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using UnityEngine;
public class Saw : MonoBehaviour
{
public Player owner;
public float range = 3f;
public float damage = 10f;
public float force;
public float shake = 1f;
public ParticleSystem[] parts;
public Transform sparkTransform;
private Vector3 forceDir;
private void Start()
{
owner = base.transform.root.GetComponent<SpawnedAttack>().spawner;
}
private void Update()
{
Player player = null;
for (int i = 0; i < PlayerManager.instance.players.Count; i++)
{
Player player2 = PlayerManager.instance.players[i];
if (player2 != owner && Vector3.Distance(player2.transform.position, base.transform.transform.position) < range * base.transform.localScale.x)
{
player = player2;
}
}
if ((bool)player && PlayerManager.instance.CanSeePlayer(base.transform.position, player).canSee)
{
Vector3 normalized = (player.transform.position - base.transform.position).normalized;
if (damage != 0f)
{
player.data.healthHandler.TakeDamage(TimeHandler.deltaTime * damage * normalized, base.transform.position, null, owner);
}
if (force != 0f)
{
float num = Mathf.Clamp(1f - Vector2.Distance(base.transform.position, player.transform.position) / range, 0f, 1f);
ForceMultiplier component = player.GetComponent<ForceMultiplier>();
if ((bool)component)
{
num *= component.multiplier;
}
forceDir = normalized;
forceDir.y *= 0.5f;
player.data.playerVel.AddForce(forceDir * base.transform.localScale.x * num * TimeHandler.deltaTime * force, ForceMode2D.Force);
player.data.healthHandler.TakeForce(forceDir * num * 0.0005f * TimeHandler.deltaTime * force);
}
for (int j = 0; j < parts.Length; j++)
{
if (!parts[j].isPlaying)
{
parts[j].Play();
}
}
if ((bool)sparkTransform)
{
sparkTransform.transform.position = player.transform.position;
if (normalized != Vector3.zero)
{
sparkTransform.rotation = Quaternion.LookRotation(normalized);
}
}
GamefeelManager.GameFeel((normalized + Random.onUnitSphere).normalized * shake * TimeHandler.deltaTime * 20f);
return;
}
for (int k = 0; k < parts.Length; k++)
{
if (parts[k].isPlaying)
{
parts[k].Stop();
}
}
}
}
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