Run-and-capture/Assets/Scripts/Items/SpecialWeapon.cs
2022-02-07 13:16:46 +03:00

52 lines
1.7 KiB
C#

using System;
using DefaultNamespace;
using HexFiled;
using UnityEngine;
using Weapons;
using Object = UnityEngine.Object;
namespace Items
{
[CreateAssetMenu(fileName = "SpecialWeapon", menuName = "Item/Special Weapon")]
public class SpecialWeapon : Item
{
[SerializeField] private Weapon _weapon;
[SerializeField] private GameObject _aimGameObject;
private GameObject _aimInstance;
private HexDirection _direction;
public void Invoke(Action action)
{
OnItemUsed ??= action;
if(_aimInstance == null || !_aimInstance.activeSelf)
_aimInstance = Object.Instantiate(_aimGameObject, Unit.Instance.transform);
_aimInstance.SetActive(false);
}
public void Aim(HexDirection direction)
{
_aimInstance.SetActive(true);
_aimInstance.transform.LookAt(HexManager.UnitCurrentCell[Unit.Color].cell
.GetNeighbor(direction).transform);
_direction = direction;
}
public void DeAim()
{
_aimInstance.SetActive(false);
}
public void Fire()
{
var cell = HexManager.UnitCurrentCell[Unit.Color].cell.GetNeighbor(_direction);
Unit.RotateUnit(new Vector2((cell.transform.position - Unit.Instance.transform.position).normalized.x,
(cell.transform.position - Unit.Instance.transform.position).normalized.z));
_aimInstance.SetActive(false);
var dir = DirectionHelper.DirectionTo(Unit.Instance.transform.position, cell.transform.position);
_weapon.Fire(Unit.Instance.transform, new Vector2(dir.x, dir.z));
OnItemUsed?.Invoke();
}
}
}