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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);
}
}
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