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

68 lines
2.2 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;
[SerializeField] private float _upgradeCostMultiplier = 0.2f;
[SerializeField] private float _upgradeCostMultiplierIncrement = 0.1f;
[Header("Upgrade")]
[SerializeField] private float _upgradeDamageMultiplier = 1.5f;
[SerializeField] private float _upgradeDistanceMultiplier = 1.5f;
[SerializeField] private float _upgradeReloadTimeMultiplier = 0.75f;
private float _reloadTimer;
public int Price => _price;
public float Damage => _damage;
public float Distance => _distance;
public int SellPrice => Mathf.RoundToInt(_price * _sellingMultiplier);
public int UpgradeCost => Mathf.CeilToInt(_price * _upgradeCostMultiplier);
private void Start()
{
if (_bulletSpawnPoint == null)
_bulletSpawnPoint = transform;
}
public void Upgrade()
{
// TODO: исправить умножение на 0
_damage *= _upgradeDamageMultiplier;
_distance *= _upgradeDistanceMultiplier;
_reloadTime *= _upgradeReloadTimeMultiplier;
_upgradeCostMultiplier += _upgradeCostMultiplierIncrement;
}
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 _);
}