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

62 lines
1.7 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using BITKit;
using BITKit.Entities;
using BITKit.Sensors;
using BITKit.Tween;
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace BITFALL.Props
{
public class Prop_Flashbang : MonoBehaviour
{
[SerializeField]
private float fuse;
[SerializeField] private float duration = 5;
[SerializeField] private Light light;
[SerializeReference,SubclassSelector] private ISensor _sensor;
private async void Start()
{
await UniTask.Delay(TimeSpan.FromSeconds(fuse));
if (destroyCancellationToken.IsCancellationRequested) return;
await _sensor.Execute(0);
if (destroyCancellationToken.IsCancellationRequested) return;
foreach (var x in _sensor.Get())
{
if (x.TryGetComponent<IEntity>(out var entity) is false) continue;
if (entity.TryGetComponent<IStunObject>(out var stunObject) is false) continue;
var distance = Vector3.Distance(transform.position, x.transform.position);
stunObject.Stun(distance, duration);
BIT4Log.Log<Prop_Flashbang>($"目标:{x.name} 距离:{distance} 眩晕时间:{duration}");
}
light.enabled = true;
var currentIntensity = light.intensity;
await BITween.CreateSequence()
.Append(
BITween.MoveToForward(Set, currentIntensity, 0, 0.2f)
)
//.Append(UniTask.Create(Dispose))
.Play();
if(destroyCancellationToken.IsCancellationRequested) return;
Destroy(gameObject);
}
private UniTask Dispose()
{
if (destroyCancellationToken.IsCancellationRequested) return UniTask.CompletedTask;
Destroy(gameObject);
return UniTask.CompletedTask;;
}
private void Set(float weight)
{
if (light)
light.intensity = weight;
}
}
}