temp trajectory path
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@ -0,0 +1,9 @@
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using UnityEngine;
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public class Barrel : MonoBehaviour
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{
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[SerializeField]
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private Transform tip;
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public Transform Tip => tip;
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}
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@ -9,7 +9,7 @@ public class ProjectileTower : Tower
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{
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[SerializeField, Range(0.01f, 20f)] private float attackSecondsDelay = 1f;
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[SerializeField] private ProjectilePattern[] projectileSequence;
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[SerializeField] private GameObject barrel;
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[SerializeField] private Barrel barrel;
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[SerializeField] private LineRenderer trajectory;
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[SerializeField] private int trajectoryBounces = 2;
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private const float k_trajectory_maxdist = 100f;
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{
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if (trajectory == null) return;
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// TODO: change to barrel tip
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Vector3 origin = transform.position;
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Vector3 dir = AimDirection;
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Vector3 origin = barrel.Tip.position;
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Vector3 dir = barrel.transform.forward;
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List<Vector3> pointsInTrajectory = new();
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pointsInTrajectory.Add(origin);
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for (int i = 0; i < trajectoryBounces; i++)
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{
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Debug.DrawRay(origin, dir.normalized * k_trajectory_maxdist, Color.red, 5f);
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RaycastHit hit;
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if (!Physics.Raycast(origin, dir, out hit, k_trajectory_maxdist))
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break;
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