59 lines
1.2 KiB
C#
59 lines
1.2 KiB
C#
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using UnityEngine;
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using Fusion;
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namespace TPSBR
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{
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public sealed class SimpleDamageArea : NetworkBehaviour
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{
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// PRIVATE MEMBERS
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[SerializeField]
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private float _radius = 1f;
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[SerializeField]
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private float _damagePerSecond = 20f;
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[SerializeField]
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private int _hitsPerSecond = 4;
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[SerializeField]
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private LayerMask _hitMask;
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[Networked]
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private TickTimer _cooldown { get; set; }
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private Collider[] _hitColliders = new Collider[6];
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// NetworkBehaviour INTERFACE
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public override void FixedUpdateNetwork()
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{
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if (HasStateAuthority == false)
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return;
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if (_damagePerSecond <= 0f)
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return;
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if (_cooldown.ExpiredOrNotRunning(Runner) == true)
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{
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Fire();
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}
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}
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// PRIVATE METHODS
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private void Fire()
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{
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int hits = Runner.SimulationUnityScene.GetPhysicsScene().OverlapSphere(transform.position, _radius, _hitColliders, _hitMask, QueryTriggerInteraction.UseGlobal);
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_cooldown = TickTimer.CreateFromSeconds(Runner, 1f / _hitsPerSecond);
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if (hits == 0)
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return;
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float damage = _damagePerSecond / _hitsPerSecond;
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for (int i = 0; i < hits; i++)
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{
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HitUtility.ProcessHit(this, _hitColliders[i], damage, EHitType.Suicide, out HitData hit);
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}
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}
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}
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}
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