started building logics for enemy

This commit is contained in:
Mausham
2025-12-30 22:51:33 +05:45
parent b59d12631f
commit 3aabc42bf8
76 changed files with 9832 additions and 82084 deletions

View File

@@ -6,7 +6,7 @@ using VContainer;
namespace Darkmatter.Presentation
{
public class GunWeapon : WeaponBase
public class GunWeapon : MonoBehaviour, IReloadableWeapon
{
[Header("VFX")]
public ParticleSystem MuzzleFlashParticle;
@@ -14,24 +14,21 @@ namespace Darkmatter.Presentation
[Header("Weapon Data")]
public float fireRate = 0.1f;
[SerializeField] private int ammoCount = 40;
public bool isReloading { get; set; }
public int AmmoCount { get; set; } = 40;
public int initialAmmoCount { get; set; } = 40;
private float lastUsedTime;
public GameObject BulletHole;
public override string WeaponName => "Rifel";
public override int AmmoCount { get => this.ammoCount; set => ammoCount = value; }
public override bool canAttack => Time.time >= lastUsedTime + fireRate && ammoCount > 0;
public bool canAttack => Time.time >= lastUsedTime + fireRate && AmmoCount > 0 && !isReloading;
[Inject] private ITargetProvider targetProvider;
private RaycastHit hitPoint => targetProvider.hitPoint;
public override void Attack()
public void Attack()
{
lastUsedTime = Time.time;
ammoCount--;
AmmoCount--;
PlayMuzzleFlash();
if (hitPoint.transform != null) PlayBulletHitEffectParticle();
@@ -55,14 +52,13 @@ namespace Darkmatter.Presentation
BulletHitEffectParticle.transform.position = spawnPos;
BulletHitEffectParticle.transform.rotation = Quaternion.LookRotation(hitPoint.normal);
BulletHitEffectParticle.Play(true);
}
public override void Reload()
public void Reload()
{
base.Reload();
ammoCount = maxAmmoCount;
AmmoCount = initialAmmoCount;
}
private void PlayMuzzleFlash()