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