OldBlueWater/BlueWater/Assets/02.Scripts/Arrow.cs

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using System;
using System.Collections;
using UnityEngine;
using UnityEngine.Pool;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class Arrow : MonoBehaviour
{
#region Property and variable
[Tooltip("발사 이후 자동으로 사라지는데 까지 걸리는 시간")]
[Range(0f, 10f)]
[SerializeField] private float autoDestroyTime;
[Tooltip("화살이 날아가는 속도")]
[SerializeField] private float arrowSpeed = 15f;
private float g = Mathf.Abs(Physics.gravity.y);
private float inaccuracy;
private Vector3 targetPos;
private AttackerType attackerType;
private Transform attackerTransform;
private AiStat attackerStat;
private Rigidbody arrowRigidbody;
private IObjectPool<Arrow> managedArrowPool;
#endregion
#region Unity built-in function
private void Awake()
{
arrowRigidbody = Utils.GetComponentAndAssert<Rigidbody>(transform);
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.layer == LayerMask.NameToLayer("Ground") ||
other.gameObject.layer == LayerMask.NameToLayer("Water"))
{
DestroyObject();
}
else if (other.gameObject.layer == LayerMask.NameToLayer("HitBox"))
{
print(attackerType);
switch (attackerType)
{
case AttackerType.NONE:
break;
case AttackerType.PLAYER:
if (!other.gameObject.CompareTag("Enemy"))
{
return;
}
break;
case AttackerType.PIRATE:
if (!other.gameObject.CompareTag("Enemy"))
{
return;
}
break;
case AttackerType.ENEMY:
if (!other.gameObject.CompareTag("Player") || !other.gameObject.CompareTag("Pirate"))
{
return;
}
break;
default:
throw new ArgumentOutOfRangeException();
}
var iDamageable = other.transform.parent.GetComponent<IDamageable>();
iDamageable.TakeDamage(attackerStat, iDamageable.AiStat);
DestroyObject();
}
}
#endregion
#region Custom function
public IEnumerator Shoot()
{
var time = 0f;
// 화살의 목표 지점에 대한 불확실성 위치 값
var inaccuracyOffset = new Vector3
(
UnityEngine.Random.Range(-inaccuracy, inaccuracy),
UnityEngine.Random.Range(-inaccuracy, inaccuracy),
UnityEngine.Random.Range(-inaccuracy, inaccuracy)
);
// 화살의 최종 목표 지점
var inaccurateTargetPos = targetPos + inaccuracyOffset;
var myPos = transform.position;
// 화살이 날아가야 하는 초기 수평 방향
var toTargetFlat = new Vector3(inaccurateTargetPos.x - myPos.x, 0, inaccurateTargetPos.z - myPos.z);
// 발사될 때의 화살과 목표 지점 간의 수평 거리
var horizontalDistance = toTargetFlat.magnitude;
// 발사될 때의 화살과 목표 지점 간의 수직 거리
var yOffset = inaccurateTargetPos.y - myPos.y;
// 화살이 목표 지점에 도착하는 데 예상되는 시간
var timeToTarget = horizontalDistance / arrowSpeed;
// 화살의 초기 수직 속도
var initialVerticalSpeed = (yOffset + (0.5f * g * timeToTarget * timeToTarget)) / timeToTarget;
// 화살의 발사 속도
var launchVelocity = toTargetFlat.normalized * arrowSpeed + Vector3.up * initialVerticalSpeed;
arrowRigidbody.velocity = launchVelocity;
transform.rotation = Quaternion.LookRotation(arrowRigidbody.velocity) * Quaternion.Euler(0f, -90f, 0f);
while (time < autoDestroyTime)
{
time += Time.deltaTime;
transform.rotation = Quaternion.LookRotation(arrowRigidbody.velocity) * Quaternion.Euler(0f, -90f, 0f);
yield return null;
}
if (gameObject.activeSelf)
{
DestroyObject();
}
}
/// <summary>
/// 화살이 발사 되기 직전에 필요한 데이터들을 입력받는 함수
/// </summary>
public void SetShootingArrow(Vector3 shootPos, Vector3 targetPosition, AiStat attackerAiStat, AttackerType type, float inaccuracyValue)
{
transform.position = shootPos;
targetPos = targetPosition;
attackerStat = attackerAiStat;
attackerType = type;
inaccuracy = inaccuracyValue;
}
#endregion
#region ObjectPool function
private void DestroyObject() => managedArrowPool.Release(this);
public void SetManagedPool(IObjectPool<Arrow> pool) => managedArrowPool = pool;
#endregion
#region Custom function
/// <summary>
/// objectPool 시스템에 의해서 Release되는 경우 값을 초기화 시키는 함수
/// </summary>
public void ReleaseArrowSetting()
{
gameObject.SetActive(false);
arrowRigidbody.velocity = Vector3.zero;
arrowRigidbody.angularVelocity = Vector3.zero;
}
#endregion
}
}