Quantum-Engineering/Missile.cs

101 lines
2.7 KiB
C#

using UnityEngine;
public class Missile : MonoBehaviour
{
public GameObject explosion;
public AudioClip sound;
public bool destroying;
private float destroyTimer;
private float lifeSpan = 0;
private AudioSource audioSource;
public GameObject target;
public GameObject exhaust;
//! Called by unity engine on start up to initialize variables.
public void Start ()
{
audioSource = gameObject.AddComponent<AudioSource>();
audioSource.rolloffMode = AudioRolloffMode.Linear;
audioSource.volume = 0.25f;
audioSource.spatialBlend = 1.0f;
audioSource.maxDistance = 250;
audioSource.reverbZoneMix = 1.1f;
audioSource.spread = 360;
audioSource.clip = sound;
audioSource.loop = true;
audioSource.Play();
}
//! Called once per frame by unity engine.
public void Update ()
{
if (destroying == false)
{
if (target != null)
{
transform.LookAt(target.transform);
}
lifeSpan += 1 * Time.deltaTime;
transform.position += transform.forward * 250 * Time.deltaTime;
if (Vector3.Distance(transform.position,target.transform.position) < 10)
{
Collide();
}
if (lifeSpan > 10)
{
Explode();
}
}
else
{
destroyTimer += 1 * Time.deltaTime;
if (destroyTimer >= 30)
{
Destroy(gameObject);
}
}
}
//! Simulates collision of the missile and the target.
private void Collide()
{
Meteor hitMeteor = target.gameObject.GetComponent<Meteor>();
Pirate hitPirate = target.gameObject.GetComponent<Pirate>();
if (hitMeteor != null)
{
if (hitMeteor.destroying == false)
{
hitMeteor.GetComponent<Meteor>().Explode();
}
Explode();
}
if (hitPirate != null)
{
if (hitPirate.destroying == false)
{
hitPirate.GetComponent<Pirate>().Explode();
}
Explode();
}
}
//! Spawns explosion effect and disables rendering of the misile.
private void Explode()
{
audioSource.Stop();
Instantiate(explosion, new Vector3(transform.position.x, transform.position.y + 10, transform.position.z), transform.rotation);
MeshRenderer[] meshes = GetComponentsInChildren<MeshRenderer>();
foreach (MeshRenderer meshRenderer in meshes)
{
meshRenderer.enabled = false;
}
exhaust.SetActive(false);
GetComponent<Collider>().enabled = false;
destroying = true;
}
}