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using mh;
using MH;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BladeScript : ProjectileBase
{
[NonSerialized] public float life;
public Vector2 dir;
private static List<IQuadTreeObject> collisions = new List<IQuadTreeObject>();
private FastCircleCollider collider;
private SpriteRenderer sr
{
get
{
return this.gameObject.GetComponent<SpriteRenderer>();
}
}
public void Start()
{
collider = GetComponent<FastCircleCollider>();
Invoke("DestroySelf", life);
// Attack();
}
void DestroySelf()
{
Destroy(this.gameObject);
}
public void Update()
{
Color c = sr.color;
c.a *= 0.99f;
sr.color = c;
transform.localRotation *= Quaternion.Euler(0, 0, 20);
transform.position += (dir * Time.deltaTime * 10f).ToVector3();
}
public void SetFlip(bool flip)
{
sr.flipX = flip;
}
public void Attack()
{
Vector3 pos = transform.position;
if (PhysicsManager.Instance.RetriveHurtboxes(ref collisions, new Vector4(pos.x, pos.y, 2, 2)))
{
for (int i = 0; i < collisions.Count; i++)
{
var col = collisions[i] as MonoBehaviour;
if (col != null)
{
if (col is FastBoxCollider)
{
var box = col as FastBoxCollider;
if (box != null)
{
if (PhysicsManager.BoxVsCircle(box.box, collider.circle))
{
GameObject.Destroy(box.gameObject);
}
}
}
}
}
}
}
public void FixedUpdate()
{
Attack();
}
}
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