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path: root/marching/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;

    private static List<IQuadTreeObject> collisions = new List<IQuadTreeObject>();

    private SpriteRenderer sr
    {
        get
        {
            return this.gameObject.GetComponent<SpriteRenderer>();
        }
    }

    public void Start()
    {
        Invoke("DestroySelf", life);
    }

    void DestroySelf()
    {
        Destroy(this.gameObject);
    }

    public void Update()
    {
        Color c = sr.color;
        c.a *= 0.99f;
        sr.color = c;
    }

    public void SetFlip(bool flip)
    {
        sr.flipX = flip;
    }

    public void FixedUpdate()
    {
        Vector3 pos = transform.position;   
        if(PhysicsManager.Instance.RetriveColliders(ref collisions, new Vector4(pos.x, pos.y, 4, 4)))
        {
            for(int i =0; i < collisions.Count; i++) 
            {

            }
        }
    }

    private void OnTriggerEnter2D(Collider2D other)
    {
        Debug.Log(other.gameObject.name);
        LayerMask layerMask = LayerMask.GetMask("Hurtbox");
        if ((layerMask & (1 << other.transform.gameObject.layer)) != 0)
        {
            //Debug.Log(other.GetType().Name);
            Rigidbody2D rig = other.transform.parent.GetComponent<Rigidbody2D>();   
            if(rig != null)
            {
                Debug.Log("force");
                UnitBase hero = UnitManager.hero;
                Vector2 pos = transform.position;
                Vector2 heroPos = hero.transform.position;
                Vector2 dir = (heroPos - pos).normalized;

                rig.AddForce(-dir * 100);

                rig.GetComponent<SpiritScript>().Die();
            }
        }
    }
}