Files
FablishRPG/Assets/Scripts/Projectile.cs
2026-09-29 16:11:54 +01:00

109 lines
4.0 KiB
C#

using UnityEngine;
public class Projectile : MonoBehaviour
{
[Header("Projectile Settings")]
[Tooltip("How fast the projectile moves forward")]
public float speed = 25f;
[Tooltip("How long before the projectile destroys itself if it misses")]
public float lifetime = 5f;
[Tooltip("Offset for embedding the arrow into the target so it doesn't just stick on the very edge")]
public float embedDepth = 0.2f;
[Header("Loaded Offsets (Before Firing)")]
[Tooltip("Adjust this to fix how the arrow sits in the hand before it is fired")]
public Vector3 loadedPositionOffset = Vector3.zero;
public Vector3 loadedRotationOffset = Vector3.zero;
[Tooltip("How strongly gravity affects the arrow. 1 = standard Unity gravity, 0 = flies perfectly straight.")]
public float gravityScale = 1f;
private float _damage;
private LayerMask _targetLayers;
private bool _hasHit;
private Vector3 _lastPosition;
private Vector3 _startPosition;
private Vector3 _velocity;
public void Initialize(float damage, LayerMask targets, float powerMultiplier)
{
// Damage is scaled based on how long the bow was drawn
_damage = damage * powerMultiplier;
_targetLayers = targets;
// Initial velocity is scaled by power multiplier
_velocity = transform.forward * (speed * powerMultiplier);
// Destroy the arrow after a few seconds if it flies into the sky
Destroy(gameObject, lifetime);
_startPosition = transform.position;
}
private void Start()
{
_lastPosition = transform.position;
}
private void Update()
{
if (_hasHit) return;
// Apply gravity to velocity over time (this creates the arc!)
_velocity += Physics.gravity * gravityScale * Time.deltaTime;
// Make the arrow physically point in the direction it is travelling
if (_velocity.sqrMagnitude > 0.01f)
{
transform.forward = _velocity.normalized;
}
Vector3 direction = _velocity.normalized;
float distance = _velocity.magnitude * Time.deltaTime;
transform.position += _velocity * Time.deltaTime;
// Raycast from the previous position to the new position to detect hits
// We explicitly Ignore triggers so arrows don't hit the giant Lock-On detection spheres!
if (Physics.Raycast(_lastPosition, direction, out RaycastHit hit, distance, _targetLayers, QueryTriggerInteraction.Ignore))
{
HandleHit(hit);
}
_lastPosition = transform.position;
}
private void HandleHit(RaycastHit hit)
{
_hasHit = true;
// Move the arrow right exactly to the hit point, then embed it slightly
transform.position = hit.point + (transform.forward * embedDepth);
// Parent the arrow to the object it hit so it sticks and moves with it
transform.SetParent(hit.collider.transform, true);
// If your Arrow Prefab has a Rigidbody on it, it will fall down due to gravity even after being parented!
// We must destroy the Rigidbody component so it stays perfectly glued to the target.
Rigidbody rb = GetComponent<Rigidbody>();
if (rb != null)
{
Destroy(rb);
}
// Deal damage and log distance
float distanceFlown = Vector3.Distance(_startPosition, transform.position);
Debug.Log($"Arrow hit {hit.collider.name} for {_damage:F1} damage! It flew {distanceFlown:F1} meters.");
hit.collider.GetComponent<WorldObject>()?.TakeDamage(_damage);
hit.collider.GetComponent<NPCController>()?.TakeDamage(_damage);
hit.collider.GetComponent<PlayerStats>()?.TakeDamage(_damage);
// Optional: Disable collider or script so it doesn't keep checking for hits
Collider myCollider = GetComponent<Collider>();
if (myCollider != null) myCollider.enabled = false;
this.enabled = false; // Stops the Update loop
}
}