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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- /// <summary>
- /// 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.
- /// </summary>
- public class LaserShot_Drone : ZEDProjectile
- {
- /// <summary>
- /// Explosion object to spawn on death.
- /// </summary>
- [Tooltip("Explosion object to spawn on death.")]
- public GameObject explosionPrefab;
- /// <summary>
- /// The current distance the object is from the left eye camera, used for collision calculation.
- /// </summary>
- private float camdistance;
- private void Update()
- {
- camdistance = Vector3.Distance(transform.position, cam.transform.position);
- if (camdistance < 1.5f)
- speed = 1f;
- else
- speed = 16f;
- }
- /// <summary>
- /// 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.
- /// </summary>
- /// <param name="collisionpoint"></param>
- /// <param name="collisionnormal"></param>
- public override void OnHitRealWorld(Vector3 collisionpoint, Vector3 collisionnormal)
- {
- SpawnExplosion(collisionpoint, collisionnormal);
- Destroy(gameObject);
- }
- /// <summary>
- /// 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.
- /// </summary>
- /// <param name="hitinfo"></param>
- 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<PlayerDamageReceiver>();
- 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);
- }
- }
- /// <summary>
- /// Creates an explosion effect at the desired location, used when the laser is destroyed.
- /// </summary>
- /// <param name="position">Where to spawn the explosion.</param>
- /// <param name="normal">Which direction to orient the explosion. Should be based off the surface normal of the object the projectile hit.</param>
- 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);
- }
- }
- }
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