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path: root/WorldlineKeepers/Assets/Scripts/Projectiles/BladeScript.cs
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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();
    }

}