Fixed
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@@ -0,0 +1,90 @@
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using System.Collections;
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using UnityEngine;
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using UnityEngine.Events;
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[DisallowMultipleComponent]
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public sealed class CannonView : MonoBehaviour
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{
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[SerializeField] private NetworkCannonController controller;
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[SerializeField] private Transform recoilVisual;
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[SerializeField] private Vector3 localRecoilOffset = new(0f, 0f, -0.75f);
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[SerializeField, Min(0.01f)] private float recoilOutDuration = 0.08f;
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[SerializeField, Min(0.01f)] private float recoilReturnDuration = 0.45f;
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[SerializeField] private UnityEvent shotFired;
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[SerializeField] private UnityEvent<MissileType> missileFired;
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private Vector3 baseLocalPosition;
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private Coroutine recoilRoutine;
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private void Awake()
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{
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if (recoilVisual != null)
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baseLocalPosition = recoilVisual.localPosition;
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}
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private void OnEnable()
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{
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if (controller != null)
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controller.ShotFired += HandleShotFired;
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}
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private void OnDisable()
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{
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if (controller != null)
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controller.ShotFired -= HandleShotFired;
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if (recoilRoutine != null)
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StopCoroutine(recoilRoutine);
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if (recoilVisual != null)
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recoilVisual.localPosition = baseLocalPosition;
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}
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private void HandleShotFired(CannonShotState shot)
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{
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if (recoilRoutine != null)
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StopCoroutine(recoilRoutine);
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recoilRoutine = StartCoroutine(PlayRecoil());
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shotFired?.Invoke();
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missileFired?.Invoke(shot.MissileType);
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}
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private IEnumerator PlayRecoil()
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{
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if (recoilVisual == null)
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yield break;
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Vector3 recoilPosition = baseLocalPosition + localRecoilOffset;
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yield return Move(recoilVisual.localPosition, recoilPosition, recoilOutDuration);
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yield return Move(recoilVisual.localPosition, baseLocalPosition, recoilReturnDuration);
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recoilRoutine = null;
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}
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private IEnumerator Move(Vector3 from, Vector3 to, float duration)
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{
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float elapsed = 0f;
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while (elapsed < duration)
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{
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elapsed += Time.deltaTime;
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float t = Mathf.Clamp01(elapsed / duration);
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recoilVisual.localPosition = Vector3.LerpUnclamped(
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from, to, 1f - Mathf.Pow(1f - t, 3f));
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yield return null;
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}
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recoilVisual.localPosition = to;
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}
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[ContextMenu("Preview/Recoil")]
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private void PreviewRecoil()
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{
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if (Application.isPlaying)
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HandleShotFired(new CannonShotState(0, MissileType.Standard));
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else if (recoilVisual != null)
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recoilVisual.localPosition = baseLocalPosition + localRecoilOffset;
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}
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[ContextMenu("Preview/Reset")]
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private void ResetPreview()
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{
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if (recoilVisual != null)
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recoilVisual.localPosition = baseLocalPosition;
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}
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}
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