Files
AppleHillsProduction/Assets/Scripts/Minigames/FortFight/Projectiles/ProjectileBase.cs
Michal Pikulski f69db57bd7 Stash work
2025-12-02 23:56:13 +01:00

251 lines
7.7 KiB
C#

using System;
using Core;
using Core.Lifecycle;
using Minigames.FortFight.Fort;
using UnityEngine;
namespace Minigames.FortFight.Projectiles
{
/// <summary>
/// Base class for all projectile types in Fort Fight.
/// Handles physics, collision, and basic damage dealing.
/// Subclasses override ActivateAbility() and OnHit() for unique behaviors.
/// </summary>
[RequireComponent(typeof(Rigidbody2D), typeof(Collider2D))]
public abstract class ProjectileBase : ManagedBehaviour
{
#region Inspector Properties
[Header("Projectile Stats")]
[Tooltip("Base damage dealt on impact")]
[SerializeField] protected float damage = 20f;
[Tooltip("Mass for physics (affects trajectory)")]
[SerializeField] protected float mass = 1f;
[Header("Visuals")]
[Tooltip("Sprite renderer for projectile")]
[SerializeField] protected SpriteRenderer spriteRenderer;
[Header("Effects")]
[Tooltip("Particle effect on impact (optional)")]
[SerializeField] protected GameObject impactEffectPrefab;
#endregion
#region Events
/// <summary>
/// Fired when projectile is launched. Parameters: (ProjectileBase projectile)
/// </summary>
public event Action<ProjectileBase> OnLaunched;
/// <summary>
/// Fired when projectile hits something. Parameters: (ProjectileBase projectile, Collider2D hit)
/// </summary>
public event Action<ProjectileBase, Collider2D> OnImpact;
/// <summary>
/// Fired when projectile is destroyed. Parameters: (ProjectileBase projectile)
/// </summary>
public event Action<ProjectileBase> OnDestroyed;
#endregion
#region Properties
public float Damage => damage;
public bool IsLaunched { get; protected set; }
public bool AbilityActivated { get; protected set; }
public Vector2 LaunchDirection { get; protected set; }
public float LaunchForce { get; protected set; }
#endregion
#region Components
protected Rigidbody2D rb2D;
protected Collider2D projectileCollider;
#endregion
#region Lifecycle
internal override void OnManagedAwake()
{
base.OnManagedAwake();
// Cache components
rb2D = GetComponent<Rigidbody2D>();
projectileCollider = GetComponent<Collider2D>();
if (spriteRenderer == null)
{
spriteRenderer = GetComponent<SpriteRenderer>();
}
// Configure rigidbody
if (rb2D != null)
{
rb2D.mass = mass;
rb2D.gravityScale = 1f;
rb2D.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
}
}
#endregion
#region Launch
/// <summary>
/// Launch the projectile with given direction and force.
/// Called by SlingshotController.
/// </summary>
public virtual void Launch(Vector2 direction, float force)
{
if (IsLaunched)
{
Logging.Warning($"[ProjectileBase] {gameObject.name} already launched!");
return;
}
LaunchDirection = direction.normalized;
LaunchForce = force;
IsLaunched = true;
// Apply physics impulse
if (rb2D != null)
{
rb2D.AddForce(LaunchDirection * LaunchForce, ForceMode2D.Impulse);
Logging.Debug($"[ProjectileBase] Launched {gameObject.name} with force {LaunchForce} in direction {LaunchDirection}");
}
// Fire event
OnLaunched?.Invoke(this);
}
#endregion
#region Ability
/// <summary>
/// Activate projectile's special ability (mid-flight).
/// Override in subclasses for unique behaviors.
/// Called when player taps screen during flight.
/// </summary>
public virtual void ActivateAbility()
{
if (!IsLaunched)
{
Logging.Warning($"[ProjectileBase] Cannot activate ability - projectile not launched yet!");
return;
}
if (AbilityActivated)
{
Logging.Warning($"[ProjectileBase] Ability already activated!");
return;
}
AbilityActivated = true;
Logging.Debug($"[ProjectileBase] {gameObject.name} ability activated");
// Subclasses override this for special behavior
}
#endregion
#region Collision
private void OnCollisionEnter2D(Collision2D collision)
{
if (!IsLaunched) return;
Logging.Debug($"[ProjectileBase] {gameObject.name} hit {collision.gameObject.name}");
// Check if hit a fort block
FortBlock block = collision.gameObject.GetComponent<FortBlock>();
if (block != null)
{
// Deal damage to block
block.TakeDamage(damage);
Logging.Debug($"[ProjectileBase] Dealt {damage} damage to {block.gameObject.name}");
}
// Spawn impact effect
SpawnImpactEffect(collision.contacts[0].point);
// Fire impact event
OnImpact?.Invoke(this, collision.collider);
// Call subclass-specific hit behavior
OnHit(collision.collider);
// Destroy projectile after hit (subclasses can override)
DestroyProjectile();
}
/// <summary>
/// Called when projectile hits something.
/// Override in subclasses for projectile-specific behavior.
/// </summary>
protected virtual void OnHit(Collider2D hit)
{
// Subclasses override for special behavior
// e.g., Vacuum continues sliding, TrashBag splits, etc.
}
#endregion
#region Effects
/// <summary>
/// Spawn impact particle effect
/// </summary>
protected void SpawnImpactEffect(Vector2 position)
{
if (impactEffectPrefab != null)
{
GameObject effect = Instantiate(impactEffectPrefab, position, Quaternion.identity);
Destroy(effect, 2f); // Auto-cleanup
}
}
#endregion
#region Destruction
/// <summary>
/// Destroy the projectile.
/// Can be overridden by subclasses for delayed destruction.
/// </summary>
protected virtual void DestroyProjectile()
{
Logging.Debug($"[ProjectileBase] Destroying {gameObject.name}");
// Fire destroyed event
OnDestroyed?.Invoke(this);
// Destroy GameObject
Destroy(gameObject);
}
#endregion
#region Debug
private void OnDrawGizmos()
{
if (IsLaunched && Application.isPlaying)
{
// Draw launch direction
Gizmos.color = Color.yellow;
Gizmos.DrawLine(transform.position, transform.position + (Vector3)(LaunchDirection * 2f));
}
}
#endregion
}
}