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using System.Collections.Generic;
using UnityEngine;
public class Sawblade : Projectile
{
private Pathfinder targetPathfinder;
private Waypoint nextWaypoint;
private bool pathMode;
private HashSet<Collider> targetsHit = new HashSet<Collider>();
public override void SetStats(TowerType whoShotMe, GameObject _target, float spd, int dmg, int healthDmg, int armorDmg, int shieldDmg, float slow, float bleed, float burn, float poison, float crit, float stun)
{
base.SetStats(whoShotMe, _target, spd, dmg, healthDmg, armorDmg, shieldDmg, slow, bleed, burn, poison, crit, stun);
targetPathfinder = target.GetComponent<Pathfinder>();
nextWaypoint = targetPathfinder.currentWaypoint;
}
protected override void AlterCourse()
{
if (!pathMode && targetPathfinder != null)
{
nextWaypoint = targetPathfinder.currentWaypoint;
}
if (!pathMode && (target == null || Vector3.SqrMagnitude(target.transform.position - base.transform.position) < 0.125f))
{
nextWaypoint = GetPreviousWaypoint();
pathMode = true;
}
Vector3 position;
if (!pathMode)
{
position = target.transform.position;
}
else
{
if (Vector3.SqrMagnitude(nextWaypoint.transform.position - base.transform.position) < 0.125f)
{
nextWaypoint = GetPreviousWaypoint();
}
position = nextWaypoint.transform.position;
}
Quaternion rotation = Quaternion.LookRotation(position - base.transform.position, Vector3.up);
base.transform.rotation = rotation;
}
protected override void CheckForHits()
{
Collider[] array = Physics.OverlapBox(base.transform.position, Vector3.one * 0.25f, Quaternion.identity, layermask, QueryTriggerInteraction.Collide);
foreach (Collider collider in array)
{
if (!pathMode && collider.gameObject == target)
{
nextWaypoint = GetPreviousWaypoint();
pathMode = true;
}
if (targetsHit.Contains(collider))
{
continue;
}
IDamageable component = collider.GetComponent<IDamageable>();
if (component != null)
{
DealDamage(component);
damage--;
if (damage <= 0)
{
Object.Destroy(base.gameObject);
}
}
targetsHit.Add(collider);
}
}
private Waypoint GetPreviousWaypoint()
{
Waypoint[] previousWaypoints = nextWaypoint.GetPreviousWaypoints();
if (previousWaypoints.Length == 0)
{
Object.Destroy(base.gameObject);
return nextWaypoint;
}
return previousWaypoints[Random.Range(0, previousWaypoints.Length)];
}
}
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