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FORT-BO/Assets/CONTENT/Game/Scripts/Cannon/CannonRocketSlot.cs
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        Map

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

82 lines
2.4 KiB
C#

using Unity.Netcode;
using UnityEngine;
[DisallowMultipleComponent]
[RequireComponent(typeof(Collider))]
public sealed class CannonRocketSlot : MonoBehaviour, IInteractable
{
[SerializeField] private Transform snapPoint;
private NetworkCannonController cannon;
private Collider triggerCollider;
public Transform SnapPoint => snapPoint != null ? snapPoint : transform;
public Vector3 InteractionPosition => SnapPoint.position;
public string InteractionPrompt => cannon != null
? cannon.LoadedRocket != null
? $"Take {cannon.LoadedRocket.RocketTypeId} rocket"
: "Rocket slot"
: "Rocket slot";
public bool IsInteractionAvailable => cannon != null && cannon.CanTakeRocket;
private void Reset()
{
snapPoint = transform;
ResolveCollider();
triggerCollider.isTrigger = true;
}
private void Awake() => ResolveCollider();
private void OnValidate()
{
ResolveCollider();
if (triggerCollider != null)
triggerCollider.isTrigger = true;
}
public void Configure(NetworkCannonController owner) => cannon = owner;
public void RequestInteraction()
{
if (IsInteractionAvailable)
cannon.RequestTakeRocket();
}
private void OnTriggerEnter(Collider other) => TryInsert(other);
private void OnTriggerStay(Collider other) => TryInsert(other);
private void TryInsert(Collider other)
{
if (cannon == null || !cannon.IsServer || !cannon.IsSpawned)
return;
NetworkRocketItem rocket = other.GetComponentInParent<NetworkRocketItem>();
if (rocket != null)
cannon.TryInsertRocket(rocket);
}
public bool OverlapsAny(Collider[] itemColliders, float clearance)
{
ResolveCollider();
if (triggerCollider == null || itemColliders == null)
return false;
Bounds bounds = triggerCollider.bounds;
bounds.Expand(Mathf.Max(0f, clearance) * 2f);
foreach (Collider itemCollider in itemColliders)
{
if (itemCollider != null && itemCollider.enabled &&
bounds.Intersects(itemCollider.bounds))
return true;
}
return false;
}
private void ResolveCollider()
{
if (triggerCollider == null)
triggerCollider = GetComponent<Collider>();
}
}