#43 FieldBoss01 Test.ver007

+ 03.Stage_Test_SJ2 셋팅 동기화(지형 수정)
+ LuneRush 스킬 메커니즘 변경
+ LineRush 스킬 돌진 횟수 설정 기능 추가
+ LavaBubbleBullet 스킬(원거리 투사체) 추가
+ ParticleWeapon(원거리 투사체) 스크립트 수정
+ ActiveSkill의 Target 자료형(Transform -> Collider) 변경
+ FieldBoss01 BT 수정
This commit is contained in:
NTG_Lenovo 2023-12-05 15:08:22 +09:00
parent 2004b7936f
commit a97e97150b
30 changed files with 21080 additions and 907 deletions

View File

@ -270,6 +270,21 @@ PrefabInstance:
propertyPath: m_Name
value: FieldBossHpSlider
objectReference: {fileID: 0}
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type: 3}
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value: 0.383
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value: 1
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type: 3}
propertyPath: m_AnchorMax.x
@ -692,8 +707,8 @@ Transform:
m_GameObject: {fileID: 113697863}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0.7071068, z: 0, w: 0.7071068}
m_LocalPosition: {x: 21.5, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_LocalPosition: {x: 21.5, y: 2, z: 0}
m_LocalScale: {x: 1, y: 5, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 482610986}
@ -2697,8 +2712,8 @@ Transform:
m_GameObject: {fileID: 744195804}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 18.78}
m_LocalScale: {x: 1, y: 1, z: 1}
m_LocalPosition: {x: 0, y: 2, z: 18.78}
m_LocalScale: {x: 1, y: 5, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 482610986}
@ -4956,8 +4971,8 @@ Transform:
m_GameObject: {fileID: 1397995341}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0.7071068, z: 0, w: 0.7071068}
m_LocalPosition: {x: -21.68, y: 0, z: 0.1}
m_LocalScale: {x: 1, y: 1, z: 1}
m_LocalPosition: {x: -21.68, y: 2, z: 0.1}
m_LocalScale: {x: 1, y: 5, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 482610986}
@ -5284,8 +5299,8 @@ Transform:
m_GameObject: {fileID: 1619247629}
serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: -18.43}
m_LocalScale: {x: 1, y: 1, z: 1}
m_LocalPosition: {x: 0, y: 2, z: -18.43}
m_LocalScale: {x: 1, y: 5, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 482610986}
@ -6141,6 +6156,11 @@ PrefabInstance:
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value: 1
objectReference: {fileID: 0}
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type: 3}
propertyPath: mBehaviorSource.mTaskData.JSONSerialization
value: '{"Variables":[{"Type":"BehaviorDesigner.Runtime.SharedGameObject","Name":"MyObj","IsShared":true,"GameObjectmValue":0},{"Type":"BehaviorDesigner.Runtime.SharedFloat","Name":"CurrentHp","IsShared":true,"PropertyMapping":"BlueWaterProject.FieldBoss01/CurrentHp","PropertyMappingOwner":1,"SinglemValue":0},{"Type":"BehaviorDesigner.Runtime.SharedCollider","Name":"Target","IsShared":true,"PropertyMapping":"BlueWaterProject.FieldBoss01/Target","PropertyMappingOwner":2},{"Type":"BehaviorDesigner.Runtime.SharedInt","Name":"SkillIndex","IsShared":true,"Int32mValue":0},{"Type":"BehaviorDesigner.Runtime.SharedInt","Name":"LavaEruptionCount","IsShared":true,"Int32mValue":0},{"Type":"BehaviorDesigner.Runtime.SharedVector3","Name":"transform.position","IsShared":true,"Vector3mValue":"(0,0,0)"},{"Type":"BehaviorDesigner.Runtime.SharedVector3","Name":"Target.Value.transform.position","IsShared":true,"Vector3mValue":"(0,0,0)"},{"Type":"BehaviorDesigner.Runtime.SharedFloat","Name":"TargetDistance","IsShared":true,"SinglemValue":0}]}'
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File diff suppressed because it is too large Load Diff

