Files
blackhole-escape/Assets/Scripts/PowerUps/ChaseAttachedPowerUpEffect.cs
iDunnoDev fb3415c7b2 Added new sounds needed for game
Added blackhole swirl texture and materials
Added Magnet, Hunter and Drop core powerups and script overhaul for powerups in general
Added Scenes and Cinematic changes for the game, win and death screens
Added a score
Changed the way enemy spawns work
Removed unused scripts
2022-07-14 17:31:10 +01:00

208 lines
6.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
public class ChaseAttachedPowerUpEffect : AttachablePowerUpEffect
{
private GameObject _player;
private PlayerObjectShared _playerObjectShared;
private Rigidbody _playerRigidBody;
public float chargeForce;
public float targetRange;
public GameObject selectorGO;
private GameObject _currentTarget;
public float scanCooldown;
private bool _scanCooldown;
private TimerHelper _scanTimer;
private Queue<GameObject> _scannedObjects = new Queue<GameObject>();
// Start is called before the first frame update
void Start()
{
_player = GameEngine.mainPlayer;
_playerObjectShared = _player.GetComponent<PlayerObjectShared>();
_playerRigidBody = _player.GetComponent<Rigidbody>();
_abilityCooldown = false;
_abilityCooldownTimer = new TimerHelper(abilityCooldown, false);
_scanCooldown = false;
_scanTimer = new TimerHelper(scanCooldown, false);
}
public override bool OnUseEffect()
{
if (!_abilityCooldown)
{
PlayerColliderManager playerCM = _player.GetComponent<PlayerColliderManager>();
if (playerCM != null)
{
playerCM.SetImmune(2.0f);
}
if (_currentTarget != null)
{
Vector3 directionToTarget = _currentTarget.transform.position - _player.transform.position;
_playerRigidBody.AddForce(directionToTarget.normalized * chargeForce, ForceMode.VelocityChange);
}
else
{
_playerRigidBody.AddForce(_player.transform.forward * chargeForce, ForceMode.VelocityChange);
}
Transform particleEffect = powerUpModel.transform.Find("PowerUsed");
if (particleEffect != null)
{
ParticleSystem particleSys = particleEffect.gameObject.GetComponent<ParticleSystem>();
particleSys.Play();
}
if (onUseSFX != null)
{
_playerObjectShared.PlaySFX(onUseSFX);
}
_abilityCooldown = true;
_abilityCooldownTimer.RestartTimer();
return true;
}
else
{
return false;
}
}
public override bool OnAltUseEffect()
{
if (!_abilityCooldown)
{
if (!_scanCooldown)
{
bool result = false;
Queue<GameObject> currentScan = new Queue<GameObject>();
RaycastHit[] raycastHits = Physics.SphereCastAll(_player.transform.position, 30.0f, _player.transform.forward, targetRange, LayerMask.GetMask("Enemies"));
if (raycastHits.Length > 0)
{
foreach (RaycastHit currentHit in raycastHits)
{
GameObject currentGO = currentHit.transform.gameObject;
if (currentGO.tag != "Asteroid")
{
if (!currentScan.Contains(currentGO))
{
currentScan.Enqueue(currentGO);
if (!_scannedObjects.Contains(currentGO))
{
_scannedObjects.Enqueue(currentGO);
}
}
}
}
}
_scannedObjects = new Queue<GameObject>(_scannedObjects.Where(s => currentScan.Any(c => c == s)));
if (_scannedObjects.Count > 0)
{
if (_currentTarget != null)
{
Transform lastTargetGO = _currentTarget.transform.Find("ShipModel/Target");
if (lastTargetGO != null)
{
Destroy(lastTargetGO.gameObject);
}
}
_currentTarget = _scannedObjects.Dequeue();
if (_currentTarget != null)
{
Transform shipModel = _currentTarget.transform.Find("ShipModel");
if (shipModel != null)
{
GameObject newTarget = Instantiate(selectorGO, shipModel);
newTarget.name = "Target";
}
}
result = true;
}
else
{
if (_currentTarget != null)
{
Transform lastTargetGO = _currentTarget.transform.Find("ShipModel/Target");
if (lastTargetGO != null)
{
Destroy(lastTargetGO.gameObject);
}
}
_currentTarget = null;
}
if (onAltSFX != null)
{
_playerObjectShared.PlaySFX(onAltSFX);
}
_scanTimer.RestartTimer();
_scanCooldown = true;
return true;
}
else
{
return true;
}
}
else
{
return false;
}
}
private void OnDestroy()
{
if (_currentTarget != null)
{
Transform lastTargetGO = _currentTarget.transform.Find("ShipModel/Target");
if (lastTargetGO != null)
{
Destroy(lastTargetGO.gameObject);
}
}
}
// Update is called once per frame
void Update()
{
if (_abilityCooldown)
{
if (_abilityCooldownTimer.HasTicked(Time.deltaTime))
{
_abilityCooldown = false;
}
}
if (_scanCooldown)
{
if (_scanTimer.HasTicked(Time.deltaTime))
{
_scanCooldown = false;
}
}
if (_currentTarget != null)
{
uiReadyText = "Target Locked!";
}
else
{
uiReadyText = "Charge Ready";
}
}
}