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using UnityEngine;
public class MorterShell : Projectile
{
[SerializeField]
private GameObject artObject;
[SerializeField]
private LayerMask layersAffectedByBlast;
public float blastRadius = 1f;
private Vector3 destination;
private float timeOfFlight;
[SerializeField]
private float vSpeed;
[SerializeField]
private float hSpeed;
[SerializeField]
private float gravity = 5f;
[SerializeField]
private GameObject explosion;
private float lookAhead;
private Vector3 previousPos;
public void SetMorterPhysics(Vector3 pos)
{
destination = pos;
timeOfFlight = speed;
vSpeed = gravity * timeOfFlight / 2f;
hSpeed = Vector3.Magnitude(base.transform.position - destination) / timeOfFlight;
lookAhead = vSpeed + hSpeed;
}
protected override void MoveProjectile()
{
previousPos = base.transform.position;
base.transform.Translate(Vector3.forward * hSpeed * Time.fixedDeltaTime);
base.transform.Translate(Vector3.up * vSpeed * Time.fixedDeltaTime);
vSpeed -= gravity * Time.fixedDeltaTime;
artObject.transform.rotation = Quaternion.LookRotation(base.transform.position - previousPos, Vector3.up);
}
protected override void CheckForHits()
{
if (!(vSpeed > 0f) && Physics.Raycast(artObject.transform.position, artObject.transform.forward, out var hitInfo, lookAhead * Time.fixedDeltaTime, layermask, QueryTriggerInteraction.Collide))
{
OnHit(hitInfo);
}
}
protected override void OnHit(RaycastHit hit)
{
Collider[] array = Physics.OverlapSphere(base.transform.position, blastRadius, layersAffectedByBlast, QueryTriggerInteraction.Collide);
for (int i = 0; i < array.Length; i++)
{
IDamageable component = array[i].GetComponent<IDamageable>();
if (component != null)
{
DealDamage(component);
}
}
if (detachOnDestruction != null)
{
detachOnDestruction.transform.parent = null;
}
if (extraFX != null)
{
extraFX.OnDetach();
}
Object.Instantiate(explosion, base.transform.position, Quaternion.identity);
Object.Destroy(base.gameObject);
}
}
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