Files
defrain-shooter-unity/Assets/Scripts/Weapons/Grenade.cs
Noah4ever b2b997307b CameraShake
Camera shake is working now
2021-12-13 16:02:11 +01:00

98 lines
3.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Grenade : MonoBehaviour
{
[Header("Grenade Info")]
[SerializeField] float timer = 2f;
[SerializeField] float explosionForce = 500f;
[SerializeField] float grenadeRadius = 3f;
[SerializeField] bool hasExploded = false;
[Tooltip("After how many seconds the explosion Gameobject gets deleted!")]
[SerializeField] float lengthOfExplosion = 1;
private float countdown;
[SerializeField] float cameraShakeRadius = 6f;
[SerializeField] GameObject explodeParticle;
[SerializeField] Weapon weapon;
[Header("Debug")]
[SerializeField] bool showExplosion = true;
void Start() {
countdown = timer;
}
void Update() {
// If grenade has been thrown and countdown is over 0 and grenade has not exploded yet
if (weapon.HasBeenThrown && !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() {
if (showExplosion) {
// Spawns explosion particle
GameObject spawnedExplosion = Instantiate(explodeParticle, transform.position, transform.rotation);
// Destroys explosion particle after on second
Destroy(spawnedExplosion, lengthOfExplosion);
}
StartCoroutine(cameraShake());
// Coroutine for adding explosion force to nearby objects
StartCoroutine(addExplosionForce());
// Destroys grenade
Destroy(gameObject);
}
IEnumerator cameraShake() {
// Gets all collider that are in a sphere around the grenade
Collider[] colliders = Physics.OverlapSphere(transform.position, cameraShakeRadius);
// Iterate over all colliders found in radius
foreach (Collider nearbyObject in colliders) {
// Check if nearby object is a Player and if Collider is not a CharacterController (can be changed to CapsuleCollider)
if (nearbyObject.GetComponent<Player>() && nearbyObject.GetType() != typeof(UnityEngine.CharacterController)) {
// Starts camera shake on player
float distance = Vector3.Distance(transform.position, nearbyObject.transform.position);
nearbyObject.GetComponent<ProcedualAnimationController>().cameraShake();
}
}
yield return null;
}
IEnumerator addExplosionForce() {
// Gets all collider that are in a sphere around the grenade
Collider[] colliders = Physics.OverlapSphere(transform.position, grenadeRadius);
// Iterate over all colliders found in radius
foreach (Collider nearbyObject in colliders) {
// Check if nearby object is a Player and if Collider is not a CharacterController (can be changed to CapsuleCollider)
if (nearbyObject.GetComponent<Player>() && nearbyObject.GetType() != typeof(UnityEngine.CharacterController)) {
// Remove health from player
nearbyObject.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(explosionForce, transform.position, grenadeRadius);
}
}
}
hasExploded = true;
yield return null;
}
}