2021-01-05 13:10:20 +01:00
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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2021-01-05 18:13:29 +01:00
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using DG.Tweening;
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2021-01-05 13:10:20 +01:00
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Jobs;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using UnityEngine;
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using UnityEngine.Jobs;
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using Utils;
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using Weapons.Scripts;
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using Weapons.Spawning;
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using Random = UnityEngine.Random;
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[CreateAssetMenu]
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public class Weapon : ScriptableObject
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{
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[BurstCompile]
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private struct BulletMoveJob : IJobParallelForTransform
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{
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public float DeltaTime;
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public NativeArray<Bullet> Bullets;
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public void Execute(int index, TransformAccess transform)
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{
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if (Bullets[index].IsAlive)
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transform.position += Bullets[index].Direction * Bullets[index].Speed * DeltaTime;
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}
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}
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private struct Bullet
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{
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public Vector3 Direction;
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public float Speed;
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public float Lifetime;
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public bool IsAlive;
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public int Idx;
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}
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public event Action<Vector3> BulletCollision;
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[SerializeField] private float fireRate;
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[SerializeField] private ParticleSystem.MinMaxCurve bulletSpeed;
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[SerializeField] private ParticleSystem.MinMaxCurve bulletLifetime;
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[SerializeField] private ParticleSystem.MinMaxCurve bulletSize;
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[SerializeField] private float damage;
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[SerializeField] private LayerMask collidesWith;
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[SerializeField] private float accuracy;
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[SerializeField] private SpawnZone zone;
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[SerializeField] private bool manualFire;
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private List<Bullet> _bullets;
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private List<Transform> _bulletTransforms;
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private static Collider[] _results = new Collider[32];
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private ObjectPool<Transform> _pool;
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private BulletMoveJob _job;
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private JobHandle _jobHandle;
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private Bullet _currentBullet;
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private Transform _currentTransform;
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private TransformAccessArray _accessArray;
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private float _currentCooldown;
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public void Init()
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{
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_job = new BulletMoveJob();
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_bullets = new List<Bullet>();
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_bulletTransforms = new List<Transform>();
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_currentCooldown = fireRate;
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}
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public void Update()
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{
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_currentCooldown += Time.deltaTime;
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_job.DeltaTime = Time.deltaTime;
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_job.Bullets = _bullets.ToNativeArray(Allocator.Persistent);
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_accessArray = new TransformAccessArray(_bulletTransforms.ToArray());
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_jobHandle = _job.Schedule(_accessArray);
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}
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public void LateUpdate()
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{
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_jobHandle.Complete();
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_job.Bullets.Dispose();
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_accessArray.Dispose();
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// remove all the inactive bullets from our internal list so we don't accidentally update them multiple times
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for (var i = _bullets.Count - 1; i >= 0; i--)
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{
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_currentBullet = _bullets[i];
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_currentBullet.Lifetime -= Time.deltaTime;
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if (_currentBullet.Lifetime <= 0)
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_currentBullet.IsAlive = false;
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_bullets[i] = _currentBullet;
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if (_bullets[i].IsAlive) continue;
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_bulletTransforms[i].gameObject.SetActive(false);
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_pool.ReturnObject(_bulletTransforms[i], _bullets[i].Idx);
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_bullets.RemoveAt(i);
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_bulletTransforms.RemoveAt(i);
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}
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}
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public void FixedUpdate()
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{
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// loop through the bullets. Backwards, because that is marginally quicker
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for (var i = _bullets.Count - 1; i >= 0; i--)
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{
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_currentBullet = _bullets[i];
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_currentTransform = _bulletTransforms[i];
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// if the bullet is inactive, continue. We don't care about it
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if (!_currentTransform.gameObject.activeSelf || !_currentBullet.IsAlive) continue;
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// if it has hit something
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if (CheckCollision(_currentTransform, _currentTransform.localScale.x, out var numHits))
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{
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// send the event
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BulletCollision?.Invoke(_currentTransform.position);
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// damage any damageable entities it has hit
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for (int j = 0; j < numHits; j++)
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{
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var healthObject = _results[j].GetComponent<IDamageable>();
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healthObject?.Hit(damage);
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}
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// deactivate the bullet
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_currentBullet.IsAlive = false;
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}
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// apply the changes we made
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_bullets[i] = _currentBullet;
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}
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}
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private bool CheckCollision(Transform instance, float size, out int numHits)
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{
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numHits = 0;
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// if it's inactive, we haven't hit anything
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if (!instance.gameObject.activeSelf) return false;
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// use the non allocating version so we don't have to allocate memory for every bullet
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numHits = Physics.OverlapSphereNonAlloc(instance.position, size/2f, _results, collidesWith, QueryTriggerInteraction.Collide);
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return numHits > 0;
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}
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public bool Fire(ObjectPool<Transform> pool, Transform position)
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{
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if (_pool == null)
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_pool = pool;
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if (!manualFire)
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{
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if (_currentCooldown < fireRate) return false;
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_currentCooldown = 0;
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}
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2021-01-05 13:10:20 +01:00
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SpawnBullets(position);
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return true;
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}
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/// <summary>
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/// Spawn the bullets.
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/// </summary>
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private void SpawnBullets(Transform transform)
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{
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// alter the direction based on accuracy
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var direction = Quaternion.Euler(0, Random.Range(-accuracy, accuracy), 0) * transform.forward;
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// for every bullet
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zone.GetPoint(transform, (point, dir) =>
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{
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// get the object in the pool
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var (bullet, idx) = _pool.GetObject();
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// if the pool returns no bullet, continue (it probably hasn't initialised yet)
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if (bullet == null) return;
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// enable the bullet
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bullet.gameObject.SetActive(true);
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var newPos = new Vector3(point.x, point.y);
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newPos = Vector3.Lerp(newPos, Vector3.zero, Random.Range(0, 1f));
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bullet.position = transform.position + newPos;
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// point the bullet in the right direction
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bullet.forward = new Vector3(dir.x, dir.y);
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bullet.transform.localScale = Vector3.zero;
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bullet.transform.DOScale(Vector3.one * bulletSize.EvaluateMinMaxCurve(), 0.33f).SetEase(Ease.OutQuint);
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if (zone.SpawnDir != SpawnDir.Spherised)
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{
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var y = bullet.eulerAngles.y;
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bullet.forward = Quaternion.Euler(0, y, 0) * direction;
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}
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if (zone.SpawnDir == SpawnDir.None)
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bullet.forward = direction;
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// add the bullet to the list we're returning
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_bulletTransforms.Add(bullet);
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_bullets.Add(new Bullet
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{
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Direction = bullet.forward,
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IsAlive = true,
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Speed = bulletSpeed.EvaluateMinMaxCurve(),
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Lifetime = bulletLifetime.EvaluateMinMaxCurve(),
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Idx = idx
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});
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});
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}
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/// <summary>
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/// Draw gizmos for the weapon
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/// </summary>
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public void DrawGizmos(Transform transform)
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{
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#if UNITY_EDITOR
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var color = Color.cyan;
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color.a = Selection.activeObject == this ? 1 : 0.05f;
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zone.DrawGizmos(color, transform);
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if (_bullets == null) return;
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foreach (var b in _bulletTransforms.Where(b => b != null))
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{
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Gizmos.DrawWireSphere(b.position, b.localScale.x/2f * bulletSize.EvaluateMinMaxCurve());
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}
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#endif
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}
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}
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