using System;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
public class BulletScript : MonoBehaviour
{
public DataBullet dataBullet;
private float damage;
private float speed;
private int ammo;
public GameObject particalClash;
public float lifetime = 3f;
private Rigidbody rb;
private Vector3 direction;
private float time = 0f;
private Ray ray;
private RaycastHit hit;
///
/// Sobald life Time vorbei ist Destroy die Bullet.
///
/// Lifetime der Bullet
private void die(float lifetime){
if(time > lifetime){
GameObject.Destroy(this.gameObject);
}
}
private void CheckForColliders(){
if(Physics.Raycast(ray, out hit)){ //wenn true wird durch out in variable hit ein RayCastHit gespeichert
direction = hit.point - transform.position;//Richtung in die, die Kugel fliegt
}
}
///
/// clashPartical spawned clashPartical am EinschlagPunkt der Kugel.
///
/// Die Collision mit der Bullet.
public void clashParticle(Collision collision){
ContactPoint contact = collision.GetContact(0);
Instantiate(particalClash,transform.position,Quaternion.LookRotation(contact.normal));
}
///
/// Wenn die Bullet etwas behrührt zerstört sie sich selbst.
///
/// Die Collision mit der Bullet
private void OnCollisionEnter(Collision collision){
Debug.Log(collision.gameObject.name + " UND HIER IST DER TAG: " + collision.gameObject.tag);
if(collision.transform.tag == "Enemy"){
collision.transform.GetComponent().takeDamage(damage);
}
clashParticle(collision);
GameObject.Destroy(this.gameObject);
}
// Start is called before the first frame update
void Start()
{
damage = dataBullet.damage;
ammo = dataBullet.ammo;
speed = dataBullet.speed;
rb = this.GetComponent();
Physics.IgnoreCollision(GetComponent(),GameObject.Find("Player").GetComponent());
ray = Camera.main.ViewportPointToRay(new Vector3(0.5f,0.5f,0f));
CheckForColliders();
}
// Update is called once per frame
void Update()
{
rb.velocity = direction.normalized * speed;
die(lifetime);
time += Time.deltaTime;
}
}