Files
AppleHillsProduction/Assets/Scripts/Minigames/FortFight/Projectiles/TrashBagProjectile.cs
Michal Pikulski 0b8d2a279f Working MVP
2025-12-04 02:16:47 +01:00

108 lines
4.8 KiB
C#

using Core;
using UnityEngine;
namespace Minigames.FortFight.Projectiles
{
/// <summary>
/// Trash Bag projectile - splits into multiple smaller pieces on impact.
/// Deals AOE damage in a forward cone.
/// </summary>
public class TrashBagProjectile : ProjectileBase
{
[Header("Trash Bag Specific")]
[Tooltip("Prefab for individual trash pieces (small debris)")]
[SerializeField] private GameObject trashPiecePrefab;
protected override void OnHit(Collision2D collision)
{
// Deal initial damage from trash bag itself
var block = collision.gameObject.GetComponent<Fort.FortBlock>();
if (block != null)
{
block.TakeDamage(Damage);
Logging.Debug($"[TrashBagProjectile] Dealt {Damage} damage to {block.gameObject.name}");
}
// Get settings for trash pieces
var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
int pieceCount = settings?.TrashBagPieceCount ?? 8;
Logging.Debug($"[TrashBagProjectile] Splitting into {pieceCount} pieces");
// Get contact normal and impact point
Vector2 hitNormal = collision.contacts[0].normal;
Vector2 impactPoint = collision.contacts[0].point;
// Spawn trash pieces (NOT parented, so they persist as debris)
SpawnTrashPieces(impactPoint, hitNormal);
// Destroy trash bag after spawning pieces
DestroyProjectile();
}
/// <summary>
/// Spawn multiple trash pieces in a cone away from the hit surface.
/// Uses hit normal + projectile momentum for realistic splash effect.
/// </summary>
private void SpawnTrashPieces(Vector2 impactPoint, Vector2 hitNormal)
{
if (trashPiecePrefab == null)
{
Logging.Warning("[TrashBagProjectile] No trash piece prefab assigned!");
return;
}
// Get settings
var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
int pieceCount = settings?.TrashBagPieceCount ?? 8;
float pieceForce = settings?.TrashBagPieceForce ?? 10f;
float spreadAngle = settings?.TrashBagSpreadAngle ?? 60f;
// Calculate projectile's incoming direction (momentum)
Vector2 incomingDirection = rb2D.linearVelocity.normalized;
if (incomingDirection == Vector2.zero)
{
incomingDirection = LaunchDirection;
}
// Calculate reflection direction from hit normal
// This creates a bounce-like effect
Vector2 reflectDirection = Vector2.Reflect(incomingDirection, hitNormal);
// Blend between reflection and pure normal for more variety
// 70% normal (splash away from surface) + 30% reflection (maintain some momentum direction)
Vector2 baseDirection = (hitNormal * 0.7f + reflectDirection * 0.3f).normalized;
// Spawn pieces in a cone around the base direction
for (int i = 0; i < pieceCount; i++)
{
// Calculate angle offset for this piece within the spread cone
float t = pieceCount > 1 ? i / (float)(pieceCount - 1) : 0.5f;
float angleOffset = Mathf.Lerp(-spreadAngle / 2f, spreadAngle / 2f, t);
float angleRadians = Mathf.Atan2(baseDirection.y, baseDirection.x) + angleOffset * Mathf.Deg2Rad;
Vector2 pieceDirection = new Vector2(Mathf.Cos(angleRadians), Mathf.Sin(angleRadians));
// Spawn trash piece slightly offset from impact point
Vector2 spawnOffset = pieceDirection * 0.2f; // Small offset to prevent clipping
GameObject piece = Instantiate(trashPiecePrefab, (Vector2)impactPoint + spawnOffset, Quaternion.identity);
// Setup trash piece physics
Rigidbody2D pieceRb = piece.GetComponent<Rigidbody2D>();
if (pieceRb != null)
{
// Apply force with some randomness for more natural spread
float randomForce = pieceForce * Random.Range(0.8f, 1.2f);
pieceRb.AddForce(pieceDirection * randomForce, ForceMode2D.Impulse);
// Add some random spin
pieceRb.AddTorque(Random.Range(-100f, 100f));
}
Logging.Debug($"[TrashBagProjectile] Spawned trash piece {i} in direction {pieceDirection}");
}
}
}
}