diff options
Diffstat (limited to 'Assembly_CSharp/BiPlane.cs')
-rw-r--r-- | Assembly_CSharp/BiPlane.cs | 161 |
1 files changed, 161 insertions, 0 deletions
diff --git a/Assembly_CSharp/BiPlane.cs b/Assembly_CSharp/BiPlane.cs new file mode 100644 index 0000000..bcf32e5 --- /dev/null +++ b/Assembly_CSharp/BiPlane.cs @@ -0,0 +1,161 @@ +using UnityEngine; + +public class BiPlane : MonoBehaviour +{ + [SerializeField] + private TowerType towerType; + + [SerializeField] + private float speed; + + [SerializeField] + private float turnTime = 3f; + + [SerializeField] + private float minDistance = 3f; + + [SerializeField] + private float maxDistance = 12f; + + [SerializeField] + private float attackDistance = 6f; + + public GameObject target; + + private int directionMultiplier = 1; + + private Vector3 previousPos; + + private bool flyingTowards = true; + + private float desiredAltitude = 5f; + + private float desiredTilt; + + public int damage; + + public int healthDamage; + + public int armorDamage; + + public int shieldDamage; + + public float rps; + + public float slowPercent; + + public float bleedPercent; + + public float burnPercent; + + public float poisonPercent; + + public float critChance; + + public float stunChance; + + private int ammo; + + [SerializeField] + private int maxAmmo = 20; + + private float timeOfLastShot; + + [SerializeField] + private LayerMask bulletHitMask; + + [SerializeField] + private GameObject projectile; + + [SerializeField] + private float projectileSpeed; + + [SerializeField] + private Transform muzzle; + + [SerializeField] + private Transform artTransform; + + private void Start() + { + ammo = maxAmmo; + } + + private void Update() + { + FlightPath(); + } + + private void FixedUpdate() + { + } + + private void FlightPath() + { + Vector3 vector; + if (target != null) + { + vector = target.transform.position; + } + else + { + vector = Vector3.zero; + vector.y = 5f; + } + if (Vector3.SqrMagnitude(vector - base.transform.position) <= minDistance * minDistance) + { + flyingTowards = false; + Reload(); + } + else if (Vector3.SqrMagnitude(vector - base.transform.position) >= maxDistance * maxDistance) + { + flyingTowards = true; + } + float num = ((!flyingTowards) ? 0f : Vector2.SignedAngle(new Vector2(base.transform.forward.x, base.transform.forward.z), new Vector2(vector.x - base.transform.position.x, vector.z - base.transform.position.z))); + float num2; + if (target != null && flyingTowards && Vector3.SqrMagnitude(vector - base.transform.position) <= attackDistance * attackDistance) + { + desiredAltitude += (Mathf.Min(vector.y, 1f) - desiredAltitude) * Time.deltaTime * 1.5f; + num2 = base.transform.position.y - desiredAltitude; + if (Mathf.Abs(num) < 22.5f) + { + Fire(); + } + } + else + { + desiredAltitude += (5f - desiredAltitude) * Time.deltaTime * 3f; + num2 = base.transform.position.y - desiredAltitude; + } + num = Mathf.Clamp(num * 6f, -90f, 90f); + num2 = Mathf.Clamp(num2 * 6f, -45f, 45f); + base.transform.Rotate(new Vector3(0f, (0f - num) * Time.deltaTime / turnTime, 0f)); + base.transform.eulerAngles = new Vector3(num2, base.transform.eulerAngles.y, 0f); + base.transform.Translate(Vector3.forward * Time.deltaTime * speed); + desiredTilt += (num - desiredTilt) * Time.deltaTime; + artTransform.eulerAngles = new Vector3(base.transform.eulerAngles.x, base.transform.eulerAngles.y, desiredTilt); + } + + private void Reload() + { + ammo = maxAmmo; + } + + private void Fire() + { + if (ammo > 0 && timeOfLastShot + rps <= Time.time) + { + ammo--; + timeOfLastShot = Time.time; + LaunchProjectile(); + } + } + + private void LaunchProjectile() + { + Vector3 position = target.transform.position; + position += new Vector3(Random.Range(-0.33f, 0.33f) + Random.Range(-0.33f, 0.33f), Random.Range(-0.33f, 0.33f) + Random.Range(-0.33f, 0.33f), Random.Range(-0.33f, 0.33f) + Random.Range(-0.33f, 0.33f)); + muzzle.LookAt(position); + Object.Instantiate(projectile, muzzle.position, muzzle.rotation).GetComponent<Projectile>().SetStats(towerType, target, projectileSpeed, damage, healthDamage, armorDamage, shieldDamage, slowPercent, bleedPercent, burnPercent, poisonPercent, critChance, stunChance); + } +} |