mirror of
https://github.com/Kaveinator/NetickProForUnity.git
synced 2025-10-26 09:49:06 -07:00
72 lines
1.7 KiB
C#
72 lines
1.7 KiB
C#
using UnityEngine;
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using Netick;
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using Netick.Unity;
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namespace Netick.Samples.Bomberman
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{
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public class Bomb : NetworkBehaviour
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{
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public GameObject ExplosionPrefab;
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public BombermanController Bomber;
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public float ExplosionDelay = 3.0f;
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private readonly Vector3[] _directionsAroundBomb = new Vector3[4] { Vector3.right, Vector3.left, Vector3.up, Vector3.down };
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private static RaycastHit[] _hits = new RaycastHit[20];
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public override void NetworkStart()
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{
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Bomber?.SpawnedBombs.Add(this);
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GetComponent<Renderer>().enabled = true;
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}
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public override void NetworkDestroy()
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{
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Bomber?.SpawnedBombs.Remove(this);
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// spawn explosion.
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if (ExplosionPrefab != null)
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Instantiate(ExplosionPrefab, transform.position, Quaternion.identity);
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}
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public override void NetworkFixedUpdate()
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{
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if (Sandbox.TickToTime(Sandbox.Tick - Object.SpawnTick) >= ExplosionDelay)
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Explode();
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}
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private void Explode()
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{
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// hide bomb after delay.
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GetComponent<Renderer>().enabled = false;
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// dealing damage is done on the server only.
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if (IsServer)
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{
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DamageTargetsAroundBomb(transform.position);
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Sandbox.Destroy(Object);
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}
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}
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private void DamageTargetsAroundBomb(Vector3 pos)
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{
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// find all objects around the bomb position.
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foreach (var dir in _directionsAroundBomb)
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{
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var hitsCount = Sandbox.Physics.Raycast(pos, dir, _hits, 1f);
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for (int i = 0; i < hitsCount; i++)
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{
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var target =_hits[i].collider.gameObject;
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var block = target.GetComponent<Block>();
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var bomber = target.GetComponent<BombermanController>();
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if (block != null)
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block.Visible = false;
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bomber?.Die();
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}
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}
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}
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}
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} |