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@ -0,0 +1,36 @@
using System;
using BehaviorDesigner.Runtime.Tasks;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
[TaskCategory("Custom/FieldBossConditional")]
[Serializable]
public class CompareDistance : Conditional
{
[SerializeField] private float maxDistance = 3f;
private FieldBoss fieldBoss;
public override void OnAwake()
{
fieldBoss = GetComponent<FieldBoss>();
}
public override TaskStatus OnUpdate()
{
var targetBounds = fieldBoss.Target.bounds;
var targetPos = targetBounds.min;
targetPos.x = targetBounds.center.x;
targetPos.z = targetBounds.center.z;
var myBounds = fieldBoss.MyCollider.bounds;
var myPos = myBounds.min;
myPos.x = myBounds.center.x;
myPos.z = myBounds.center.z;
return Vector3.Distance(targetPos, myPos) <= maxDistance ? TaskStatus.Success : TaskStatus.Failure;
}
}
}

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@ -0,0 +1,11 @@
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MonoImporter:
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -134,21 +134,8 @@ namespace BlueWaterProject
public virtual void ExecuteActiveSkill(ActiveSkill activeSkill)
{
activeSkill.Execute(TargetLayer, Target.bounds.center);
//StartCoroutine(CoolDown(myActiveSkill.ActiveSkillData.Cooldown, () => usedActiveSkill = false));
}
protected IEnumerator CoolDown(float waitTime, Action onCooldownComplete)
{
var time = 0f;
while (time <= waitTime)
{
time += Time.deltaTime;
yield return null;
}
onCooldownComplete?.Invoke();
// activeSkill.Execute(TargetLayer, Target.bounds.center);
// StartCoroutine(CoolDown(myActiveSkill.ActiveSkillData.Cooldown, () => usedActiveSkill = false));
}
private void SetMaxHp()
@ -179,6 +166,11 @@ namespace BlueWaterProject
StartCoroutine(DamageEffect(CurrentHp));
}
protected void CoolDownCoroutine(float waitTime, Action onCooldownComplete)
{
StartCoroutine(Utils.CoolDown(waitTime, onCooldownComplete));
}
private IEnumerator DamageEffect(float currentHp)
{
while (damageEffectSlider.value > currentHp)

