Danro/Assets/Scripts/Projectiles/PhysicsProjectile.cs

42 lines
1.2 KiB
C#

using UnityEngine;
namespace RR.Game2D.Entities.Projectiles
{
public class PhysicsProjectile : BasicProjectile
{
//protected override void OnEnable()
//{
// remainingPierce = maxPierce;
// if (maxLifetime > 0f)
// Invoke(nameof(Despawn), maxLifetime);
//}
protected override void Awake()
{
base.Awake();
rb.bodyType = RigidbodyType2D.Dynamic;
}
public override void Launch(Vector2 direction, float speed = -1f, GameObject thrower = null)
{
this.owner = thrower;
launched = true;
Vector2 dir = direction.sqrMagnitude > 0.0001f ? direction.normalized : Vector2.right;
float finalSpeed = (speed > 0f) ? speed : initialSpeed;
rb.simulated = true;
rb.bodyType = RigidbodyType2D.Dynamic;
rb.linearVelocity = Vector2.zero;
rb.angularVelocity = 0f;
rb.AddForce(finalSpeed * rb.mass * dir, ForceMode2D.Impulse);
transform.right = dir;
if (thrower != null && ignoreOwnerTime > 0f)
StartCoroutine(IgnoreOwnerTemporarily(thrower, ignoreOwnerTime));
}
}
}