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LowPolyBattleSim/Assets/Plugins/RaycastPro/Core/Casters2D/BasicCaster2D.cs

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2025-06-27 23:27:49 +01:00
namespace RaycastPro.Casters2D
{
using UnityEngine;
using RaySensors2D;
using Bullets2D;
using UnityEngine.Events;
#if UNITY_EDITOR
using UnityEditor;
using Editor;
#endif
[AddComponentMenu("RaycastPro/Casters/" + nameof(BasicCaster2D))]
public sealed class BasicCaster2D : GunCaster<Bullet2D, Collider2D, RaySensor2D>
{
[Tooltip("Automatically, this ray will shoot along the LocalDirection and source BasePoint location.")]
public RaySensor2D raySource;
public override void Cast(int _bulletIndex)
{
#if UNITY_EDITOR
alphaCharge = AlphaLifeTime;
#endif
if (AmmoCheck())
{
BulletCast(_bulletIndex, raySource);
}
}
#if UNITY_EDITOR
internal override string Info =>
"A simple shooter with the ability to cover Basic Bullets that can help you to test and launch the gun immediately." +
HAccurate + HDependent;
internal override void OnGizmos()
{
var _t = transform;
DrawCapLine2D(_t.position, _t.position + _t.right);
}
internal override void EditorPanel(SerializedObject _so, bool hasMain = true, bool hasGeneral = true,
bool hasEvents = true,
bool hasInfo = true)
{
if (hasMain)
{
EditorGUILayout.PropertyField(_so.FindProperty(nameof(raySource)));
GunField(_so);
}
if (hasGeneral) GeneralField(_so);
if (hasEvents)
{
EventFoldout = EditorGUILayout.BeginFoldoutHeaderGroup(EventFoldout, CEvents.ToContent(TEvents),
RCProEditor.HeaderFoldout);
EditorGUILayout.EndFoldoutHeaderGroup();
if (EventFoldout) RCProEditor.EventField(_so, events);
}
if (hasInfo) InformationField();
}
private readonly string[] events = new[] {nameof(onCast), nameof(onReload), nameof(onRate)};
#endif
}
}