projekt-bombs/Assets/Scripts/src/Ammo/BombController.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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public class BombController : MonoBehaviour, IExplosable
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{
public GameObject explosionPrefab;
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BombStatsManager bombStatsUtil = BombStatsManager.Instance;
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bool exploded = false;
// Start is called before the first frame update
void Start()
{
Invoke("Explode", bombStatsUtil.Timer);
}
void Explode()
{
Instantiate(explosionPrefab, transform.position, Quaternion.identity);
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GetComponent<SpriteRenderer>().enabled = false;
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transform.Find("2DCollider").gameObject.SetActive(false);
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StartCoroutine(CreateExplosions(Vector3.down));
StartCoroutine(CreateExplosions(Vector3.left));
StartCoroutine(CreateExplosions(Vector3.up));
StartCoroutine(CreateExplosions(Vector3.right));
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exploded = true;
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Destroy(gameObject, 0.3f);
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}
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private IEnumerator CreateExplosions(Vector3 direction)
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{
for (int i = 1; i < bombStatsUtil.Power; i++)
{
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RaycastHit2D hit = Physics2D.Raycast(new Vector2(transform.position.x, transform.position.y), direction, i, 1 << 8);
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if (!hit.collider)
{
Instantiate(explosionPrefab, transform.position + (i * direction), explosionPrefab.transform.rotation);
}
else
{
break;
}
}
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yield return new WaitForSeconds(0.05f);
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}
public void OnTriggerEnter2D(Collider2D other)
{
if (!exploded && other.CompareTag("Explosion"))
{
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onExplosion();
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}
}
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public void onExplosion()
{
//In caz ca o bomba loveste bomba, dam cancel la explozie sa nu explodeze twice si o explodam automagic
CancelInvoke("Explode");
Explode();
}
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}