Weapons/Rpg/RpgProjectile.cs
/// <summary>
/// An RPG projectile. It supports either being fired in a set direction, or continuously updated with an end target.
/// </summary>
public partial class RpgProjectile : Projectile
{
[Property] public SoundEvent LoopingSound { get; set; }
[RequireComponent] public Explosive Explosive { get; set; }
SoundHandle LoopingSoundHandle;
protected override void OnEnabled()
{
base.OnEnabled();
LoopingSoundHandle = Sound.Play( LoopingSound, WorldPosition );
if ( IsProxy )
return;
Rigidbody.Gravity = false;
}
protected override void OnDisabled()
{
LoopingSoundHandle?.Stop();
}
protected override void OnUpdate()
{
LoopingSoundHandle.Position = WorldPosition;
}
protected override void OnHit( Collision collision = default )
{
Explosive.Explode();
}
/// <summary>
/// This is meant to be called continuously, updates the target, rotates slowly to it and moves at a set speed.
/// </summary>
/// <param name="target"></param>
/// <param name="speed"></param>
[Rpc.Host]
internal void UpdateWithTarget( Vector3 target, float speed )
{
var direction = (target - WorldPosition).Normal;
var targetRotation = Rotation.LookAt( direction, Vector3.Up );
WorldRotation = Rotation.Slerp( WorldRotation, targetRotation, Time.Delta * 6f );
Rigidbody.Velocity = WorldTransform.Forward * (speed * 2f);
}
}