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FORT-BO/Assets/CONTENT/Game/Scripts/Effects/Shockwaves/ShockwaveProfile.cs
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Author: AsanoRema <asanorema2036@gmail.com>
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    Squashed commit of the following:

    commit 68e78fa464
    Author: AsanoRema <asanorema2036@gmail.com>
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    Added Dohya

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    Added new particle Package

commit bb2f4a3b16
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    Map mehanic ready to multiplayer

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    Squashed commit of the following:

    commit 173bbb165c
    Author: henjkey <henjkey@gmail.com>
    Date:   Fri Aug 14 18:51:23 2026 +0500

        Mappp

    commit d559ab338a
    Author: henjkey <henjkey@gmail.com>
    Date:   Thu Aug 13 18:42:41 2026 +0500

        Map

        Controller
        Coordinates
        Target System
        Crosshair System
        Radar System
2026-08-29 13:45:55 +03:00

69 lines
2.0 KiB
C#

using System;
using UnityEngine;
[Serializable]
public struct ShockwaveZone
{
[Min(0.1f)] public float Radius;
[Min(0f)] public float PlayerImpulse;
[Min(0f)] public float RigidbodyImpulse;
[Range(0f, 1f)] public float UpwardBias;
[Min(0f)] public float CameraShakeAmplitude;
[Min(0f)] public float CameraShakeDuration;
[Min(0.1f)] public float CameraShakeFrequency;
}
[CreateAssetMenu(
fileName = "ShockwaveProfile",
menuName = "FORT-BO/Effects/Shockwave Profile")]
public sealed class ShockwaveProfile : ScriptableObject
{
[Tooltip("Zones are evaluated from the smallest radius to the largest.")]
[SerializeField] private ShockwaveZone[] zones = Array.Empty<ShockwaveZone>();
public float MaximumRadius
{
get
{
float maximum = 0f;
foreach (ShockwaveZone zone in zones)
maximum = Mathf.Max(maximum, zone.Radius);
return maximum;
}
}
public bool TryEvaluate(float distance, out ShockwaveZone result)
{
result = default;
float bestRadius = float.PositiveInfinity;
bool found = false;
foreach (ShockwaveZone zone in zones)
{
if (distance > zone.Radius || zone.Radius >= bestRadius)
continue;
result = zone;
bestRadius = zone.Radius;
found = true;
}
return found;
}
private void OnValidate()
{
for (int index = 0; index < zones.Length; index++)
{
ShockwaveZone zone = zones[index];
zone.Radius = Mathf.Max(0.1f, zone.Radius);
zone.PlayerImpulse = Mathf.Max(0f, zone.PlayerImpulse);
zone.RigidbodyImpulse = Mathf.Max(0f, zone.RigidbodyImpulse);
zone.CameraShakeAmplitude = Mathf.Max(0f, zone.CameraShakeAmplitude);
zone.CameraShakeDuration = Mathf.Max(0f, zone.CameraShakeDuration);
zone.CameraShakeFrequency = Mathf.Max(0.1f, zone.CameraShakeFrequency);
zones[index] = zone;
}
}
}