From 4977e08ce3c6fa5c8eeb3d146b7f3d03dfd9a3f0 Mon Sep 17 00:00:00 2001 From: marcin Date: Mon, 19 May 2025 17:15:53 +0200 Subject: [PATCH] fixes to over burned materials, particles and other --- .../Decals/Decal1 Crystal.mat | 4 +- Assets/Meshes/scroll/scrollMat2D.mat | 2 +- Assets/Prefabs/PlayerWithUI.prefab | 6 +- Assets/Prefabs/Spells/Fireball.prefab | 162 ++- .../Scenes/Land_01/Land_Of_Death_Demo.unity | 985 ++++++++---------- .../Land_of_Death_River1_Valley02.unity | 873 ++++++++-------- .../FluXY/Resources/Materials/Splat.mat | 4 +- .../vThirdPersonAnimator.cs | 2 + .../CharacterController/vThirdPersonInput.cs | 5 +- .../CharacterController/vMeleeCombatInput.cs | 4 +- .../MeleeWeapon/vMeleeAttackControl.cs | 417 ++++---- .../Effects/Materials/Effect4/DecalRing 3.mat | 6 +- Assets/testy/Marcin/TesttRenderer.asset | 2 +- ProjectSettings/ProjectSettings.asset | 6 +- 14 files changed, 1234 insertions(+), 1244 deletions(-) diff --git a/Assets/Meshes/Enviroment/Rocks_Bushes_Tree/Decals/Decal1 Crystal.mat b/Assets/Meshes/Enviroment/Rocks_Bushes_Tree/Decals/Decal1 Crystal.mat index a8a8ff4c5..c6e328e3b 100644 --- a/Assets/Meshes/Enviroment/Rocks_Bushes_Tree/Decals/Decal1 Crystal.mat +++ b/Assets/Meshes/Enviroment/Rocks_Bushes_Tree/Decals/Decal1 Crystal.mat @@ -18,7 +18,7 @@ Material: m_LightmapFlags: 1 m_EnableInstancingVariants: 1 m_DoubleSidedGI: 0 - m_CustomRenderQueue: -1 + m_CustomRenderQueue: 2000 stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: @@ -79,7 +79,7 @@ Material: m_Offset: {x: 0, y: 0} m_Ints: [] m_Floats: - - _AlphaPow: -0.84 + - _AlphaPow: 0.53 - _BlendMode: 1 - _BumpScale: 1 - _Cutoff: 0 diff --git a/Assets/Meshes/scroll/scrollMat2D.mat b/Assets/Meshes/scroll/scrollMat2D.mat index bbf10d1c5..b1fd95ada 100644 --- a/Assets/Meshes/scroll/scrollMat2D.mat +++ b/Assets/Meshes/scroll/scrollMat2D.mat @@ -138,7 +138,7 @@ Material: - _MaxBrightness: 1 - _Metallic: 0 - _MinBrightness: 0 - - _NoiseScale: 1.7677656 + - _NoiseScale: 1.387197 - _OcclusionStrength: 1 - _Parallax: 0.005 - _QueueControl: 0 diff --git a/Assets/Prefabs/PlayerWithUI.prefab b/Assets/Prefabs/PlayerWithUI.prefab index 9a5c646c2..59505beda 100644 --- a/Assets/Prefabs/PlayerWithUI.prefab +++ b/Assets/Prefabs/PlayerWithUI.prefab @@ -18456,17 +18456,17 @@ PrefabInstance: type: 3} propertyPath: 'm_Materials.Array.data[0]' value: - objectReference: {fileID: 0} + objectReference: {fileID: 2100000, guid: c14fba9cc6c5edd4daaa74a8d0e7bf91, type: 2} - target: {fileID: 4943514361991192492, guid: 60b79e23a507e0c48a94b7e3d5138383, type: 3} propertyPath: 'm_Materials.Array.data[0]' value: - objectReference: {fileID: 0} + objectReference: {fileID: 2100000, guid: ac8af1ce4e0fca94d93a193521c6a325, type: 2} - target: {fileID: 4943514361992416284, guid: 60b79e23a507e0c48a94b7e3d5138383, type: 3} propertyPath: 'm_Materials.Array.data[0]' value: - objectReference: {fileID: 0} + objectReference: {fileID: 2100000, guid: 60dfb41bc8577914f8e54ccdc6ca9d41, type: 2} - target: {fileID: 4967997804223717256, guid: 60b79e23a507e0c48a94b7e3d5138383, type: 3} propertyPath: powersArea diff --git a/Assets/Prefabs/Spells/Fireball.prefab b/Assets/Prefabs/Spells/Fireball.prefab index 212ab9fba..c704560ec 100644 --- a/Assets/Prefabs/Spells/Fireball.prefab +++ b/Assets/Prefabs/Spells/Fireball.prefab @@ -25,13 +25,13 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 9330975819853216} + serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 11175768914768868} - m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!108 &118674766096030774 Light: @@ -41,9 +41,8 @@ Light: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 9330975819853216} m_Enabled: 0 - serializedVersion: 10 + serializedVersion: 11 m_Type: 2 - m_Shape: 0 m_Color: {r: 1, g: 1, b: 1, a: 1} m_Intensity: 1 m_Range: 1 @@ -93,8 +92,12 @@ Light: