Beispiel #1
0
    protected virtual void Fire(Transform origin)
    {
        GameObject prefab     = projectilePrefab;
        var        projectile = prefab.GetComponent <Projectile>();
        int        faceIndex  = -1;
        string     playerID   = "";

        if (delivery == ProjectileDeliveryMethod.Rigidbody)
        {
            var projectileInstance = projectile.isPooled ? NetworkObjectPool.Instance.GetInstance(prefab) : Instantiate(prefab);
            projectileInstance.transform.position = origin.position;
            projectileInstance.transform.rotation = origin.rotation;

            if (!projectile.isPooled)
            {
                projectileInstance.gameObject.SetActive(true);
                NetworkServer.Spawn(projectileInstance);
            }

            if (OnProjectileSpawned != null)
            {
                OnProjectileSpawned.Invoke(projectileInstance);
            }

            RpcFire(projectileInstance);
        }
        else if (delivery == ProjectileDeliveryMethod.Raycast)
        {
            var hit = new RaycastHit();

            if (Physics.Raycast(origin.position, origin.forward, out hit, 100.0f, Physics.DefaultRaycastLayers, QueryTriggerInteraction.Ignore))
            {
                Debug.DrawRay(origin.position, origin.forward, Color.green);
                var damageable = hit.transform.GetComponentInParent <Damageable>();

                if (damageable && projectile)
                {
                    damageable.RaycastHit(projectile.profile.damage, prefab, hit, m_Owner);
                    if (!damageable.Alive)
                    {
                        //damageable.Hit(projectile.profile.damage, projectile.gameObject, null, false, hit.point.x, hit.point.y, hit.point.z);
                        DestructableObject dest = hit.transform.GetComponent <DestructableObject>();
                        if (dest != null)
                        {
                            Vector3 vel  = origin.forward * projectile.profile.speed;
                            float   mass = projectile.GetComponent <Rigidbody>().mass;
                            dest.RaycastDestruct(mass, vel);
                            dest.RpcRaycastDestruct(mass, vel);
                        }
                    }
                }
                // Face damage
                BulletTriggerForFace btff = (BulletTriggerForFace)hit.transform.GetComponent(typeof(BulletTriggerForFace));
                if (btff != null)
                {
                    faceIndex = btff.FindHitIndex(hit.point);
                    playerID  = btff.playerRef.sPlrData.playerID;
                }
            }

            OnProjectileRaycast.Invoke(projectile, hit);
            RpcRaycast(origin.position, origin.forward, faceIndex, playerID);
        }
    }