using System.Collections.Generic;
using UnityEngine;
///
/// Logic that handles an FX-based pretend-missile.
///
public class FXProjectile : MonoBehaviour
{
[SerializeField]
private List m_ProjectileGraphics;
[SerializeField]
private List m_TargetHitGraphics;
[SerializeField]
private List m_TargetMissedGraphics;
[SerializeField]
[Tooltip("If this projectile plays an impact particle, how long should we stay alive for it to keep playing?")]
private float m_PostImpactDurationSeconds = 1;
private Vector3 m_StartPoint;
private Transform m_TargetDestination; // null if we're a "miss" projectile (i.e. we hit nothing)
private Vector3 m_MissDestination; // only used if m_TargetDestination is null
private float m_FlightDuration;
private float m_Age;
private bool m_HasImpacted;
public void Initialize(Vector3 startPoint, Transform target, Vector3 missPos, float flightTime)
{
m_StartPoint = startPoint;
m_TargetDestination = target;
m_MissDestination = missPos;
m_FlightDuration = flightTime;
m_HasImpacted = false;
// the projectile graphics are actually already enabled in the prefab, but just in case, turn them on
foreach (var projectileGO in m_ProjectileGraphics)
{
projectileGO.SetActive(true);
}
}
public void Cancel()
{
// we could play a "poof" particle... but for now we just instantly disappear
Destroy(gameObject);
}
private void Update()
{
m_Age += Time.deltaTime;
if (!m_HasImpacted)
{
if (m_Age >= m_FlightDuration)
{
Impact();
}
else
{
// we're flying through the air. Reposition ourselves to be closer to the destination
float progress = m_Age / m_FlightDuration;
transform.position = Vector3.Lerp(m_StartPoint, m_TargetDestination ? m_TargetDestination.position : m_MissDestination, progress);
}
}
else if (m_Age >= m_FlightDuration + m_PostImpactDurationSeconds)
{
Destroy(gameObject);
}
}
private void Impact()
{
m_HasImpacted = true;
foreach (var projectileGO in m_ProjectileGraphics)
{
projectileGO.SetActive(false);
}
// is it impacting an actual enemy? We allow different graphics for the "miss" case
if (m_TargetDestination)
{
foreach (var hitGraphicGO in m_TargetHitGraphics)
{
hitGraphicGO.SetActive(true);
}
}
else
{
foreach (var missGraphicGO in m_TargetMissedGraphics)
{
missGraphicGO.SetActive(true);
}
}
}
}