m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0} m_UseBoundingSphereOverride: 0 m_UseViewFrustumForShadowCasterCull: 1 + m_ForceVisible: 0 m_ShadowRadius: 0 m_ShadowAngle: 0 + m_LightUnit: 1 + m_LuxAtDistance: 1 + m_EnableSpotReflector: 1 --- !u!114 &655082475 MonoBehaviour: m_ObjectHideFlags: 0 @@ -107,14 +110,17 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 474bcb49853aa07438625e644c072ee6, type: 3} m_Name: m_EditorClassIdentifier: - m_Version: 1 + m_Version: 3 m_UsePipelineSettings: 1 m_AdditionalLightsShadowResolutionTier: 2 m_LightLayerMask: 1 + m_RenderingLayers: 1 m_CustomShadowLayers: 0 m_ShadowLayerMask: 1 + m_ShadowRenderingLayers: 1 m_LightCookieSize: {x: 1, y: 1} m_LightCookieOffset: {x: 0, y: 0} + m_SoftShadowQuality: 1 --- !u!1 &11175768914930110 GameObject: m_ObjectHideFlags: 0 @@ -138,6 +144,7 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 11175768914930110} + serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} @@ -147,7 +154,6 @@ Transform: - 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return (!cc.isRolling || cc.canRollAgain) && cc.isGrounded && cc.input != Vector3.zero && !cc.customAction && cc.currentStamina > cc.rollStamina && !cc.isJumping && !cc.isSliding; + return (!cc.isRolling || cc.canRollAgain) && cc.isGrounded && /*cc.input != Vector3.zero && */!cc.customAction && cc.currentStamina > cc.rollStamina && !cc.isJumping && !cc.isSliding; } /// @@ -533,7 +533,8 @@ namespace Invector.vCharacterController /// protected virtual void RollInput() { - if (rollInput.GetButtonDown() )//&& RollConditions()) + //Debug.Log("RollInput, roll conditions: " + RollConditions()); + if (rollInput.GetButtonDown() && RollConditions()) { cc.Roll(); } diff --git a/Assets/ThirdParty/Invector-3rdPersonController/Melee Combat/Scripts/CharacterController/vMeleeCombatInput.cs b/Assets/ThirdParty/Invector-3rdPersonController/Melee Combat/Scripts/CharacterController/vMeleeCombatInput.cs index f5e607a00..a869e10bb 100644 --- a/Assets/ThirdParty/Invector-3rdPersonController/Melee Combat/Scripts/CharacterController/vMeleeCombatInput.cs +++ b/Assets/ThirdParty/Invector-3rdPersonController/Melee Combat/Scripts/CharacterController/vMeleeCombatInput.cs @@ -192,14 +192,14 @@ namespace Invector.vCharacterController protected override bool RollConditions() { - return base.RollConditions() && !isAttacking && !cc.animator.IsInTransition(cc.upperBodyLayer) && !cc.animator.IsInTransition(cc.fullbodyLayer); + return base.RollConditions() && !isAttacking;// && !cc.animator.IsInTransition(cc.upperBodyLayer) && !cc.animator.IsInTransition(cc.fullbodyLayer); } #endregion #region Update Animations - protected virtual void UpdateMeleeAnimations() + protected virtual void UpdateMeleeAnimations() { if (cc.animator == null || meleeManager == null) { diff --git a/Assets/ThirdParty/Invector-3rdPersonController/Melee Combat/Scripts/MeleeWeapon/vMeleeAttackControl.cs b/Assets/ThirdParty/Invector-3rdPersonController/Melee Combat/Scripts/MeleeWeapon/vMeleeAttackControl.cs index c69f2a1b8..3be4a4712 100644 --- a/Assets/ThirdParty/Invector-3rdPersonController/Melee Combat/Scripts/MeleeWeapon/vMeleeAttackControl.cs +++ b/Assets/ThirdParty/Invector-3rdPersonController/Melee Combat/Scripts/MeleeWeapon/vMeleeAttackControl.cs @@ -1,301 +1,278 @@ using System; -using System.Collections; -using System.Collections.Generic; -using Beyond; -using Invector.vCharacterController.AI; -using Invector.vCharacterController.AI.FSMBehaviour; +using Beyond; // For Player (ensure Player.cs is in this namespace or adjust) +using Invector.vCharacterController.AI.FSMBehaviour; // For vFSMBehaviourController using UnityEngine; +using System.Collections.Generic; // For List namespace Invector.vMelee { - using vEventSystems; + using vEventSystems; // For vIAttackListener public class vMeleeAttackControl : StateMachineBehaviour { - [Tooltip("normalizedTime