using System;
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using System.Collections.Generic;
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using UnityEngine;
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public class StraightBulletCurve : BulletCurve
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{
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private Vector2 start;
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private Vector2 end;
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public StraightBulletCurve(BattleObject caster, SkillConfig skillConfig, BattleEffectPlayer bulletEffect, RectTransform target, HB427_tagSCUseSkill tagUseSkillAttack, Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> onHit)
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: base(caster, skillConfig, bulletEffect, target, tagUseSkillAttack, onHit)
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{
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}
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public override void Reset()
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{
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base.Reset();
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start = WorldToLocalAnchoredPosition(bulletTrans.position);
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end = WorldToLocalAnchoredPosition(target.position);
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duration = Vector2.Distance(start, end) / skillConfig.BulletFlySpeed;
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// BattleUtility.MarkStartAndEnd(bulletTrans, target);
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}
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public override void Run()
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{
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if (finished) return;
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if (bulletTrans == null)
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{
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Debug.LogError("BulletTrans is null, cannot run StraightBulletCurve");
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}
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elapsed += Time.deltaTime;
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float t = Mathf.Clamp01(elapsed / duration);
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Vector2 pos = Vector2.Lerp(start, end, t);
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if (null != bulletTrans)
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{
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bulletTrans.anchoredPosition = pos;
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}
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Vector2 dir = end - start;
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float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg + (caster.Camp == BattleCamp.Red ? 0 : 180);
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if (null != bulletTrans)
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{
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bulletTrans.rotation = Quaternion.Euler(0, 0, angle);
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}
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if (t >= 1f)
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{
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finished = true;
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onHit?.Invoke(0, hurts);
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}
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}
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}
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