fix in autoweapon draw/ hide, bLock, bMeleeCombat and Input

This commit is contained in:
2025-06-06 12:23:52 +02:00
parent 342f85335a
commit 27d5c63751
7 changed files with 983 additions and 589 deletions

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@@ -3,20 +3,20 @@ using Invector.vCharacterController;
using Invector.vEventSystems;
using Invector.vMelee;
using UnityEngine;
using System.Collections;
namespace Beyond
{
// here you can modify the Melee Combat inputs
// if you want to modify the Basic Locomotion inputs, go to the vThirdPersonInput
[vClassHeader("MELEE INPUT MANAGER", iconName = "inputIcon")]
public class bMeleeCombatInput : bThirdPersonInput, vIMeleeFighter
{
// ... (rest of your existing bMeleeCombatInput variables) ...
#region Variables
[vEditorToolbar("Inputs")]
[Header("Melee Inputs")]
public GenericInput weakAttackInput = new GenericInput("Mouse0", "RB", "RB");
public GenericInput strongAttackInput = new GenericInput("Alpha1", false, "RT", true, "RT", false);
public GenericInput blockInput = new GenericInput("Mouse1", "LB", "LB");
@@ -25,7 +25,7 @@ namespace Beyond
public bool isAttacking
{
get => _isAttacking || cc.IsAnimatorTag("Attack");
get => _isAttacking || (cc != null && cc.IsAnimatorTag("Attack"));
protected set { _isAttacking = value; }
}
@@ -44,10 +44,20 @@ namespace Beyond
[HideInInspector] public bool lockMeleeInput;
[Header("Dash Settings")]
[Tooltip("Speed at which the player rotates towards the target before dashing.")]
public float dashRotationSpeed = 15f;
[Tooltip("Angle threshold (degrees). If angle to target is less than this, player dashes immediately without pre-rotation.")]
public float dashFacingAngleThreshold = 10f;
[Tooltip("Maximum time (seconds) the pre-dash rotation will attempt before dashing anyway.")]
public float maxDashRotationTime = 0.5f;
private AutoTargetting autoTargeting;
private bool isRotatingAndDashing = false;
public void SetLockMeleeInput(bool value)
{
lockMeleeInput = value;
if (value)
{
isAttacking = false;
@@ -63,17 +73,30 @@ namespace Beyond
private MagicAttacks magicAttacks;
#endregion Variables
#endregion
public virtual bool lockInventory
{
get { return isAttacking || cc.isDead || (cc.customAction || cc.IsAnimatorTag("special")) || cc.isRolling; }
get { return isAttacking || (cc != null && (cc.isDead || cc.customAction || cc.IsAnimatorTag("special") || cc.isRolling)); }
}
protected override void Start()
{
base.Start();
base.Start(); // This will call bThirdPersonInput's Start, which gets 'cc'
magicAttacks = GetComponent<MagicAttacks>();
autoTargeting = GetComponent<AutoTargetting>();
if (autoTargeting == null && Player.Instance != null && Player.Instance.gameObject == this.gameObject)
{
autoTargeting = Player.Instance.GetComponent<AutoTargetting>();
}
if (autoTargeting == null && cc != null && cc.transform.root != null)
{
autoTargeting = cc.transform.root.GetComponentInChildren<AutoTargetting>(true);
}
if (autoTargeting == null)
{
Debug.LogWarning("bMeleeCombatInput: AutoTargetting component not found. Dash towards target will require manual aiming.");
}
}
protected override void LateUpdate()
@@ -85,17 +108,12 @@ namespace Beyond
protected override void FixedUpdate()
{
base.FixedUpdate();
//force showing cursor
ShowCursor(showCursorOnStart);
isBlocking = Input.GetKeyDown(KeyCode.D);
}
protected override void InputHandle()
{
if (cc == null || cc.isDead)
{
return;
}
if (cc == null || cc.isDead) return;
base.InputHandle();
@@ -108,22 +126,18 @@ namespace Beyond
else
{
ResetAttackTriggers();
isBlocking = false;
if (!blockInput.GetButton())
{
isBlocking = false;
}
}
}
#region MeleeCombat Input Methods
/// <summary>
/// WEAK ATK INPUT
/// </summary>
public virtual void MeleeWeakAttackInput()
{
if (cc.animator == null)
{
return;
}