of Active Damage")] + [Header("Damage Window")] + [Tooltip("NormalizedTime of Active Damage")] public float startDamage = 0.05f; - - [Tooltip("normalizedTime of Disable Damage")] + [Tooltip("NormalizedTime of Disable Damage")] public float endDamage = 0.9f; - public int damageMultiplier; + [Header("Attack Properties")] + public int damageMultiplier = 1; public int recoilID; public int reactionID; - public vAttackType meleeAttackType = vAttackType.Unarmed; - [Tooltip("You can use a name as reference to trigger a custom HitDamageParticle")] public string damageType; + [Tooltip("Body parts to activate for damage detection.")] + public List bodyParts = new List { "RightLowerArm" }; // Default, adjust as needed - [HideInInspector] [Header("This work with vMeleeManager to active vMeleeAttackObject from bodyPart and id")] - public List bodyParts = new List { "RightLowerArm" }; - + [Header("Hit Effects")] public bool ignoreDefense; public bool activeRagdoll; + [vHideInInspector("activeRagdoll")] // Assuming vHideInInspector is a valid attribute in your project + [Tooltip("Time to keep Ragdoll active if activeRagdoll is true.")] + public float senselessTime = 2f; - [vHideInInspector("activeRagdoll"), Tooltip("Time to keep Ragdoll active")] - public float senselessTime; - - [Tooltip("Check true in the last attack of your combo to reset the triggers")] + [Header("Attack Flow")] + [Tooltip("Check true in the last attack of your combo to reset the FSM attack triggers.")] public bool resetAttackTrigger; + [Tooltip("Normalized time point to reset attack triggers if resetAttackTrigger is true.")] + public float resetTriggerBeforeTime = 0.8f; // Example: reset triggers before animation fully ends - private bool isActive; - public bool debug; - private vIAttackListener mFighter; - private bool isAttacking; - //private bool slowMoActive = false; + [Header("Slow Motion Settings")] + [Tooltip("Enable slow motion effect during this attack based on conditions below.")] public bool useAttackTimeScale = false; - public float resetTriggerBeforeTime = 0.5f; - public float attackTimeScale = 0.2f; - public float attackTimeScaleStart = -1f; - public float attackTimeScaleEnd = -1f; - public float maxTargetDistance = 3f; + [Tooltip("Distance within which the current auto-target must be for slow motion to consider activating.")] + public float slowMoActivationDistance = 3f; + [Tooltip("Target health threshold below which slow motion might activate (if near).")] public float lowHealthTh = 10f; - private bool m_hasScaledTime = false; + [Tooltip("Time scale to apply during slow motion.")] + public float attackTimeScale = 0.2f; + [Tooltip("Normalized time to start the slow motion window. If < 0, uses 'startDamage'.")] + public float attackTimeScaleStart = -1f; + [Tooltip("Normalized time to end the slow motion window. If < 0, uses 'endDamage'.")] + public float attackTimeScaleEnd = -1f; - - public float degreeThreshold = 20; + [Header("Rotation Settings")] + [Tooltip("If true, the character will attempt to rotate towards the auto-target during this attack state.")] public bool rotatePlayerTowardsTarget; - private bool m_isRotating; - public float rotationSpeed = 30f; + [Tooltip("The angle (in degrees from player's forward) within which the auto-target must be for rotation to engage.")] + public float rotationActivationAngle = 45f; + + [Header("Debug")] + public bool debug = false; + + // Private state variables + private bool isActive; // Is damage window active + private vIAttackListener mFighter; + private bool isAttacking; // Is this attack state logic considered "attacking" (for trigger resets, OnDisable) + private bool m_hasScaledTime; // Has slow motion been activated in this instance of the state + private AutoTargetting _autoTargettingInstance; override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { mFighter = animator.GetComponent(); - isAttacking = true; - //slowMoActive = false; - if (mFighter != null) - mFighter.OnEnableAttack(); - if (debug) - Debug.Log("Enter " + damageType); - - if (attackTimeScaleStart < 0f) + if (Player.Instance != null) { - attackTimeScaleStart = startDamage; + _autoTargettingInstance = Player.Instance.AutoTarget; } - - if (attackTimeScaleEnd < 0f) - { - attackTimeScaleEnd = endDamage; - } - } - - private void LerpRotation() - { - if (!rotatePlayerTowardsTarget) - { - return; - } - - float minDist = Single.PositiveInfinity; - var enemy = GetNearestEnemy(ref minDist); - - if (!IsEnemyInAngleRange(enemy)) - { - return; - } - - Transform playerTransform = Player.Instance.transform; - var toEnemy = enemy.transform.position - playerTransform.position; - toEnemy.y = 0f; - toEnemy.Normalize(); - Quaternion targetRot = - Quaternion.LookRotation(toEnemy); - - var rotation = playerTransform.rotation; - rotation = Quaternion.Lerp(rotation, targetRot, Time.deltaTime * rotationSpeed); - playerTransform.rotation = rotation; - } - private bool IsEnemyInAngleRange(vFSMBehaviourController ai) - { - if (ai == null) + if (_autoTargettingInstance == null && debug) { - return false; + Debug.LogWarning($"({damageType}) AutoTargetting instance not found via Player.Instance.AutoTarget on {animator.name}."); } - Vector3 playerFwd = Player.Instance.transform.forward; - Vector3 target = (ai.transform.forward - playerFwd).normalized; + isAttacking = true; // Mark as actively in an attack process + isActive = false; // Damage window is not active yet + m_hasScaledTime = false; // Slow motion not yet activated for this state instance - float dot = Vector3.Dot(playerFwd, target ); - float angle = 180f - Mathf.Acos(dot) * Mathf.Rad2Deg; - - - if (angle > degreeThreshold) + if (mFighter != null) { - return false; + mFighter.OnEnableAttack(); // Notify listener attack is starting } - return true; - } + if (debug) Debug.Log($"({damageType}) OnStateEnter: {animator.name}, Layer: {layerIndex}"); - public float NearTargertHealth() - { - float health = -1f; - if (Player.Instance.LockOn.currentTarget != null) - { - var aic = Player.Instance.LockOn.currentTarget.GetComponent(); - if (aic != null) - { - health = aic.currentHealth; - return health; - } - } - - float minDist = Single.PositiveInfinity; - - var ctrl = GetNearestEnemy(ref minDist); - - if (minDist < maxTargetDistance) - { - health = ctrl.aiController.currentHealth; - } - - return health; - } - - private bool NearHealthLow() - { - float h = NearTargertHealth(); - return h > 0f && h < lowHealthTh; - } - - private vFSMBehaviourController GetNearestEnemy(ref float minDist) - { - var controllers = GameStateManager.Instance.GetActiveCombatcontrollers(); - Vector3 playerPos = Player.Instance.transform.position; - vFSMBehaviourController ctrl = null; - foreach (var aic in controllers) - { - var dist2 = aic.transform.position - Player.Instance.transform.position; - dist2.y = 0f; - if (dist2.magnitude < minDist) - { - ctrl = aic; - minDist = dist2.magnitude; - } - } - - return ctrl; - } - - public bool TargetNear() - { - var targets = Player.Instance.LockOn.GetNearbyTargets(); - if (targets.Count == 0) - return false; - else - { - var dist2 = targets[0].position - Player.Instance.transform.position; - dist2.y = 0f; - return dist2.magnitude < maxTargetDistance; - } - } - - private void UpdateSlowMo(float normalizedTime) - { - if (!m_hasScaledTime) - { - if (normalizedTime >= attackTimeScaleStart && normalizedTime <= attackTimeScaleEnd) - { - if (TargetNear() && (useAttackTimeScale || NearHealthLow())) - { - TimeController.Instance.SetTimeScaleForSec(attackTimeScale, attackTimeScaleEnd - normalizedTime); - //Time.timeScale = attackTimeScale; - m_hasScaledTime = true; - } - } - } else if (normalizedTime > attackTimeScaleEnd) - { - m_hasScaledTime = false; - } + // Initialize