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ShurikenRing.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using Random = UnityEngine.Random;
namespace HiddenUnits;
public class ShurikenRing : MonoBehaviour
{
private void Awake()
{
SwordPoints = GetComponentsInChildren<ShootPosition>();
}
private void Start()
{
Data = transform.root.GetComponentInChildren<DataHandler>();
var rendererList = new List<Renderer>();
foreach (var point in SwordPoints)
{
var spookySword = CreateNewSword(point.transform.position + Vector3.up * 2f, point.transform.rotation, point);
var renderers = spookySword.obj.GetComponentsInChildren<Renderer>();
if (renderers != null && renderers.Length != 0)
{
rendererList.AddRange(renderers);
}
Shurikens.Add(spookySword);
}
if (Data != null && Data.unit != null)
{
Data.unit.AddRenderersToShowHide(rendererList.ToArray(), Data.unit.IsSpawnedInBlindPlacement);
}
}
private void Update()
{
if (Done)
{
return;
}
if (Data && Data.Dead)
{
Done = true;
for (var i = 0; i < Shurikens.Count; i++)
{
AttackID = i;
Attack(Data.mainRig, AttackID);
}
}
if ((bool)Data.weaponHandler)
{
AttackSpeedMulti = Data.weaponHandler.attackSpeedMultiplier;
}
var num2 = Data.unit == null || !Data.unit.IsRemotelyControlled;
Counter += Time.deltaTime * AttackSpeedMulti;
if (num2 && (bool)Data.targetMainRig && Counter > attackRate)
{
for (var i = 0; i < shurikensPerAttack; i++)
{
var leastAngle = 999f;
for (var j = 0; j < SwordPoints.Length; j++)
{
var thisAngle = Vector3.Angle(Data.targetMainRig.position - transform.position, SwordPoints[j].gameObject.transform.position - transform.position);
if (thisAngle < leastAngle && Shurikens[j].sinceSpawn > startDelay && Shurikens[j].sinceFired > attackRatePerShuriken)
{
leastAngle = thisAngle;
AttackID = j;
}
}
if ((bool)Data.targetMainRig && Data.distanceToTarget < attackDistance)
{
Attack(Data.targetMainRig, AttackID);
}
}
}
for (var k = 0; k < Shurikens.Count; k++)
{
if (Shurikens[k].obj != null)
{
Shurikens[k].sinceSpawn += Time.deltaTime;
Shurikens[k].sinceFired += Time.deltaTime;
Shurikens[k].obj.transform.position +=
(SwordPoints[k].transform.position - Shurikens[k].obj.transform.position) * (followSpeed * Time.deltaTime);
Shurikens[k].obj.transform.rotation = SwordPoints[k].transform.rotation;
}
}
}
public void Attack(Rigidbody target, int useAttackID)
{
Counter = 0f;
if (useAttackID < 0 || useAttackID >= Shurikens.Count)
{
useAttackID = Random.Range(0, Shurikens.Count);
}
var shuriken = Shurikens[useAttackID];
if (shuriken != null)
{
shuriken.sinceFired = 0f;
StartCoroutine(DoAttack(shuriken, target));
attackEvent.Invoke();
if (!Done)
{
Shurikens[useAttackID] = CreateNewSword(SwordPoints[useAttackID].gameObject.transform.position, SwordPoints[useAttackID].gameObject.transform.rotation, SwordPoints[useAttackID]);
}
}
}
private void OnDestroy()
{
StopAllCoroutines();
foreach (var shuriken in Shurikens)
{
Destroy(shuriken.obj);
}
}
private IEnumerator DoAttack(Shuriken attackShuriken, Rigidbody target)
{
if (!attackShuriken.obj)
{
yield break;
}
var spawnDirection = (target.position - attackShuriken.obj.transform.position).normalized;
attackShuriken.obj.transform.rotation =
Quaternion.LookRotation(spawnDirection + 0.01f * spread * Random.insideUnitSphere);
SetProjectileStats(attackShuriken, spawnDirection, target,
attackShuriken.obj.transform.forward, target.position, target.velocity);
attackShuriken.move.enabled = true;
attackShuriken.trail.enabled = true;
attackShuriken.delay.enabled = true;
var moveTransformCross = attackShuriken.obj.GetComponent<MoveTransformCross>();
if (moveTransformCross) moveTransformCross.enabled = true;
}
private Shuriken CreateNewSword(Vector3 pos, Quaternion rot, ShootPosition point)
{
var shuriken = new Shuriken
{
obj = Instantiate(sourceShuriken, pos, rot)
};
shuriken.move = shuriken.obj.GetComponent<MoveTransform>();
shuriken.move.enabled = false;
shuriken.trail = shuriken.obj.GetComponent<RaycastTrail>();
shuriken.trail.enabled = false;
shuriken.delay = shuriken.obj.GetComponent<DelayEvent>();
shuriken.delay.enabled = false;
var moveTransformCross = shuriken.obj.GetComponent<MoveTransformCross>();
if (moveTransformCross) moveTransformCross.enabled = false;
var teamHolder = shuriken.obj.FetchComponent<TeamHolder>();
teamHolder.team = Data.team;
teamHolder.spawner = transform.root.gameObject;
teamHolder.spawnerWeapon = point.gameObject;
shuriken.obj.GetComponentInChildren<Landfall.TABC.CodeAnimation>().speedMultiplier = AttackSpeedMulti;
return shuriken;
}
public void SetProjectileStats(Shuriken shuriken, Vector3 spawnDir, Rigidbody targetRig, Vector3 shootPositionForward, Vector3 targetRigPosition, Vector3 targetRigVelocity)
{
var compensation = shuriken.obj.GetComponentInChildren<Compensation>();
if (compensation && targetRig)
{
compensation.transform.rotation = Quaternion.LookRotation(compensation.GetCompensation(targetRigPosition, targetRigVelocity, 0f) + Random.insideUnitSphere * 0.01f);
}
if (compensation && compensation.forwardCompensation > 0f && targetRig)
{
shuriken.move.selfImpulse.z += Mathf.Pow(Mathf.Clamp(Vector3.Distance(targetRigPosition, transform.position), 0f, compensation.clampDistance), compensation.rangePow) * compensation.forwardCompensation;
}
}
private ShootPosition[] SwordPoints;
private readonly List<Shuriken> Shurikens = new();
private DataHandler Data;
private bool Done;
private float Counter;
private float AttackSpeedMulti = 1f;
private int AttackID;
public GameObject sourceShuriken;
public float followSpeed = 1f;
public float startDelay = 1f;
[Header("Attack")]
public int shurikensPerAttack = 3;
public float attackRate = 0.5f;
public float attackRatePerShuriken = 0.5f;
public float attackDistance = 15f;
public UnityEvent attackEvent;
public float spread = 10f;
[Serializable]
public class Shuriken
{
public GameObject obj;
public MoveTransform move;
public RaycastTrail trail;
public DelayEvent delay;
public float sinceSpawn;
public float sinceFired;
}
}