Files
defrain-shooter-unity/Assets/Scripts/Weapons/Grenade.cs
Noah4ever 1e432ad802 Grenade damage
If player is in sphere around grenade he gets damage
2021-12-08 17:26:58 +01:00

59 lines
2.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Grenade : MonoBehaviour
{
[SerializeField] GameObject explodeParticle;
[SerializeField] Weapon weapon;
private float countdown;
void Start() {
countdown = weapon.Timer;
}
void Update() {
// If grenade has been thrown and countdown is over 0 and grenade has not exploded yet
if (weapon.HasBeenThrown && !weapon.HasExploded) {
// Decrease timer by 1 second
countdown -= Time.deltaTime;
// If countdown get to 0... BOOM!:
if(countdown <= 0) {
// Lets grenade explode
Explode();
}
}
}
/* - Spawn explosion particles and add force to nearby objects - */
private void Explode() {
// Spawns explosion particle
GameObject spawnedExplosion = Instantiate(explodeParticle, transform.position, transform.rotation);
// Destroys explosion particle after on second
Destroy(spawnedExplosion, 1);
// Gets all collider that are in a sphere around the grenade
Collider[] colliders = Physics.OverlapSphere(transform.position, weapon.GrenadeRadius);
// Iterate over all colliders found in radius
foreach(Collider nearbyObject in colliders) {
// Check if nearby object is a Player
if (nearbyObject.transform.gameObject.GetComponent<Player>()) {
// Remove health from player
nearbyObject.transform.gameObject.GetComponent<Player>().RemoveHealth(weapon.Damage);
} else {
// Get Rigidbody from nearby object and...
Rigidbody rb = nearbyObject.GetComponent<Rigidbody>();
// if rigidbody exists...
if (rb != null) {
// adds force to nearby objects
rb.AddExplosionForce(weapon.ExplosionForce, transform.position, weapon.GrenadeRadius);
}
}
}
weapon.HasExploded = true;
// Destroys grenade
Destroy(gameObject);
}
}