if (cc.animator == null) return;
if (weakAttackInput.GetButtonDown() && MeleeAttackStaminaConditions())
{
TriggerWeakAttack();
@@ -136,16 +150,9 @@ namespace Beyond
cc.animator.SetTrigger(vAnimatorParameters.WeakAttack);
}
/// <summary>
/// STRONG ATK INPUT
/// </summary>
public virtual void MeleeStrongAttackInput()
{
if (cc.animator == null)
{
return;
}
if (cc.animator == null) return;
if (strongAttackInput.GetButtonDown() &&
(!meleeManager.CurrentActiveAttackWeapon || meleeManager.CurrentActiveAttackWeapon.useStrongAttack) &&
MeleeAttackStaminaConditions())
@@ -160,22 +167,17 @@ namespace Beyond
cc.animator.SetTrigger(vAnimatorParameters.StrongAttack);
}
/// <summary>
/// BLOCK INPUT
/// </summary>
public virtual void BlockingInput()
{
if (cc.animator == null)
{
return;
}
if (cc.animator == null) return;
isBlocking = blockInput.GetButton() && cc.currentStamina > 0 && !cc.customAction &&
!cc.IsAnimatorTag("special") && !isAttacking;
}
public override void ControlRotation()
{
if (cc == null || cc.lockRotation) return;
if (cameraMain && !lockUpdateMoveDirection)
{
if (!cc.keepDirection)
@@ -183,148 +185,235 @@ namespace Beyond
cc.UpdateMoveDirection(cameraMain.transform);
}
}
//here
if (tpCamera != null && tpCamera.lockTarget && cc.isStrafing && !cc.isRolling)
{
cc.RotateToPosition(tpCamera.lockTarget.position); // rotate the character to a specific target
cc.RotateToPosition(tpCamera.lockTarget.position);
}
else
{
cc.ControlRotationType(); // handle the controller rotation type (strafe or free)
cc.ControlRotationType();
}
}
/// <summary>
/// Override the Sprint method to cancel Sprinting when Attacking
/// </summary>
protected override void SprintInput()
{
if (sprintInput.useInput)
if (lockSprintInput) return; // Check local lock first
if (sprintInput.useInput && cc != null)
{
bool canSprint = cc.useContinuousSprint ? sprintInput.GetButtonDown() : sprintInput.GetButton();
// Let base class (vThirdPersonInput) handle the cc.Sprint call if we don't override completely
// For now, let's assume your bThirdPersonInput's SprintInput or vThirdPersonInput's one is what you want.
// If it was base.SprintInput() before, and you have bThirdPersonInput overriding it, make sure that's intended.
// For simplicity, directly call cc.Sprint if bThirdPersonInput doesn't add much, or call base.SprintInput() if it does.
cc.Sprint(canSprint && !isAttacking);
}
}
protected override void CrouchInput()
{
if (lockCrouchInput) return;
base.CrouchInput(); // Call the base class logic from vThirdPersonInput/bThirdPersonInput
}
#endregion MeleeCombat Input Methods
protected override void StrafeInput()
{
if (lockStrafeInput) return;
base.StrafeInput(); // Call the base class logic from vThirdPersonInput/bThirdPersonInput
}
#endregion
#region Conditions
protected virtual bool MeleeAttackStaminaConditions()
{
if (meleeManager == null) meleeManager = GetComponent<vMeleeManager>();
if (meleeManager == null || cc == null) return false;
var result = cc.currentStamina - meleeManager.GetAttackStaminaCost();
return result >= 0;
}
public virtual bool MeleeAttackConditions()
{
if (meleeManager == null)
{
meleeManager = GetComponent<vMeleeManager>();
}
return meleeManager != null && cc.isGrounded && !cc.customAction && !cc.IsAnimatorTag("special") &&
if (meleeManager == null) meleeManager = GetComponent<vMeleeManager>();
return meleeManager != null && cc != null && cc.isGrounded && !cc.customAction && !cc.IsAnimatorTag("special") &&
!cc.isJumping && !cc.isCrouching && !cc.isRolling && !isEquipping &&
!cc.animator.IsInTransition(cc.baseLayer);
(cc.animator != null && !cc.animator.IsInTransition(cc.baseLayer)) && !isRotatingAndDashing;
}
protected override bool JumpConditions()
// We override JumpInput, so we'll use the base JumpConditions if needed, or reimplement.
