Files
FORT-BO/Assets/CONTENT/Game/Scripts/Cannon/CannonView.cs
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AsanoRema ffa1064063 Squashed commit of the following:
commit 428243f4a6
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Sat Aug 29 13:43:13 2026 +0300

    Squashed commit of the following:

    commit 68e78fa464
    Author: AsanoRema <asanorema2036@gmail.com>
    Date:   Sat Aug 29 13:41:49 2026 +0300

        Updated .gitignore

commit 9f87122a34
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Sat Aug 29 13:34:57 2026 +0300

    Added Dohya

commit f6a7547e84
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Fri Aug 21 17:59:13 2026 +0300

    Fixed

commit b98901c366
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 17:37:22 2026 +0300

    Added new particle Package

commit bb2f4a3b16
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 17:17:48 2026 +0300

    Map mehanic ready to multiplayer

commit c01ff800f6
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 16:16:19 2026 +0300

    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

91 lines
2.8 KiB
C#

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