rabidus-test/Assets/SCSM/SciFiShipController/Demos/Scripts/SampleProjectileModule.cs

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2023-07-24 16:38:13 +03:00
using UnityEngine;
using SciFiShipController;
// Sci-Fi Ship Controller. Copyright (c) 2018-2023 SCSM Pty Ltd. All rights reserved.
namespace MyUniqueGame
{
/// <summary>
/// Demo script used to show how to create your own custom ProjectileModule component.
/// WARNING: This is a DEMO script and is subject to change without notice during
/// upgrades. This is just to show you how to do things in your own code.
/// 1. The script should be attached to your projectile gameobject. Typically the
/// the projectile will be child object. See our ProjectileModule prefabs.
/// 2. Create a prefab
/// 3. Use the prefab on ship and surface turret weapons.
/// </summary>
[AddComponentMenu("Sci-Fi Ship Controller/Samples/Projectile Module")]
[HelpURL("http://scsmmedia.com/ssc-documentation")]
public class SampleProjectileModule : ProjectileModule
{
#region Public Variables
[Range(0f, 1.0f)] public float sampleDrag = 0.2f;
#endregion
#region Private Variables
#endregion
#region Override Methods
/// <summary>
/// Generally you won't need to override this method
/// </summary>
/// <param name="ipParms"></param>
public override void InitialiseProjectile(InstantiateProjectileParameters ipParms)
{
// If you need to override InitialisProject, generally call the base version first.
base.InitialiseProjectile(ipParms);
// Do your stuff here
Debug.Log("SampleProjectileModule overriding InitialiseProjectile T:" + Time.time);
}
/// <summary>
/// Change how your non-guided projectile moves
/// </summary>
protected override void CalcPositionAndVelocity()
{
// Generally we always want to update thisFramePosition and optionally velocity
// Here we are going to modify speed and velocity and allow the base method to handle the rest.
// This will slow the projectile down as it travels.
speed -= sampleDrag * 100f * Time.deltaTime;
// Prevent projectile going backward
if (speed < startSpeed * 0.1f)
{
speed = startSpeed * 0.1f;
// The projectile will automatically be despawned
despawnTimer = despawnTime;
}
// Set a new velocity
velocity = transform.forward * speed;
// In this sample we still want to do most of the standard calculations
base.CalcPositionAndVelocity();
}
/// <summary>
/// You can write your own collision detection code for projectiles
/// </summary>
/// <returns></returns>
protected override bool CheckCollision()
{
// You custom code can go here
// In this sample we don't really need this method but include it here to demonstrate
return base.CheckCollision();
}
#endregion
}
}