View File

@ -1,4 +1,5 @@
using System;
using System.Collections;
using Sirenix.OdinInspector;
using UnityEngine;
@ -11,8 +12,14 @@ namespace BlueWaterProject
#region Properties and variables
[Title("Extensions Data")]
[SerializeField] private int lavaNumber = 7;
[SerializeField] private int lavaNumber = 8;
[SerializeField] private int volcanicNumber = 20;
[SerializeField] private int lineRushNumber = 1;
[SerializeField] private int enhancedLineRushNumber = 2;
[SerializeField] private Vector3 lavaBubbleBulletOffset = new(0, 3, 0);
[SerializeField] private float lavaBubbleBulletDelay = 0.3f;
[SerializeField] private int lavaBubbleBulletNumber = 2;
[SerializeField] private int lavaBubbleBulletFastNumber = 3;
private ParticleSystem ghost;
@ -36,6 +43,7 @@ namespace BlueWaterProject
activeSkillList.Add(skillController.GetSkillByName("BigLavaEruption"));
activeSkillList.Add(skillController.GetSkillByName("VolcanicEruption"));
activeSkillList.Add(skillController.GetSkillByName("LavaBubbleBullet"));
activeSkillList.Add(skillController.GetSkillByName("LavaBubbleBulletFast"));
collisionDamage = activeSkillList[1].ActiveSkillData.Damage;
}
@ -72,10 +80,8 @@ namespace BlueWaterProject
}
else if (activeSkill.ActiveSkillData.Name.Equals("LineRush"))
{
var rush = Instantiate(activeSkill);
rush.SetUser(transform);
rush.Execute(TargetLayer, Target.transform.position, GhostPlay, GhostStop);
endSkillTime = rush.GetEndSkillTime();
StartCoroutine(LineRushCoroutine(activeSkill));
return;
}
else if (activeSkill.ActiveSkillData.Name.Equals("BigLavaEruption"))
{
@ -88,18 +94,73 @@ namespace BlueWaterProject
for (var i = 0; i < volcanicNumber; i++)
{
var lava = Instantiate(activeSkill);
lava.SetUser(transform);
lava.SetUser(MyCollider);
lava.Execute(TargetLayer, Target.transform.position, bossMapVertices);
endSkillTime = lava.GetEndSkillTime();
}
}
else if (activeSkill.ActiveSkillData.Name.Equals("LavaBubbleBullet"))
{
var bullet = Instantiate(activeSkill, MyCollider.bounds.center, Quaternion.identity);
bullet.SetUser(transform);
bullet.Execute(Target);
StartCoroutine(LavaBubbleBulletCoroutine(activeSkill));
endSkillTime = 0f;
}
else
{
print("사용할 수 없는 스킬입니다.");
}
CoolDownCoroutine(endSkillTime, () => usedSkillCoroutine = false);
}
private IEnumerator LineRushCoroutine(ActiveSkill activeSkill)
{
var endSkillTime = 0f;
var skillNumber = CurrentHp > MaxHp * 0.5f ? lineRushNumber : enhancedLineRushNumber;
for (var i = 0; i < skillNumber; i++)
{
var skill = Instantiate(activeSkill);
skill.SetUser(MyCollider);
skill.Execute(TargetLayer, Target.transform.position, GhostPlay, GhostStop);
endSkillTime = skill.GetEndSkillTime();
var time = 0f;
while (time < endSkillTime)
{
time += Time.deltaTime;
yield return null;
}
}
CoolDownCoroutine(endSkillTime, () => usedSkillCoroutine = false);
}
private IEnumerator LavaBubbleBulletCoroutine(ActiveSkill activeSkill)
{
for (var i = 0; i < lavaBubbleBulletNumber; i++)
{
var bullet = Instantiate(activeSkill, MyCollider.bounds.center + lavaBubbleBulletOffset, Quaternion.identity);
bullet.Execute(Target);
var time = 0f;
while (time < lavaBubbleBulletDelay)
{
time += Time.deltaTime;
yield return null;
}
}
var activeSkill2 = skillController.GetSkillByName("LavaBubbleBulletFast");
for (var i = 0; i < lavaBubbleBulletFastNumber; i++)
{
var bullet = Instantiate(activeSkill2, MyCollider.bounds.center + lavaBubbleBulletOffset, Quaternion.identity);
bullet.Execute(Target);
var time = 0f;
while (time < lavaBubbleBulletDelay)
{
time += Time.deltaTime;
yield return null;
}
}
StartCoroutine(CoolDown(endSkillTime, () => usedSkillCoroutine = false));
}
private void GhostPlay()

View File

@ -206,10 +206,10 @@ namespace BlueWaterProject
Rb.isKinematic = false;
hitColliders = new Collider[MAX_COLLIDERS];
TargetLayer = LayerMask.GetMask("Enemy");
TargetLayer = LayerMask.GetMask("Enemy") | LayerMask.GetMask("Skill");
waitAtkCooldown = new WaitForSeconds(AtkCooldown);
myActiveSkill = skillController.InstantiateActiveSkillByName("IceAge");
myActiveSkill.SetUser(transform);
myActiveSkill.SetUser(MyCollider);
if (useHpSlider)
{
@ -352,12 +352,20 @@ namespace BlueWaterProject
var targetDirection = (hitColliders[i].transform.position - transform.position).normalized;
var angleBetween = Vector3.Angle(attackDirection, targetDirection);
if (angleBetween < attackAngle / 2f)
if (angleBetween >= attackAngle / 2f) continue;
if (hitColliders[i].gameObject.layer == LayerMask.NameToLayer("Enemy"))
{
var iDamageable = hitColliders[i].transform.GetComponent<IDamageable>();
iDamageable.TakeDamage(Atk);
VisualFeedbackManager.Inst.TriggerHitStop(0.1f);
}
else if (hitColliders[i].gameObject.layer == LayerMask.NameToLayer("Skill") &&
hitColliders[i].CompareTag("DestructiveSkill"))
{
var iDamageable = hitColliders[i].transform.GetComponent<IDamageable>();
iDamageable.TakeDamage(Atk);
}
}
useMouseAttack = false;

