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Grenade.cs
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82 lines (71 loc) · 2.16 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum GrenadeType {Frag, Smoke}
public class Grenade : MonoBehaviour
{
public GrenadeType type;
public float force = 150f;
public float imapctRadius = 10f;
public float delay = 3f;
public GameObject explosionEffect;
public CameraEffects cameraShaker;
private float countdown;
private bool isLevered = false;
private bool exploded = false;
private AudioSource explosionSound;
// Start is called before the first frame update
void Start()
{
countdown = delay;
explosionSound = gameObject.GetComponent<AudioSource>();
}
// Update is called once per frame
void Update()
{
countdown -= Time.deltaTime;
if (countdown <= 0f && !exploded)
{
Explode();
exploded = true;
}
}
public void RemoveLever()
{
isLevered = true;
}
private void Operate()
{
countdown -= Time.deltaTime;
if (countdown <= 0f && exploded)
Explode();
}
private void Explode()
{
if(explosionSound)
explosionSound.Play(0);
Instantiate(explosionEffect, transform.position, transform.rotation);
//cameraShaker.GetComponent<CameraEffects>().ShakeCamera(.3f, 4f);
if (type == GrenadeType.Frag)
GameObject.Find("Main Camera").transform.GetComponent<CameraEffects>().ShakeCamera(.3f, 4f);
Collider[] nearbyObjects = Physics.OverlapSphere(transform.position, imapctRadius);
Rigidbody rb;
foreach (Collider nearbyObject in nearbyObjects)
{
rb = nearbyObject.transform.GetComponent<Rigidbody>();
if (rb != null)
{
if (type == GrenadeType.Frag)
{
rb.AddExplosionForce(force, transform.position, imapctRadius / 2);
rb.AddExplosionForce(force / 2, transform.position, imapctRadius);
}
}
}
Destroy(gameObject, explosionSound.clip.length);
}
public GrenadeType Type
{
get { return type; }
}
}