MarisaMagicalStudy/Assets/Scripts/Laser.cs
2026-01-30 02:26:51 -08:00

60 lines
1.8 KiB
C#

using System;
using Core.Extensions;
using UnityEngine;
public class Laser : PlayerAbility
{
[Header("Laser Properties")]
public float length;
public float width;
public float duration;
private float currentDuration;
[Header("Beam")]
[SerializeField] private GameObject beamObject;
private GameObject beamObjectInstance;
public float turnSpeed;
public float offset;
private void Start()
{
CreateBeam();
}
protected override void AbilityEffects()
{
canCooldown = false;
currentDuration = duration;
beamObjectInstance.SetActive(true);
transform.Lookat2D(thisPlayer.mouseWorldPos);
}
protected override void Update()
{
if (currentDuration > 0)
{
Vector3 direction = (thisPlayer.mouseWorldPos - (Vector2)transform.position).normalized;
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
transform.rotation = Quaternion.RotateTowards(beamObjectInstance.transform.rotation, Quaternion.Euler(0,0,angle), turnSpeed * Time.deltaTime);
currentDuration -= Time.deltaTime;
if (currentDuration <= 0)
{
canCooldown = true;
beamObjectInstance.SetActive(false);
}
}
}
private void CreateBeam()
{
beamObjectInstance = Instantiate(beamObject, transform.position, Quaternion.identity);
beamObjectInstance.transform.SetParent(transform);
beamObjectInstance.transform.localScale = new Vector3(length, width, 1);
beamObjectInstance.transform.Translate(Vector3.right * (beamObjectInstance.transform.localScale.x * 0.5f) + new Vector3(offset, 0, 0));
beamObjectInstance.SetActive(false);
}
private void DetectEnemies()
{
}
}