View File

@ -8,7 +8,7 @@ using UnityEngine.Rendering.Universal;
namespace BlueWaterProject
{
[Serializable]
public abstract class ActiveSkill : MonoBehaviour
public class ActiveSkill : MonoBehaviour
{
#region Properties and variables
@ -25,7 +25,7 @@ namespace BlueWaterProject
[SerializeField] protected bool followMouse;
protected Camera mainCam;
protected Transform user;
protected Collider user;
protected Collider[] hitColliders;
protected float endSkillTime;
@ -64,7 +64,6 @@ namespace BlueWaterProject
protected void BasicSetting()
{
transform.localPosition = Vector3.zero;
if (indicator)
{
indicator.scaleMode = DecalScaleMode.InheritFromHierarchy;
@ -89,13 +88,13 @@ namespace BlueWaterProject
{
if (indicator)
{
indicator.transform.position = user.position;
indicator.transform.position = user.transform.position;
indicator.material.SetFloat(FillHash, 0);
indicator.enabled = true;
while (true)
{
indicator!.transform.position = user.position;
indicator!.transform.position = user.transform.position;
yield return null;
}
}
@ -110,16 +109,20 @@ namespace BlueWaterProject
HideIndicator();
}
public abstract void Execute(LayerMask targetLayer, Vector3 targetPos, Action action1 = null, Action action2 = null, Action action3 = null);
public virtual void Execute(LayerMask targetLayer, Vector3 targetPos, Action action1 = null,
Action action2 = null, Action action3 = null)
{
Debug.LogError("Base Skill Execute");
}
public virtual void Execute(LayerMask targetLayer, Vector3 targetPos, float[] bossMapVertices)
{
Debug.LogError("Base Skill Execute");
}
public virtual void Execute(Collider target)
{
Debug.LogError("Base Skill Execute");
}
protected void CastingMove()
@ -131,7 +134,7 @@ namespace BlueWaterProject
case 1:
break;
case 2:
transform.position = user.position;
transform.position = user.transform.position;
break;
}
}
@ -141,7 +144,7 @@ namespace BlueWaterProject
var ray = mainCam.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out var raycastHit, 2000))
{
var userPos = user.position;
var userPos = user.transform.position;
var targetPos = (userPos + raycastHit.point) / 2;
var distance = targetPos - userPos;
distance = Vector3.ClampMagnitude((distance * 2), ActiveSkillData.Range);
@ -152,7 +155,7 @@ namespace BlueWaterProject
}
}
public void SetUser(Transform value) => user = value;
public void SetUser(Collider value) => user = value;
public float GetEndSkillTime() => endSkillTime;
#endregion

View File

@ -50,8 +50,18 @@ namespace BlueWaterProject
for (var i = 0; i < maxSize; i++)
{
var iDamageable = hitColliders[i].GetComponent<IDamageable>();
iDamageable.TakeDamage(ActiveSkillData.Damage);
if (hitColliders[i].gameObject.layer == LayerMask.NameToLayer("Enemy"))
{
var iDamageable = hitColliders[i].transform.GetComponent<IDamageable>();
iDamageable.TakeDamage(ActiveSkillData.Damage);
//VisualFeedbackManager.Inst.TriggerHitStop(0.2f);
}
else if (hitColliders[i].gameObject.layer == LayerMask.NameToLayer("Skill") &&
hitColliders[i].CompareTag("DestructiveSkill"))
{
var iDamageable = hitColliders[i].transform.GetComponent<IDamageable>();
iDamageable.TakeDamage(ActiveSkillData.Damage);
}
}
}
}

