using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Grenade : MonoBehaviour, IAmmunitonHandler
{
private float damage;
[SerializeField]private float radius;
bool exploded= false;
[HideInInspector]
public GameObject source;
SoundsManager sM;
AudioSource audioSource;
public void ReadyBullet(float damage, GameObject source)
{
GameObject t = GameObject.Find("AudioManager");
if(t) sM = t.GetComponent<SoundsManager>();
this.damage = damage;
this.source = source;
audioSource = source.GetComponent<AudioSource>();
}
private void OnCollisionEnter(Collision collision)
{
GetComponent<ParticleSystem>().Play();
Rigidbody rb = GetComponent<Rigidbody>();
rb.velocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
if (!exploded)
{
if (sM) sM.PlaySoundEffect("Explosion", audioSource);
foreach (HealthSystem h in GameObject.FindObjectsOfType<HealthSystem>())
{
if (Vector3.Distance(h.transform.position, transform.position) < radius)
{
if (h.gameObject.tag == "Player") h.TakeDamage(50, source);
else
h.TakeDamage(damage, source);
}
}
exploded = true;
}
}
}