OldBlueWater/BlueWater/Assets/02.Scripts/Player/Cannon.cs

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using Sirenix.OdinInspector;
using Unity.Mathematics;
using UnityEngine;
using Random = UnityEngine.Random;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class Cannon : MonoBehaviour
{
[Title("초기화 방식")]
[SerializeField] private bool autoInit = true;
[Title("캐논 변수")]
[SerializeField] private GameObject projectileObj;
[SerializeField] private Transform firePos;
[Range(0f, 0.5f)]
[SerializeField] private float fireAngle = 0.2f;
[SerializeField] private float speed = 75f;
[SerializeField] private float height = 20f;
[SerializeField] private Vector2 randomCatch = new(1, 4);
[Title("캐논 발사 카메라 효과")]
[SerializeField] private float cameraShakePower = 2f;
[SerializeField] private float cameraShakeDuration = 0.3f;
private float cannonRadius;
private LayerMask boidsLayer;
private Collider[] hitColliders = new Collider[3];
private void Awake()
{
if (autoInit)
{
Init();
}
}
[Button("셋팅 초기화")]
private void Init()
{
projectileObj = Utils.LoadFromFolder<GameObject>("Assets/05.Prefabs/Particles/GrenadeFire", "GrenadeFireOBJ", ".prefab");
firePos = transform.Find("FirePos");
cannonRadius = projectileObj.GetComponent<SphereCollider>()?.radius ??
projectileObj.GetComponent<ParticleWeapon>().colliderRadius;
boidsLayer = LayerMask.GetMask("Boids");
}
public void Fire(float chargingGauge)
{
VisualFeedbackManager.Inst.CameraShake(CameraManager.Inst.OceanCamera.BaseShipCam, cameraShakePower, cameraShakeDuration);
var addAngle = chargingGauge * fireAngle;
var firePosRotation = firePos.rotation.eulerAngles;
firePosRotation.x -= addAngle;
var projectile = Instantiate(projectileObj, firePos.position, Quaternion.Euler(firePosRotation));
var particleWeapon = projectile.GetComponent<ParticleWeapon>();
particleWeapon.onHitAction.AddListener(HandleCannonHit);
projectile.GetComponent<Rigidbody>().velocity = projectile.transform.forward * speed;
}
private void HandleCannonHit(RaycastHit hit, float power)
{
if (hit.collider.gameObject.layer == LayerMask.NameToLayer("Water"))
{
var maxSize = Physics.OverlapSphereNonAlloc(hit.point, cannonRadius, hitColliders, boidsLayer,
QueryTriggerInteraction.Collide);
for (var i = 0; i < maxSize; i++)
{
var hitBoids = hitColliders[i].GetComponentInParent<Boids>();
var catchSize = Random.Range((int)randomCatch.x, (int)randomCatch.y);
hitBoids.CatchBoid(hitColliders[i], catchSize);
}
}
else
{
hit.transform.GetComponent<IDamageable>()?.TakeDamage(power);
}
}
}
}