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SprayCan : MonoBehaviour +{ + [SerializeField] + private float sprayForce = 1; + + [SerializeField] + private Vector3 sprayDirectionOffset = new Vector3(.1f, 0f, -.2f); + + [SerializeField] + private float timeBeforeSpraying = 0.1f; + + [SerializeField] + private float timeSpentSpraying = 5; + + [SerializeField] + private VisualEffect sprayEffect; + + private AudioSource audioSource; + + [SerializeField] + private AudioGroup sprayNoise; + + [SerializeField] + private DecalProjector sprayDecal; + [SerializeField] + private Color sprayColor; + [SerializeField] + private Material sprayMaterial; + [SerializeField] + private Material sprayCanMaterial; + [SerializeField] + private Renderer mesh; + private Material instantiatedSprayMaterial; + + private HealthController healthController; + private Rigidbody body; + + private SprayCanState state = SprayCanState.Inert; + + private Coroutine sprayRoutine; + + private ObjectPool sprayDecals; + + private float timeSinceDecalSpawn = 1; + + private const int allHitboxesAndGunsAndPlayersMask = (1 << 3) | (1 << 8) | (1 << 9) | (1 << 10) | (1 << 11) | (1 << 12) | (1 << 13) | (1 << 14) | (1 << 15); + + void Start() + { + audioSource = GetComponent(); + body = GetComponent(); + healthController = GetComponent(); + healthController.onDeath += OnDeath; + sprayDecals = new ObjectPool(sprayDecal, 32); + instantiatedSprayMaterial = Instantiate(sprayMaterial); + instantiatedSprayMaterial.SetColor("_Color", sprayColor); + mesh.material.color = new Color(sprayColor.r, sprayColor.g, sprayColor.b, 1f); + sprayEffect.SetVector4("Color", new Vector4(sprayColor.r, sprayColor.g, sprayColor.b, 1f)); + } + + private void OnDeath(HealthController healthController, float damage, DamageInfo info) + { + if (state is SprayCanState.Inert && sprayRoutine == null) + sprayRoutine = StartCoroutine(StartSprayingEventually()); + } + + private IEnumerator StartSprayingEventually() + { + yield return new WaitForSeconds(timeBeforeSpraying); + StartSpraying(); + yield return new WaitForSeconds(timeSpentSpraying); + StopSpraying(); + } + + private void StartSpraying() + { + state = SprayCanState.Spraying; + sprayEffect.SendEvent(VisualEffectAsset.PlayEventID); + sprayEffect.SetBool("IsSpraying", true); + audioSource.loop = true; + sprayNoise.PlayExclusively(audioSource); + } + + private void StopSpraying() + { + state = SprayCanState.Emptied; + sprayEffect.SetBool("IsSpraying", false); + audioSource.loop = false; + audioSource.Stop(); + } + + private void FixedUpdate() + { + if (state is not SprayCanState.Spraying) return; + + var flyingDirection = (-transform.up + sprayDirectionOffset).normalized; + body.AddForce(flyingDirection * sprayForce, ForceMode.VelocityChange); + + if (timeSinceDecalSpawn < 0.025) + { + timeSinceDecalSpawn += Time.deltaTime; + return; + } + timeSinceDecalSpawn = 0; + + if (Physics.Raycast(transform.position, transform.forward, out RaycastHit info, 1f)) + { + + // Avoid placing decals on players or their guns, as that leads to the heebie-jeebies + if (((1 << info.collider.gameObject.layer) & allHitboxesAndGunsAndPlayersMask) > 0) + return; + // Specifically avoid players. 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