View File

@ -1,5 +1,3 @@
using System;
using System.Collections;
using Sirenix.OdinInspector;
using UnityEngine;
using Random = UnityEngine.Random;
@ -10,46 +8,48 @@ namespace BlueWaterProject
public class LavaBubbleBullet : ActiveSkill, IDamageable
{
[Title("Extensions Data")]
[SerializeField] private float randomRadius = 3f;
[SerializeField] private float projectileDelay = 2f;
[SerializeField] private Vector3 projectileOffset = new(0f, 2f, 0f);
[SerializeField] private float projectileSpeed = 0.3f;
[SerializeField] private float randomRadius = 1f;
[SerializeField] private float projectileSpeed = 100f;
[SerializeField] private float rotationSpeed = 1f;
private Rigidbody rb;
private ParticleWeapon bulletEffect;
private Collider target;
private static bool isHitting;
public override void Execute(LayerMask targetLayer, Vector3 targetPos, Action action1 = null, Action action2 = null, Action action3 = null)
public override void Execute(Collider targetCollider)
{
}
public override void Execute(Collider target)
{
StartCoroutine(SkillCoroutine(target));
SkillCoroutine(targetCollider);
}
protected override void Awake()
{
base.Awake();
rb = GetComponent<Rigidbody>();
bulletEffect = GetComponent<ParticleWeapon>();
//endSkillTime = projectileDelay + ActiveSkillData.CastingTime;
bulletEffect.SetPower(ActiveSkillData.Damage);
var randomDirection = new Vector3(Random.Range(-randomRadius, randomRadius), 0,
Random.Range(-randomRadius, randomRadius)).normalized;
transform.position += randomDirection;
transform.LookAt(randomDirection);
}
private IEnumerator SkillCoroutine(Collider target)
private void FixedUpdate()
{
bulletEffect.transform.LookAt(target.bounds.center);
bulletEffect.GetComponent<Rigidbody>().AddForce(bulletEffect.transform.forward * projectileSpeed);
if (!target) return;
// var time = 0f;
// while (time < projectileDelay)
// {
// time += Time.deltaTime;
// yield return null;
// }
yield return null;
var targetRotation = Quaternion.LookRotation(target.bounds.center - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
rb.velocity = bulletEffect.transform.forward * (projectileSpeed * Time.deltaTime);
}
private void SkillCoroutine(Collider targetCollider)
{
target = targetCollider;
}
public void TakeDamage(float attackerPower, Vector3? attackPos = null)
@ -59,7 +59,7 @@ namespace BlueWaterProject
public void Die()
{
bulletEffect.DestroyParticle();
Destroy(bulletEffect.gameObject);
}
}
}

View File

@ -38,6 +38,7 @@ namespace BlueWaterProject
{
base.Awake();
transform.localPosition = Vector3.zero;
endSkillTime = projectileDelay + ActiveSkillData.CastingTime;
}

View File

@ -20,7 +20,7 @@ namespace BlueWaterProject
private IEnumerator SkillCoroutine(Vector3 targetPos, Action ghostPlay, Action ghostStop)
{
var userPos = user.position;
var userPos = user.transform.position;
userPos.y = targetPos.y;
var targetDir = (targetPos - userPos).normalized;
transform.position = userPos;

View File

@ -19,11 +19,6 @@ namespace BlueWaterProject
private static bool isHitting;
public override void Execute(LayerMask targetLayer, Vector3 targetPos, Action action1 = null, Action action2 = null, Action action3 = null)
{
print("사용되지 않는 함수입니다.");
}
public override void Execute(LayerMask targetLayer, Vector3 targetPos, float[] bossMapVertices)
{
StartCoroutine(SkillCoroutine(targetPos, bossMapVertices));
@ -38,6 +33,7 @@ namespace BlueWaterProject
{
base.Awake();
transform.localPosition = Vector3.zero;
endSkillTime = projectileDelay + ActiveSkillData.CastingTime;
}
@ -60,7 +56,7 @@ namespace BlueWaterProject
{
var randomPos = Random.insideUnitSphere * randomRadius;
randomPos.y = targetPos.y;
destination = user.position + randomPos;
destination = user.transform.position + randomPos;
if (bossMapVertices[0] < destination.x && bossMapVertices[1] > destination.x &&
bossMapVertices[2] > destination.z && bossMapVertices[3] < destination.z)

