using System; using UnityEngine; public class Turret : MonoBehaviour { [SerializeField] private TurretBullet _bulletPrefab; [SerializeField] private float _reloadTime = 1f; [SerializeField] private float _damage; [SerializeField] private float _distance; [SerializeField] private int _price; private float _reloadTimer; public int Price => _price; private void Update() { SpawnBullet(Vector3.forward); SpawnBullet(Vector3.back); SpawnBullet(Vector3.left); SpawnBullet(Vector3.right); _reloadTimer += Time.deltaTime; } private void SpawnBullet(Vector3 direction) { if (_reloadTimer < _reloadTime || !DetectEnemy(direction)) return; var rot = transform.rotation; rot.SetLookRotation(direction); Instantiate(_bulletPrefab, transform.position, rot, transform); _reloadTimer = 0f; } private bool DetectEnemy(Vector3 direction) => Physics.Raycast(transform.position, direction, out var hit, _bulletPrefab.Distance + _distance) && hit.transform.TryGetComponent(out Enemy _); }