entity_spell_system/Queued/ASDef_SpellSystem/SpellProjectileComponent.cpp
2019-04-20 14:02:55 +02:00

73 lines
2.8 KiB
C++

#include "SpellProjectileComponent.h"
void SpellProjectileComponent::Start(){
if (!this->isServer){
return;
}
this->startPosition = FakeNetworkBehaviour::transform->position;
this->rb = FakeNetworkBehaviour::GetComponent<Rigidbody2D>();
}
void SpellProjectileComponent::Update()
{
if ((this->target == null) || (this->target->transform == null)) {
if (this->isServer) {
UnityEngine::Object::Destroy(FakeNetworkBehaviour::transform->gameObject);
}
return;
}
if (this->isServer && (this->time > (float)0.01)) {
this->elapsedTIme += Time::deltaTime;
if (this->elapsedTIme > this->time) {
UnityEngine::Object::Destroy(FakeNetworkBehaviour::transform->gameObject);
return;
}
}
this->tmp->Set(this->target->transform->position->x, this->target->transform->position->y + (float)1, this->target->transform->position->z - (float)0.1);
this->tmp2->Set(FakeNetworkBehaviour::transform->position->x, FakeNetworkBehaviour::transform->position->y, FakeNetworkBehaviour::transform->position->z);
this->tmp -= this->tmp2;
this->tmp->Normalize();
this->tmp->x = this->tmp->x * (this->speed * Time::deltaTime);
this->tmp->y = this->tmp->y * (this->speed * Time::deltaTime);
this->tmp->z = this->tmp->z * (this->speed * Time::deltaTime);
this->tmp->x = this->tmp->x + FakeNetworkBehaviour::transform->position->x;
this->tmp->y = this->tmp->y + FakeNetworkBehaviour::transform->position->y;
this->tmp->z = this->tmp->z + FakeNetworkBehaviour::transform->position->z;
Vector3* forward = *(this->target->transform->position) - *(FakeNetworkBehaviour::transform->position);
forward->Normalize();
FakeNetworkBehaviour::transform->localRotation = Quaternion::LookRotation(forward);
this->rb->MovePosition(this->tmp);
}
void SpellProjectileComponent::OnTriggerEnter2D(Collider2D* collision)
{
if (!this->isServer) {
return;
}
if ((collision == null) || (collision->gameObject == null)) {
UnityEngine::Object::Destroy(FakeNetworkBehaviour::transform->gameObject);
return;
}
if (collision->transform == FakeNetworkBehaviour::transform) {
return;
}
if (this->didCollide) {
return;
}
this->didCollide = true;
WorldEntity* component = collision->gameObject->GetComponent<WorldEntity>();
if (*component != this->target) {
this->didCollide = false;
return;
}
(SpellScript*)(this->spell->SpellScript)->SpellHit(this->caster, component, null, this->spell, this->spellScale);
}
void SpellProjectileComponent::SetFollow(WorldEntity* caster, Spell* spell, WorldEntity* target, float speed, float spellScale, float time)
{
this->caster = caster;
this->spell = spell;
this->startPosition->Set(FakeNetworkBehaviour::transform->position->x, FakeNetworkBehaviour::transform->position->y, FakeNetworkBehaviour::transform->position->z);
this->target = target;
this->speed = speed;
this->time = time;
this->spellScale = spellScale;
}