View File

@ -19,3 +19,4 @@ MonoBehaviour:
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- {fileID: -8657138461080468130, guid: 25a55b178ebb50443bbde671b28a5559, type: 3}
- {fileID: 6697452366640982870, guid: 6c98e195dc37dda409252260340658bd, type: 3}
- {fileID: 6697452366640982870, guid: f8b951238a114904c98863303e3333a7, type: 3}

View File

@ -1,7 +1,6 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject

View File

@ -16,14 +16,14 @@ namespace BlueWaterProject
public float collideOffset = 0.15f;
[SerializeField] private LayerMask targetLayer;
[SerializeField] private float power;
[SerializeField] private float autoDestroyTime = 5f;
private float power;
private float detectionDistance;
private Rigidbody rb;
private SphereCollider sphereCollider;
private WaitForSeconds waitForSeconds;
private RaycastHit hit;
private void OnDrawGizmosSelected()
{
@ -64,7 +64,7 @@ namespace BlueWaterProject
{
if (rb.velocity.magnitude != 0)
{
transform.rotation = Quaternion.LookRotation(rb.velocity); // Sets rotation to look at direction of movement
//transform.rotation = Quaternion.LookRotation(rb.velocity); // Sets rotation to look at direction of movement
}
float radius; // Sets the radius of the collision detection
@ -80,37 +80,32 @@ namespace BlueWaterProject
detectionDistance = rb.velocity.magnitude * Time.deltaTime; // Distance of collision detection for this frame
if (Physics.SphereCast(transform.position, radius, direction, out hit, detectionDistance, targetLayer)) // Checks if collision will happen
if (Physics.SphereCast(transform.position, radius, direction, out var hit, detectionDistance, targetLayer)) // Checks if collision will happen
{
DestroyParticle();
transform.position = hit.point + (hit.normal * collideOffset); // Move projectile to point of collision
var impactP = Instantiate(impactParticle, transform.position, Quaternion.FromToRotation(Vector3.up, hit.normal), transform) as GameObject; // Spawns impact effect
var trails = GetComponentsInChildren<ParticleSystem>(); // Gets a list of particle systems, as we need to detach the trails
//Component at [0] is that of the parent i.e. this object (if there is any)
for (var i = 1; i < trails.Length; i++) // Loop to cycle through found particle systems
{
var trail = trails[i];
if (trail.gameObject.name.Contains("Trail"))
{
trail.transform.SetParent(null); // Detaches the trail from the projectile
Destroy(trail.gameObject, 2f); // Removes the trail after seconds
}
}
Destroy(projectileParticle, 3f); // Removes particle effect after delay
Destroy(impactP, 3.5f); // Removes impact effect after delay
Destroy(gameObject); // Removes the projectile
hit.transform.GetComponent<IDamageable>()?.TakeDamage(power);
}
}
public void DestroyParticle()
{
transform.position = hit.point + (hit.normal * collideOffset); // Move projectile to point of collision
var impactP = Instantiate(impactParticle, transform.position, Quaternion.FromToRotation(Vector3.up, hit.normal), transform) as GameObject; // Spawns impact effect
var trails = GetComponentsInChildren<ParticleSystem>(); // Gets a list of particle systems, as we need to detach the trails
//Component at [0] is that of the parent i.e. this object (if there is any)
for (var i = 1; i < trails.Length; i++) // Loop to cycle through found particle systems
{
var trail = trails[i];
if (trail.gameObject.name.Contains("Trail"))
{
trail.transform.SetParent(null); // Detaches the trail from the projectile
Destroy(trail.gameObject, 2f); // Removes the trail after seconds
}
}
Destroy(projectileParticle, 3f); // Removes particle effect after delay
Destroy(impactP, 3.5f); // Removes impact effect after delay
Destroy(gameObject); // Removes the projectile
}
private IEnumerator AutoDestroy()
{
yield return waitForSeconds;

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