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

44 lines
1.2 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;
public class Prop_Grenade : MonoBehaviour
{
[SerializeReference, SubclassSelector] private ISensor rangeSensor;
[SerializeReference, SubclassSelector] private IReference[] vfxTags;
[SerializeField] private LayerMask physicsLayer;
[SerializeField] private float explosionRadius;
[SerializeField] private float fuse;
[SerializeField] private AnimationCurve damageCurve;
private async void Start()
{
try
{
await Task.Delay(TimeSpan.FromSeconds(fuse), 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) is false)continue;
entity.Invoke<DamageMessage>(new DamageMessage()
{
Target = entity,
Damage = (int)damageCurve.Evaluate(Vector3.Distance(transform.position, entity.transform.position))
});
}
PhysicsHelper.Explosion(transform.position,explosionRadius,physicsLayer,1024*8);
Destroy(gameObject);
}
}