58 lines
1.6 KiB
C#
58 lines
1.6 KiB
C#
using System.Collections;
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using Unity.Netcode;
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using UnityEngine;
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[DisallowMultipleComponent]
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[RequireComponent(typeof(NetworkRocketItem), typeof(NetworkShockwaveEmitter))]
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public sealed class RocketImpactExplosion : NetworkBehaviour
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{
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[SerializeField] private NetworkRocketItem rocket;
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[SerializeField] private NetworkShockwaveEmitter shockwave;
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[SerializeField] private bool despawnAfterExplosion = true;
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[SerializeField, Min(0f)] private float despawnDelay = 0.15f;
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private bool exploded;
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private void Reset() => ResolveReferences();
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private void Awake() => ResolveReferences();
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public override void OnNetworkSpawn()
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{
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rocket.CriticalImpact += HandleCriticalImpact;
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}
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public override void OnNetworkDespawn()
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{
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if (rocket != null)
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rocket.CriticalImpact -= HandleCriticalImpact;
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}
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private void HandleCriticalImpact()
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{
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if (!IsServer || exploded)
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return;
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exploded = true;
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shockwave.EmitShockwave(rocket.LastCriticalImpactPoint);
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if (despawnAfterExplosion)
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StartCoroutine(DespawnAfterDelay());
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}
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private IEnumerator DespawnAfterDelay()
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{
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if (despawnDelay > 0f)
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yield return new WaitForSeconds(despawnDelay);
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if (IsServer && NetworkObject != null && NetworkObject.IsSpawned)
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NetworkObject.Despawn(true);
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}
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private void ResolveReferences()
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{
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if (rocket == null)
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rocket = GetComponent<NetworkRocketItem>();
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if (shockwave == null)
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shockwave = GetComponent<NetworkShockwaveEmitter>();
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}
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}
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