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FORT-BO/Assets/CONTENT/Game/Scripts/Effects/Shockwaves/RocketImpactExplosion.cs
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58 lines
1.6 KiB
C#

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