block improvements, autolock improvements and auto off, block button auto on/off, recoil anim improvement

This commit is contained in:
2025-08-20 11:03:40 +02:00
parent f1c59e80ae
commit 3b07a6f937
18 changed files with 784 additions and 628 deletions

View File

@@ -13,7 +13,15 @@ namespace Beyond
#region Fields & Properties
[Header("Targeting Parameters")]
[Tooltip("The maximum distance to highlight a potential target.")]
public float maxTargetingDistance = 20f;
[Tooltip("The distance within which the system will automatically lock on to the highlighted target.")]
public float autoLockOnDistance = 15f;
[Tooltip("The distance at which a locked-on target will be automatically unlocked.")]
public float unlockDistanceThreshold = 25f;
public float targetingInterval = 0.25f;
public float targetingAngleThreshold = 90f;
@@ -98,7 +106,7 @@ namespace Beyond
{
if (_gameStateManager != null) _gameStateManager.m_OnStateChanged.RemoveListener(HandleGameStateChanged);
StopAndClearAllFadeCoroutines(); // This call is correct
StopAndClearAllFadeCoroutines();
if (_targetingLoopCoroutine != null) StopCoroutine(_targetingLoopCoroutine);
@@ -113,7 +121,6 @@ namespace Beyond
#region Core Logic
// --- THIS IS THE MISSING METHOD THAT HAS BEEN RESTORED ---
private void StopAndClearAllFadeCoroutines()
{
foreach (var pair in _materialToFadeCoroutineMap)
@@ -125,7 +132,6 @@ namespace Beyond
}
_materialToFadeCoroutineMap.Clear();
}
// --- END OF RESTORED METHOD ---
private void HandleGameStateChanged(GameStateManager.State newState)
{
@@ -164,41 +170,83 @@ namespace Beyond
}
}
// REFACTORED: This method now has a clearer, more robust flow.
private void UpdateTarget()
{
if (_playerTransform == null || _gameStateManager == null || _manualSwitchCooldownActive) return;
// Step 1: Always find the absolute best candidate in range right now.
vFSMBehaviourController bestCandidate = null;
float minDistanceSqr = maxTargetingDistance * maxTargetingDistance;
HashSet<vFSMBehaviourController> combatControllers = _gameStateManager.GetActiveCombatcontrollers();
if (combatControllers == null || combatControllers.Count == 0)
if (combatControllers != null && combatControllers.Count > 0)
{
if (CurrentTarget != null) SetNewTarget(null);
return;
}
foreach (var controller in combatControllers)
{
if (controller == null || !controller.gameObject.activeInHierarchy || controller.aiController.currentHealth <= 0) continue;
if (!IsTargetInAngle(_playerTransform, controller, targetingAngleThreshold)) continue;
float distSqr = (controller.transform.position - _playerTransform.position).sqrMagnitude;
if (distSqr <= minDistanceSqr)
foreach (var controller in combatControllers)
{
minDistanceSqr = distSqr;
bestCandidate = controller;
if (controller == null || !controller.gameObject.activeInHierarchy || controller.aiController.currentHealth <= 0) continue;
if (!IsTargetInAngle(_playerTransform, controller, targetingAngleThreshold)) continue;
float distSqr = (controller.transform.position - _playerTransform.position).sqrMagnitude;
if (distSqr <= minDistanceSqr)
{
minDistanceSqr = distSqr;
bestCandidate = controller;
}
}
}
if (CurrentTarget != bestCandidate) SetNewTarget(bestCandidate);
else if (CurrentTarget != null && !IsTargetValid(CurrentTarget)) SetNewTarget(null);
// Step 2: If the best candidate is different from our current one, switch the highlight.
if (CurrentTarget != bestCandidate)
{
SetNewTarget(bestCandidate);
}
// Step 3: Every update, evaluate and apply the correct lock-on state for the current target.
UpdateLockOnState();
}
// NEW: This method exclusively handles the logic for locking on and off.
private void UpdateLockOnState()
{
if (targetLockSystem == null || _playerTransform == null) return;
// Determine if the target *should* be locked based on distance rules.
bool shouldBeLocked = false;
if (CurrentTarget != null && (autoLockSelectedTarget || alwaysLockOnInCombat))
{
float distanceToTarget = Vector3.Distance(_playerTransform.position, CurrentTarget.transform.position);
// This is a hysteresis check: use different distances for locking and unlocking to prevent flickering.
if (targetLockSystem.isLockingOn)
{
// If already locked, stay locked unless we are beyond the unlock threshold.
shouldBeLocked = distanceToTarget <= unlockDistanceThreshold;
}
else
{
// If not locked, we only engage the lock if we are within the auto-lock distance.
shouldBeLocked = distanceToTarget <= autoLockOnDistance;
}
}
// Synchronize the desired state with the lock-on system.
Transform desiredLockTarget = shouldBeLocked ? CurrentTarget.transform : null;
// The lock-on system should be smart enough to not do anything if the target hasn't changed.
// We send the desired target (or null) every update.
targetLockSystem.ManuallySetLockOnTarget(desiredLockTarget, true);
if (alwaysLockOnInCombat && desiredLockTarget != null && !targetLockSystem.isLockingOn)
{
targetLockSystem.SetLockOn(true);
}
}
// SIMPLIFIED: This method now only handles changing the CurrentTarget reference and its visual highlight.
private void SetNewTarget(vFSMBehaviourController newTarget, bool forceLockSystemUpdate = false)
{
if (_manualSwitchCooldownActive && !forceLockSystemUpdate) return;
if (CurrentTarget == newTarget && !forceLockSystemUpdate) return;
if (CurrentTarget == newTarget) return;
if (CurrentTarget != null)
{
@@ -208,16 +256,6 @@ namespace Beyond
CurrentTarget = newTarget;
if (targetLockSystem != null)
{
bool shouldLock = (autoLockSelectedTarget || alwaysLockOnInCombat) && CurrentTarget != null;
if (alwaysLockOnInCombat && CurrentTarget != null && !targetLockSystem.isLockingOn)
{
targetLockSystem.SetLockOn(true);
}
targetLockSystem.ManuallySetLockOnTarget(shouldLock ? CurrentTarget.transform : null, true);
}
if (CurrentTarget != null)
{
ApplyHighlight(CurrentTarget, true);
@@ -256,9 +294,14 @@ namespace Beyond
vFSMBehaviourController fsmTarget = lockedTargetTransform.GetComponentInParent<vFSMBehaviourController>();
if (fsmTarget == null) fsmTarget = lockedTargetTransform.GetComponentInChildren<vFSMBehaviourController>(true);
if (CurrentTarget != null && CurrentTarget.transform == lockedTargetTransform) return;
if (fsmTarget != null) SetNewTarget(fsmTarget, true);
else SetNewTarget(null, true);
if (fsmTarget != null && CurrentTarget != fsmTarget)
{
SetNewTarget(fsmTarget, true);
}
else if (fsmTarget == null && CurrentTarget != null)
{
SetNewTarget(null, true);
}
}
private void HandleLockOnSystemTargetUnlocked(Transform previouslyLockedTargetTransform)
@@ -266,10 +309,9 @@ namespace Beyond
if (targetLockSystem == null) return;
_manualSwitchCooldownActive = true;
_manualSwitchCooldownTimer = manualSwitchCooldownDuration;
if (CurrentTarget != null && previouslyLockedTargetTransform == CurrentTarget.transform)
{
SetNewTarget(null, true);
}
// After manually unlocking, we let the main UpdateTarget loop find the next best candidate.
// If the previously locked target is still the closest, it will be re-highlighted automatically.
}
#endregion