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