2024-04-20 15:56:26 +02:00
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using UnityEngine;
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using UnityEngine.Assertions;
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[RequireComponent(typeof(Collider))]
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public class Projectile : MonoBehaviour
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{
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[SerializeField, Range(0f, 1f)]
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private float bounciness = 0.5f;
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private Collider projCol;
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2024-04-20 20:48:38 +02:00
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[SerializeField, Range(0, 50)]
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private int damage = 10;
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[SerializeField]
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private int wallRebounces = 4;
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private int hitWalls = 0;
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public HealthComponent comingFrom;
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2024-04-20 15:56:26 +02:00
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private void Awake()
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{
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projCol = GetComponent<Collider>();
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Assert.IsNotNull(projCol);
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PhysicMaterial pMat = new();
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pMat.bounciness = this.bounciness;
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projCol.material = pMat;
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}
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2024-04-20 20:48:38 +02:00
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private void OnCollisionEnter(Collision collision)
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{
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HealthComponent hitHealthComp = collision.gameObject.GetComponent<HealthComponent>();
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if (hitHealthComp == comingFrom) return;
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if (hitHealthComp)
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{
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hitHealthComp.TakeDamage(damage);
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Destroy(gameObject);
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}
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else
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{
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if (++hitWalls == wallRebounces)
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{
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Destroy(gameObject);
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}
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}
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}
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2024-04-20 15:56:26 +02:00
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}
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