Files
MobileShooter/Assets/Darkmatter/Code/Presentation/Weapons/GunWeapon.cs
2025-12-30 22:51:33 +05:45

70 lines
2.0 KiB
C#

using Darkmatter.Core;
using Darkmatter.Domain;
using System;
using UnityEngine;
using VContainer;
namespace Darkmatter.Presentation
{
public class GunWeapon : MonoBehaviour, IReloadableWeapon
{
[Header("VFX")]
public ParticleSystem MuzzleFlashParticle;
public ParticleSystem BulletHitEffectParticle;
[Header("Weapon Data")]
public float fireRate = 0.1f;
public bool isReloading { get; set; }
public int AmmoCount { get; set; } = 40;
public int initialAmmoCount { get; set; } = 40;
private float lastUsedTime;
public GameObject BulletHole;
public bool canAttack => Time.time >= lastUsedTime + fireRate && AmmoCount > 0 && !isReloading;
[Inject] private ITargetProvider targetProvider;
private RaycastHit hitPoint => targetProvider.hitPoint;
public void Attack()
{
lastUsedTime = Time.time;
AmmoCount--;
PlayMuzzleFlash();
if (hitPoint.transform != null) PlayBulletHitEffectParticle();
}
private void ShowBulletHole(Vector3 spawnPos)
{
GameObject bulletHit = Instantiate(BulletHole, spawnPos, Quaternion.LookRotation(hitPoint.normal));
Destroy(bulletHit, 5f);
}
private void PlayBulletHitEffectParticle()
{
var damageable = hitPoint.transform.GetComponent<IDamageable>();
if (damageable != null)
{
damageable.TakeDamage(10f);
}
Vector3 spawnPos = hitPoint.point + hitPoint.normal * 0.01f;
BulletHitEffectParticle.transform.position = spawnPos;
BulletHitEffectParticle.transform.rotation = Quaternion.LookRotation(hitPoint.normal);
BulletHitEffectParticle.Play(true);
}
public void Reload()
{
AmmoCount = initialAmmoCount;
}
private void PlayMuzzleFlash()
{
MuzzleFlashParticle.Play(true);
}
}
}