// vThirdPersonInput.JumpConditions():
// return !cc.customAction && !cc.isCrouching && cc.isGrounded && cc.GroundAngle() < cc.slopeLimit && cc.currentStamina >= cc.jumpStamina && !cc.isJumping && !cc.isRolling;
protected override bool JumpConditions() // This is from vThirdPersonInput
{
return !isAttacking && base.JumpConditions();
if (cc == null) return false;
bool baseConditions = !cc.customAction && !cc.isCrouching && cc.isGrounded && cc.GroundAngle() < cc.slopeLimit && cc.currentStamina >= cc.jumpStamina && !cc.isJumping && !cc.isRolling;
return baseConditions && !isAttacking && !isRotatingAndDashing; // Add our specific conditions
}
/*
protected override bool RollConditions()
// We override RollInput, so we'll use the base RollConditions or reimplement.
// vThirdPersonInput.RollConditions():
// return (!cc.isRolling || cc.canRollAgain) && cc.isGrounded && !cc.customAction && cc.currentStamina > cc.rollStamina && !cc.isJumping && !cc.isSliding;
protected override bool RollConditions() // This is from vThirdPersonInput
{
return base.RollConditions() && !isAttacking && !cc.animator.IsInTransition(cc.upperBodyLayer) &&
!cc.animator.IsInTransition(cc.fullbodyLayer);
if (cc == null) return false;
bool baseConditions = (!cc.isRolling || cc.canRollAgain) && cc.isGrounded && !cc.customAction && cc.currentStamina > cc.rollStamina && !cc.isJumping && !cc.isSliding;
// Add any bMeleeCombatInput specific conditions if necessary, like !isAttacking
return baseConditions && !isAttacking && !isRotatingAndDashing;
}
*/
#endregion Conditions
#region Update Animations
protected virtual void UpdateMeleeAnimations()
#endregion
// MODIFIED JumpInput
protected override void JumpInput()
{
if (cc.animator == null || meleeManager == null)
if (lockJumpInput) return; // From bThirdPersonInput
if (jumpInput.GetButtonDown() && JumpConditions()) // JumpConditions now includes !isAttacking & !isRotatingAndDashing
{
return;
cc.Jump(true);
}
cc.animator.SetInteger(vAnimatorParameters.AttackID, AttackID);
cc.animator.SetInteger(vAnimatorParameters.DefenseID, DefenseID);
cc.animator.SetBool(vAnimatorParameters.IsBlocking, isBlocking);
cc.animator.SetFloat(vAnimatorParameters.MoveSet_ID, meleeMoveSetID, .2f, vTime.deltaTime);
isEquipping = cc.IsAnimatorTag("IsEquipping");
}
/// <summary>
/// Default moveset id used when is without weapon
/// </summary>
public virtual int defaultMoveSetID { get; set; }
/// <summary>
/// Used to ignore the Weapon moveset id and use the <seealso cref="defaultMoveSetID"/>
/// </summary>
public virtual bool overrideWeaponMoveSetID { get; set; }
/// <summary>
/// Current moveset id based if is using weapon or not
/// </summary>
public virtual int meleeMoveSetID
// MODIFIED RollInput
protected override void RollInput()
{
get
if (lockRollInput) return; // From bThirdPersonInput
if (cc == null) return;
if (isRotatingAndDashing) return;
// Use the overridden RollConditions which now includes !isAttacking and !isRotatingAndDashing
if (rollInput.GetButtonDown() && RollConditions())
{
int id = meleeManager.GetMoveSetID();
if (id == 0 || overrideWeaponMoveSetID)
bThirdPersonController beyondController = cc as bThirdPersonController;
if (beyondController == null)
{
id = defaultMoveSetID;
Debug.LogError("cc is not a bThirdPersonController instance! Cannot Dash/Roll.");
if(cc != null) cc.Roll(); // Fallback to cc's roll if cast fails
return;
}
return id;
bool isInputBackwards = cc.input.z * -1f >= 0 && Mathf.Abs(cc.input.x) < 0.2f; // Or cc.rawInput.z if you use raw input for this decision
if (!isInputBackwards)
{
beyondController.Roll(); // Or cc.Roll() if bThirdPersonController doesn't override it meaningfully
}
else // Forward, neutral, or sideways input
{
if (autoTargeting != null && autoTargeting.CurrentTarget != null)
