Grenade Visual
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0189441463
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@ -1,30 +1,57 @@
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using System;
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using Grid;
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using UnityEngine;
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using UnityEngine.Serialization;
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public class GrenadeProjectile : MonoBehaviour {
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private Vector3 targetPosition;
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private const float moveSpeed = 15f;
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private const float reachedTargetDistance = .2f;
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private const float reachedTargetDistance = 2f;
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private const float damageRadius = 4f;
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[SerializeField] private Transform grenadeExplodeVfxPrefab;
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[SerializeField] private TrailRenderer trailRenderer;
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[FormerlySerializedAs("ArcYAnimationCurve")] [SerializeField]
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private AnimationCurve arcYAnimationCurve;
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private Action onGrenadeBehaviourComplete;
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private Vector3 positionXZ;
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private Vector3 targetPosition;
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private float totalDistance;
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private void Update() {
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Vector3 moveDir = (targetPosition - transform.position).normalized;
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transform.position += moveSpeed * Time.deltaTime * moveDir;
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if (!(Vector3.Distance(transform.position, targetPosition) < reachedTargetDistance)) return;
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Collider[] colliderArray = Physics.OverlapSphere(targetPosition, damageRadius);
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foreach (Collider collider in colliderArray) {
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if (collider.TryGetComponent(out Unit targetUnit)) targetUnit.Damage(30);
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positionXZ += moveSpeed * Time.deltaTime * moveDir;
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float distance = Vector3.Distance(positionXZ, targetPosition);
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float distanceNormalized = 1 - distance / totalDistance;
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float maxHeight = totalDistance / 4f;
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float positionY = arcYAnimationCurve.Evaluate(distanceNormalized) * maxHeight;
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transform.position = new(positionXZ.x, positionY, positionXZ.z);
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if (!(Vector3.Distance(positionXZ, targetPosition) < reachedTargetDistance * maxHeight)) return;
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Collider[] hitColliderArray = Physics.OverlapSphere(targetPosition, damageRadius);
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foreach (Collider hitCollider in hitColliderArray) {
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if (hitCollider.TryGetComponent(out Unit targetUnit)) targetUnit.Damage(30);
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}
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OnAnyGrenadeExploded?.Invoke(this, EventArgs.Empty);
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trailRenderer.transform.parent = null;
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Instantiate(grenadeExplodeVfxPrefab, targetPosition + Vector3.up * 1f, Quaternion.identity);
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Destroy(gameObject);
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onGrenadeBehaviourComplete();
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}
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public static event EventHandler OnAnyGrenadeExploded;
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public void Setup(GridPosition targetGridPosition, Action newGrenadeBehaviourComplete) {
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onGrenadeBehaviourComplete = newGrenadeBehaviourComplete;
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targetPosition = LevelGrid.Instance.GetWorldPosition(targetGridPosition);
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positionXZ = transform.position;
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positionXZ.y = 0;
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totalDistance = Vector3.Distance(positionXZ, targetPosition);
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}
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}
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}
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@ -1,8 +1,14 @@
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using System;
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using Actions;
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using UnityEngine;
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public class ScreenShakeActions : MonoBehaviour {
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private void Start() => ShootAction.OnAnyShoot += ShootAction_OnAnyShoot;
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private void Start() {
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ShootAction.OnAnyShoot += ShootAction_OnAnyShoot;
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GrenadeProjectile.OnAnyGrenadeExploded += GrenadeProjectile_OnAnyGrenadeExploded;
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}
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private void GrenadeProjectile_OnAnyGrenadeExploded(object sender, EventArgs e) => ScreenShake.Instance.Shake(5f);
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private void ShootAction_OnAnyShoot(object sender, ShootAction.ShootEventArgs e) => ScreenShake.Instance.Shake();
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}
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