public override void Launch(RangeWeapon weapon)
        {
            if (_missileToLaunch != null)
            {
                Ray ray = new Ray(projectileSpawnTransform.position, projectileSpawnTransform.forward);
                if (Physics.Raycast(ray, out RaycastHit hit, maxDistanceToHit))
                {
                    hit.collider.gameObject.HandleComponent <ITarget>(target => currentTarget = hit.transform);
                    print(hit.collider.name);
                }

                MissileProps newMissileProps = new MissileProps
                {
                    acceleration  = missileProps.acceleration,
                    rotationSpeed = missileProps.rotationSpeed,
                    damage        = weapon.rangeWeaponProps.damage,
                    speed         = weapon.rangeWeaponProps.projectileSpeed,
                    startForce    = missileProps.startForce,
                    timeToDestroy = missileProps.timeToDestroy,
                    timeToFly     = missileProps.timeToFly,
                };

                _missileToLaunch.Launch(currentTarget, ray, newMissileProps);

                _missileToLaunch = null;

                StartCoroutine(LoadMissileWithDelay(timeToReload));
            }
        }
 public abstract void Launch(RangeWeapon weapon);
Exemple #3
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        public override void Launch(RangeWeapon weapon)
        {
            Bullet bullet = BulletPool.Instance.Get();

            bullet.Launch(weapon.rangeWeaponProps.damage, weapon.rangeWeaponProps.projectileSpeed, projectileSpawnTransform.position, weapon.transform.rotation);
        }