{
Transform target = autoTargeting.CurrentTarget.transform;
Vector3 directionToTarget = (target.position - cc.transform.position);
directionToTarget.y = 0;
if (directionToTarget.sqrMagnitude < 0.01f) // Very close
{
beyondController.Dash();
}
else
{
float angleToTarget = Vector3.Angle(cc.transform.forward, directionToTarget.normalized);
if (angleToTarget <= dashFacingAngleThreshold)
{
beyondController.Dash();
}
else
{
if (!isRotatingAndDashing) // Should be redundant due to the check at the start of the method
{
StartCoroutine(RotateAndDashCoroutine(target, beyondController));
}
}
}
}
else
{
beyondController.Dash(); // No target, regular dash
}
}
}
}
public virtual void ResetMeleeAnimations()
protected virtual IEnumerator RotateAndDashCoroutine(Transform target, bThirdPersonController controller)
{
if (meleeManager == null || !animator)
if (isRotatingAndDashing || controller == null) yield break;
isRotatingAndDashing = true;
bool previousLockRotation = controller.lockRotation;
controller.lockRotation = true;
bool wasStrafing = controller.isStrafing;
bool originalKeepDirection = controller.keepDirection;
if (wasStrafing && controller.isStrafing)
{
return;
controller.Strafe();
}
controller.keepDirection = false;
cc.animator.SetBool(vAnimatorParameters.IsBlocking, false);
float startTime = Time.time;
Vector3 directionToTarget;
Quaternion targetRotationQuaternion;
while (Time.time < startTime + maxDashRotationTime)
{
if (target == null || !target.gameObject.activeInHierarchy) break;
if (controller == null) { isRotatingAndDashing = false; yield break; }
directionToTarget = (target.position - controller.transform.position);
directionToTarget.y = 0;
if (directionToTarget.sqrMagnitude < 0.001f) break;
targetRotationQuaternion = Quaternion.LookRotation(directionToTarget.normalized);
controller.transform.rotation = Quaternion.Slerp(controller.transform.rotation, targetRotationQuaternion, Time.deltaTime * dashRotationSpeed);
if (Vector3.Angle(controller.transform.forward, directionToTarget.normalized) <= dashFacingAngleThreshold)
{
controller.transform.rotation = targetRotationQuaternion;
break;
}
yield return null;
}
if (controller == null) { isRotatingAndDashing = false; yield break; }
if (target != null && target.gameObject.activeInHierarchy &&
(Time.time >= startTime + maxDashRotationTime || Vector3.Angle(controller.transform.forward, (target.position - controller.transform.position).normalized) > 0.1f) )
{
directionToTarget = (target.position - controller.transform.position);
directionToTarget.y = 0;
if (directionToTarget.sqrMagnitude > 0.001f)
{
controller.transform.rotation = Quaternion.LookRotation(directionToTarget.normalized);
}
}
controller.lockRotation = previousLockRotation;
if (wasStrafing && !controller.isStrafing)
{
controller.Strafe();
}
controller.keepDirection = originalKeepDirection;
controller.Dash();
isRotatingAndDashing = false;
}
public virtual int AttackID
{
get { return meleeManager ? meleeManager.GetAttackID() : 0; }
}
public virtual int DefenseID
{
get { return meleeManager ? meleeManager.GetDefenseID() : 0; }
}
#endregion Update Animations
#region Melee Methods
public virtual void OnEnableAttack()
{
if (meleeManager == null)
{
meleeManager = GetComponent<vMeleeManager>();
}
if (meleeManager == null)
{
return;
}
if (meleeManager == null) meleeManager = GetComponent<vMeleeManager>();
if (meleeManager == null || cc == null) return;
cc.currentStaminaRecoveryDelay = meleeManager.GetAttackStaminaRecoveryDelay();
cc.currentStamina -= meleeManager.GetAttackStaminaCost();
isAttacking = true;
cc.isSprinting = false;
if(cc!=null) cc.isSprinting = false;
}
public virtual void OnDisableAttack()
@@ -334,8 +423,11 @@ namespace Beyond
