OneShotOneKill/Assets/Script/InGame/Actor/AimArrowController.cs

104 lines
3.1 KiB
C#

using UnityEngine;
using UnityEngine.UI;
public class AimArrowController : MonoBehaviour
{
public Image arrow;
public Transform projectileParent;
float m_attackTime, m_attackLifeTime;
void Start()
{
//arrow.enabled = false;
}
private void OnEnable()
{
var unit = IngameMgr.Ins.Get_CurUnitTData();
m_attackLifeTime = m_attackTime = unit.f_AttackSpeed;
}
public void Set_AttackLifeTime()
{
var unit = IngameMgr.Ins.Get_CurUnitTData();
m_attackLifeTime = unit.f_AttackSpeed - IngameMgr.Ins.Get_SkillValue(eSkillType.AttackSpeedUp);
}
private void Update()
{
m_attackLifeTime -= Time.deltaTime;
if (m_attackLifeTime <= 0)
{
m_attackLifeTime = m_attackTime;
Shoot();
}
}
public void OnAimStart(Vector2 screenPos)
{
UpdateArrow(screenPos);
}
public void OnAimDrag(Vector2 screenPos)
{
UpdateArrow(screenPos);
}
void Shoot()
{
var unit = IngameMgr.Ins.Get_CurUnitTData();
ProjectileData basePd = new ProjectileData
{
IsPC = true,
m_Data = table_projectile.Ins.Get_Data(unit.n_ProjectileID),
tf_Start = arrow.transform,
Dmg = unit.n_DefaultAttack + (int)IngameMgr.Ins.Get_SkillValue(eSkillType.AttackUp),
PreviousArrow = (int)IngameMgr.Ins.Get_SkillValue(eSkillType.PreviousArrow),
DiagonalArrow = (int)IngameMgr.Ins.Get_SkillValue(eSkillType.DiagonalArrow),
ArrowLeftRight = (int)IngameMgr.Ins.Get_SkillValue(eSkillType.ArrowLeftRight),
ArrowUpDown = (int)IngameMgr.Ins.Get_SkillValue(eSkillType.ArrowUpDown),
Bounce = (int)IngameMgr.Ins.Get_SkillValue(eSkillType.Bounce),
Pierce = (int)IngameMgr.Ins.Get_SkillValue(eSkillType.ProjectilePierce)
};
int lineCnt = 1 + basePd.PreviousArrow;
int diagCnt = 1 + basePd.DiagonalArrow;
for (int l = 0; l < lineCnt; l++)
{
for (int d = 0; d < diagCnt; d++)
{
ProjectileMgr.Ins.Shoot_Projectile(new ProjectileData
{
LineIndex = l,
DiagIndex = d,
PreviousArrow = basePd.PreviousArrow,
DiagonalArrow = basePd.DiagonalArrow,
ArrowLeftRight = basePd.ArrowLeftRight,
ArrowUpDown = basePd.ArrowUpDown,
Bounce = basePd.Bounce,
Pierce = basePd.Pierce,
IsPC = basePd.IsPC,
m_Data = basePd.m_Data,
tf_Start = basePd.tf_Start,
Dmg = basePd.Dmg
});
}
}
}
void UpdateArrow(Vector2 currentPos)
{
Vector2 dir = currentPos - (Vector2)arrow.transform.position;
float angle = (Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg - 45f) * 7.5f;
angle = Mathf.Clamp(angle, -80f, 80f);
arrow.rectTransform.rotation = Quaternion.Euler(0, 0, angle);
}
}