Files
Barrack-Unity/Assets/Scripts/Game/HorizontalLaser.cs
T

83 lines
2.4 KiB
C#

using UnityEngine;
public class HorizontalLaser : MonoBehaviour
{
public GameObject horizontalLaserPrefab;
public bool canFireLeft = true;
public bool canFireRight = true;
private Bounds bounds;
private bool canFire = true;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
SpriteRenderer spriteRenderer = GetComponent<SpriteRenderer>();
bounds = spriteRenderer.bounds;
var walls = GameObject.FindGameObjectsWithTag("Wall");
if (walls.Length > 0)
{
// Cap the firing ability if the bar is already intersecting with a wall.
foreach (var wall in walls)
{
if (wall.GetComponent<Collider2D>().bounds.Intersects(bounds))
{
canFire = false;
break;
}
}
}
}
// Update is called once per frame
void FixedUpdate()
{
if (canFire)
{
if (canFireLeft)
{
Vector3 leftSide = new Vector3(
bounds.min.x - (bounds.size.x / 2.0f),
bounds.center.y,
bounds.center.z
);
var left = Instantiate(horizontalLaserPrefab, leftSide, Quaternion.identity);
var leftLaserScript = left.GetComponent<HorizontalLaser>();
leftLaserScript.canFireRight = false;
Physics2D.IgnoreCollision(
left.GetComponent<Collider2D>(),
GetComponent<Collider2D>(),
true
);
}
if (canFireRight)
{
Vector3 rightSide = new Vector3(
bounds.max.x + (bounds.size.x / 2.0f),
bounds.center.y,
bounds.center.z
);
var right = Instantiate(horizontalLaserPrefab, rightSide, Quaternion.identity);
var rightLaserScript = right.GetComponent<HorizontalLaser>();
rightLaserScript.canFireLeft = false;
Physics2D.IgnoreCollision(
right.GetComponent<Collider2D>(),
GetComponent<Collider2D>(),
true
);
}
canFire = false;
}
}
}