public virtual void ResetAttackTriggers()
{
cc.animator.ResetTrigger(vAnimatorParameters.WeakAttack);
cc.animator.ResetTrigger(vAnimatorParameters.StrongAttack);
if (cc != null && cc.animator != null)
{
cc.animator.ResetTrigger(vAnimatorParameters.WeakAttack);
cc.animator.ResetTrigger(vAnimatorParameters.StrongAttack);
}
}
public virtual void BreakAttack(int breakAtkID)
@@ -346,69 +438,71 @@ namespace Beyond
public virtual void OnRecoil(int recoilID)
{
cc.animator.SetInteger(vAnimatorParameters.RecoilID, recoilID);
cc.animator.SetTrigger(vAnimatorParameters.TriggerRecoil);
cc.animator.SetTrigger(vAnimatorParameters.ResetState);
cc.animator.ResetTrigger(vAnimatorParameters.WeakAttack);
cc.animator.ResetTrigger(vAnimatorParameters.StrongAttack);
}
protected override void RollInput()
{
if (rollInput.GetButtonDown() && RollConditions())
if (cc != null && cc.animator != null)
{
// cc.Roll();
if (cc.input.magnitude > 0.1f)
{
cc.Roll();
}
else
{
bThirdPersonController beyondController = (bThirdPersonController)cc;
beyondController.Dash();
}
cc.animator.SetInteger(vAnimatorParameters.RecoilID, recoilID);
cc.animator.SetTrigger(vAnimatorParameters.TriggerRecoil);
cc.animator.SetTrigger(vAnimatorParameters.ResetState);
cc.animator.ResetTrigger(vAnimatorParameters.WeakAttack);
cc.animator.ResetTrigger(vAnimatorParameters.StrongAttack);
}
}
public virtual void OnReceiveAttack(vDamage damage, vIMeleeFighter attacker)
{
if (magicAttacks.shieldEffectIsActive)
{
return;
}
// character is blocking
if (cc == null) return;
if (magicAttacks != null && magicAttacks.shieldEffectIsActive) return;
if (!damage.ignoreDefense && isBlocking && meleeManager != null &&
meleeManager.CanBlockAttack(damage.sender.position))
{
var damageReduction = meleeManager.GetDefenseRate();
if (damageReduction > 0)
{
damage.ReduceDamage(damageReduction);
}
if (damageReduction > 0) damage.ReduceDamage(damageReduction);
if (attacker != null && meleeManager != null && meleeManager.CanBreakAttack())
{
attacker.BreakAttack(meleeManager.GetDefenseRecoilID());
}
meleeManager.OnDefense();
cc.currentStaminaRecoveryDelay = damage.staminaRecoveryDelay;
cc.currentStamina -= damage.staminaBlockCost;
}
// apply damage
damage.hitReaction = !isBlocking || damage.ignoreDefense;
cc.TakeDamage(damage);
}
public virtual vICharacter character
{
get { return cc; }
}
public virtual vICharacter character { get { return cc; } }
#endregion Melee Methods
#endregion
#region Update Animations
public virtual int defaultMoveSetID { get; set; }
public virtual bool overrideWeaponMoveSetID { get; set; }
public virtual int meleeMoveSetID
{
get
{
if (meleeManager == null) meleeManager = GetComponent<vMeleeManager>();
int id = meleeManager?.GetMoveSetID() ?? 0;
if (id == 0 || overrideWeaponMoveSetID) id = defaultMoveSetID;
return id;
}
}
public virtual void ResetMeleeAnimations()
{
if (meleeManager == null || cc == null || cc.animator == null) return;
cc.animator.SetBool(vAnimatorParameters.IsBlocking, false);
}
public virtual int AttackID { get { if (meleeManager == null) meleeManager = GetComponent<vMeleeManager>(); return meleeManager?.GetAttackID() ?? 0; } }
public virtual int DefenseID { get { if (meleeManager == null) meleeManager = GetComponent<vMeleeManager>(); return meleeManager?.GetDefenseID() ?? 0; } }
protected virtual void UpdateMeleeAnimations()
{
if (cc == null || cc.animator == null || meleeManager == null) return;
cc.animator.SetInteger(vAnimatorParameters.AttackID, AttackID);
cc.animator.SetInteger(vAnimatorParameters.DefenseID, DefenseID);
cc.animator.SetBool(vAnimatorParameters.IsBlocking, isBlocking);
cc.animator.SetFloat(vAnimatorParameters.MoveSet_ID, meleeMoveSetID, .2f, vTime.deltaTime);
isEquipping = cc.IsAnimatorTag("IsEquipping");
}
#endregion
}
}