wangguan
2020-10-27 1cc976d33bfbe7488c85df9d35f28aa6e4360294
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using ActionGameFramework.Health;
using ActionGameFramework.Projectiles;
using UnityEngine;
using Core.Utilities;
 
namespace TowerDefense.Towers.TowerLaunchers
{
    /// <summary>
    /// Implementation of the tower launcher for Ballistic Projectiles
    /// </summary>
    public class BallisticLauncher : Launcher
    {
        /// <summary>
        /// The particle system used for providing launch feedback
        /// </summary>
        public GameObject fireParticleObj;
 
        /// <summary>
        /// Launches a single projectile at a single enemy from a single firing point
        /// </summary>
        /// <param name="enemy">
        /// The enemy to target
        /// </param>
        /// <param name="projectile">
        /// The projectile to attack
        /// </param>
        /// <param name="firingPoint">
        /// The point to fire from
        /// </param>
        public override void Launch(Targetable enemy, GameObject projectile, Transform firingPoint, int idx = 0)
        {
            Vector3 startPosition = firingPoint.position;
            var ballisticProjectile = projectile.GetComponent<BallisticProjectile>();
            if (ballisticProjectile == null)
            {
                Debug.LogError("No ballistic projectile attached to projectile");
                DestroyImmediate(projectile);
                return;
            }
            ballisticProjectile.FireAtPoint(startPosition, enemy.position);
 
            if (fireParticleObj != null)
            {
                GameObject psObj = Poolable.TryGetPoolable(fireParticleObj);
                ParticleSystem ps = psObj.GetComponent<ParticleSystem>();
                if (ps == null)
                    ps = psObj.transform.GetChild(0).GetComponent<ParticleSystem>();
                PlayParticles(ps, startPosition, enemy.position);
            }
        }
    }
}