BITFALL/Assets/Artists/Scripts/Props/Prop_BouncingBetty.cs

56 lines
1.6 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using BITKit;
using BITKit.Entities;
using BITKit.Sensors;
using UnityEngine;
namespace BITFALL.Props
{
public class Prop_BouncingBetty : MonoBehaviour
{
[SerializeReference,SubclassSelector] private ISensor rangeSensor;
[SerializeReference, SubclassSelector] private IReference[] vfxTags;
[SerializeField] private AnimationCurve damageCurve;
[SerializeField] private LayerMask physicsLayer;
[SerializeField] private float explosionRadius;
[SerializeField] private float jumpForce;
[SerializeField] private new Rigidbody rigidbody;
private bool isTriggered;
public async void OnDetected(Collider _collider)
{
if (isTriggered) return;
isTriggered = true;
var damaged = new List<ulong>() ;
rigidbody.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
try
{
await Task.Delay(1000,destroyCancellationToken);
}
catch (OperationCanceledException)
{
return;
}
DI.Get<VFXService>().Spawn(new Location(transform), vfxTags.Select(x=>x.Value).ToArray());
foreach (var x in rangeSensor.Get())
{
if (!x.TryGetComponent<Entity>(out var entity)) continue;
if(damaged.Contains(entity.Id))continue;
entity.Invoke<DamageMessage>(new DamageMessage()
{
Target = entity,
Damage = (int)damageCurve.Evaluate(Vector3.Distance(transform.position, entity.transform.position))
});
damaged.Add(entity.Id);
}
PhysicsHelper.Explosion(transform.position,explosionRadius,physicsLayer,1024*8);
damaged.Clear();
Destroy(gameObject);
}
}
}