Files
LowPolyRPG/Assets/Plugins/RaycastPro/Core/Casters2D/AdvanceCaster2D.cs
Caleb Sandford deQuincey 715fb68744 Initial commitment
2025-06-25 11:10:11 +01:00

111 lines
4.2 KiB
C#

namespace RaycastPro.Casters2D
{
using Bullets2D;
using RaySensors2D;
using UnityEngine;
using System;
#if UNITY_EDITOR
using Editor;
using UnityEditor;
#endif
[AddComponentMenu("RaycastPro/Casters/" + nameof(AdvanceCaster2D))]
public sealed class AdvanceCaster2D : GunCaster<Bullet2D, Collider2D, RaySensor2D>
{
public RaySensor2D[] raySensors = Array.Empty<RaySensor2D>();
public int currentIndex;
[SerializeField]
private bool pingPongPhase;
public CastType castType = CastType.Together;
public override void Cast(int _bulletIndex)
{
#if UNITY_EDITOR
alphaCharge = AlphaLifeTime;
#endif
// Last Note: Adding Index debugging. Bullet cast returning true when successfully shot
switch (castType)
{
case CastType.Together:
if (AmmoCheck(raySensors.Length))
{
foreach (var ray in raySensors)
{
BulletCast(_bulletIndex, ray);
}
}
break;
case CastType.Sequence:
if (AmmoCheck() && BulletCast(_bulletIndex, raySensors[currentIndex]))
{
currentIndex = ++currentIndex % raySensors.Length;
}
break;
case CastType.Random:
if (AmmoCheck() && BulletCast(_bulletIndex, raySensors[new System.Random().Next(0, raySensors.Length)]))
{
currentIndex = ++currentIndex % raySensors.Length;
}
break;
case CastType.PingPong:
if (AmmoCheck() && BulletCast(_bulletIndex, raySensors[currentIndex]))
{
currentIndex = pingPongPhase ? --currentIndex : ++currentIndex;
if (currentIndex == raySensors.Length - 1 || currentIndex == 0) pingPongPhase = !pingPongPhase;
}
break;
}
}
#if UNITY_EDITOR
internal override string Info => "Bullet caster, with the ability to adjust Ammo, detect all types of bullets automatically and RaySensors different shooting modes." + HAccurate + HDependent;
internal override void OnGizmos()
{
foreach (var sensor in raySensors)
{
var tip = sensor ? sensor.Tip : transform.position + transform.forward;
var position = sensor ? sensor.Base : transform.position;
DrawCapLine2D(position, tip);
}
}
internal override void EditorPanel(SerializedObject _so, bool hasMain = true, bool hasGeneral = true,
bool hasEvents = true,
bool hasInfo = true)
{
if (hasMain)
{
BeginVerticalBox();
RCProEditor.PropertyArrayField(_so.FindProperty(nameof(raySensors)),
CRaySensor.ToContent(TRaySensor), i => $"RaySensors {i+1}".ToContent($"Index {i}"));
EndVertical();
PropertyEnumField(_so.FindProperty(nameof(castType)), 4, CCastType.ToContent(TCastType), new GUIContent[]
{
CTogether.ToContent(TTogether),
CSequence.ToContent(TSequence),
CRandom.ToContent(TRandom),
CPingPong.ToContent(TPingPong),
});
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
}
}