Files
Cube-Tower-Defense/Assets/Scripts/Turret.cs
T

97 lines
2.7 KiB
C#

using UnityEngine;
public class Turret : MonoBehaviour
{
[Header("References")]
[SerializeField] private TurretBullet _bulletPrefab;
[SerializeField] private Transform _bulletSpawnPoint;
[Header("Stats")]
[SerializeField] private float _reloadTime = 1f;
[SerializeField] private float _damage;
[SerializeField] private float _distance = 3f;
[Header("Economy")]
[SerializeField] private int _price;
[SerializeField] private float _sellingMultiplier = 0.5f;
[Header("Upgrade")]
[SerializeField] TurretUpgrade[] _upgrades;
private float _reloadTimer;
private int _lvl;
public int Price => _price;
public float Damage => _damage;
public float Distance => _distance;
public int SellPrice => Mathf.RoundToInt(_price * _sellingMultiplier);
public int UpgradeCost
{
get
{
if (IsMaxLevel)
return 0;
return Mathf.RoundToInt(_price * _upgrades[_lvl].UpgradeConstMultiplier);
}
}
public bool IsMaxLevel => _lvl >= _upgrades.Length;
public int Level => _lvl + 1;
public int MaxLevel => _upgrades.Length;
private void Start()
{
if (_bulletSpawnPoint == null)
_bulletSpawnPoint = transform;
}
public void Upgrade()
{
if (IsMaxLevel)
return;
var upgrade = _upgrades[_lvl++];
if (upgrade.BulletPrefab != null)
_bulletPrefab = upgrade.BulletPrefab;
if (upgrade.UpgradeDistanceMultiplier != -1)
{
if (_damage == 0)
_damage = upgrade.UpgradeDamageMultiplier;
else
_damage *= upgrade.UpgradeDamageMultiplier;
}
if (upgrade.UpgradeDistanceMultiplier != -1)
{
if (_distance == 0)
_distance = upgrade.UpgradeDistanceMultiplier;
else
_distance *= upgrade.UpgradeDistanceMultiplier;
}
if (upgrade.UpgradeReloadTimeMultiplier != -1)
_reloadTime *= upgrade.UpgradeReloadTimeMultiplier;
}
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;
_bulletPrefab.Spawn(this, _bulletSpawnPoint.position, direction);
_reloadTimer = 0f;
}
private bool DetectEnemy(Vector3 direction) =>
Physics.Raycast(transform.position, direction, out var hit, _bulletPrefab.Distance + _distance) &&
hit.transform.TryGetComponent(out Enemy _);
}