using System.Collections;
using System.Collections.Generic;
using UnityEngine;
///
/// A Projectile that spawns an explosion effect on death and causes the player to see a damage effect when hit.
/// Inherits from Projectile.cs, where most logic not specific to the ZED Drone Battle sample is handled.
///
public class LaserShot_Drone : ZEDProjectile
{
///
/// Explosion object to spawn on death.
///
[Tooltip("Explosion object to spawn on death.")]
public GameObject explosionPrefab;
///
/// The current distance the object is from the left eye camera, used for collision calculation.
///
private float camdistance;
private void Update()
{
camdistance = Vector3.Distance(transform.position, cam.transform.position);
if (camdistance < 1.5f)
speed = 1f;
else
speed = 16f;
}
///
/// Called when the projectile hits the real world.
/// As the real world can't be a distinct gameobject (for now) we just spawn FX and destroy the projectile.
///
///
///
public override void OnHitRealWorld(Vector3 collisionpoint, Vector3 collisionnormal)
{
SpawnExplosion(collisionpoint, collisionnormal);
Destroy(gameObject);
}
///
/// Called when the projectile hits a virtual object.
/// If that object has a PlayerDamageReceiver, deal damage and destroy the projectile.
/// Otherwise ignore it so the drone can't shoot itself.
///
///
public override void OnHitVirtualWorld(RaycastHit hitinfo)
{
//Check to see if it's the player we hit. If so, deal damage.
PlayerDamageReceiver receiver = hitinfo.collider.gameObject.GetComponent();
if (receiver != null) //We don't want any collision logic if it's not hitting the player, so we can avoid the drone shooting itself.
{
receiver.TakeDamage();
Destroy(gameObject);
}
}
///
/// Creates an explosion effect at the desired location, used when the laser is destroyed.
///
/// Where to spawn the explosion.
/// Which direction to orient the explosion. Should be based off the surface normal of the object the projectile hit.
void SpawnExplosion(Vector3 position, Vector3 normal)
{
if (explosionPrefab) //Only spawn an explosion if we have a prefab to spawn
{
GameObject explosion = Instantiate(explosionPrefab);
explosion.transform.position = position;
explosion.transform.rotation = Quaternion.LookRotation(normal);
}
}
}