StartCoroutine(RotateAndShoot());
}
private IEnumerator RotateAndShoot()
{
int shotsToMake = Mathf.Clamp(Mathf.RoundToInt(0.5f / gun.attackSpeed), 1, 5);
for (int i = 0; i < shotsToMake; i++)
{
for (int num = currentBulletsToFire; num > 0; num--)
{
base.transform.localEulerAngles = new Vector3(0f, (float)num * degreesPerBullet, 0f);
gun.Attack(gun.currentCharge, forceAttack: true);
}
if (shotsToMake > i)
{
yield return new WaitForSeconds(0.1f);
}
}
base.transform.localEulerAngles = new Vector3(0f, 0f, 0f);
yield return null;
if (destroyAfterAttack)
{
Object.Destroy(base.transform.root.gameObject);
}
}
}
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