slow-mo start/end times if they are set to use damage window timings + if (attackTimeScaleStart < 0f) attackTimeScaleStart = startDamage; + if (attackTimeScaleEnd < 0f) attackTimeScaleEnd = endDamage; } override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { - float nTime = stateInfo.normalizedTime % 1; + // Normalized time within the current loop of the animation (0 to 1) + float currentNormalizedTime = stateInfo.normalizedTime % 1; + if (currentNormalizedTime == 0 && stateInfo.normalizedTime > 0.5f) currentNormalizedTime = 1f; // Handle end of non-looping anim - //LerpRotation(); - - if (nTime >= startDamage && nTime <= endDamage && !isActive) + // --- ROTATION LOGIC --- + if (rotatePlayerTowardsTarget && _autoTargettingInstance != null && _autoTargettingInstance.CurrentTarget != null) { - if (debug) - Debug.Log(animator.name + " attack " + damageType + " enable damage in " + - System.Math.Round(stateInfo.normalizedTime % 1, 2)); + // animator.transform is the player's transform + if (_autoTargettingInstance.IsTargetInAngle(animator.transform, _autoTargettingInstance.CurrentTarget, rotationActivationAngle)) + { + _autoTargettingInstance.ExecuteRotationTowardsCurrentTarget(Time.deltaTime); + } + } + + // --- SLOW MOTION LOGIC --- + if (useAttackTimeScale) // Only process if slow-mo is enabled for this attack + { + UpdateSlowMotion(animator, stateInfo, currentNormalizedTime); + } + + // --- DAMAGE WINDOW LOGIC --- + if (!isActive && currentNormalizedTime >= startDamage && currentNormalizedTime <= endDamage) + { + if (debug) Debug.Log($"({damageType}) Enable Damage: normTime={currentNormalizedTime:F2} (Start:{startDamage:F2}, End:{endDamage:F2})"); isActive = true; ActiveDamage(animator, true); - /* - if (TargetNear() && (useAttackTimeScale || NearHealthLow())) - { - TimeController.Instance.SetTimeScaleForSec(attackTimeScale, endDamage - nTime); - //Time.timeScale = attackTimeScale; - m_hasScaledTime = true; - } - */ } - else if (nTime > endDamage && isActive) + else if (isActive && currentNormalizedTime > endDamage) { - if (debug) - Debug.Log(animator.name + " attack " + damageType + " disable damage in " + - System.Math.Round(stateInfo.normalizedTime % 1, 2)); + if (debug) Debug.Log($"({damageType}) Disable Damage: normTime={currentNormalizedTime:F2} > {endDamage:F2}"); isActive = false; ActiveDamage(animator, false); - } - if (nTime > endDamage && isAttacking) + // --- ATTACK STATE AND TRIGGER RESET LOGIC --- + // This section handles logic that should happen once conditions are met within the active attack. + if (isAttacking) // Only process these if we are still in the "attacking process" phase of this state { - isAttacking = false; - if (mFighter != null) - mFighter.OnDisableAttack(); + // Condition to call OnDisableAttack (e.g., after damage window and before full exit) + if (currentNormalizedTime > endDamage) + { + if (mFighter != null) mFighter.OnDisableAttack(); + isAttacking = false; // Mark that OnDisableAttack has been called for this state instance + if (debug) Debug.Log($"({damageType}) OnDisableAttack called: normTime={currentNormalizedTime:F2}"); + } + // Condition to reset FSM attack triggers earlier in the animation if specified + else if (resetAttackTrigger && currentNormalizedTime >= resetTriggerBeforeTime) + { + if (mFighter != null) mFighter.ResetAttackTriggers(); + // To prevent multiple calls if animation loops or stays in this normalized time range: + // One option is to rely on mFighter.ResetAttackTriggers being idempotent. + // Another is to set a flag, but since `isAttacking` might be turned false by OnDisableAttack, + // we might need a separate flag or ensure resetTriggerBeforeTime < endDamage if OnDisableAttack also resets. + // For simplicity, current Invector often handles ResetAttackTriggers robustly if called multiple times. + if (debug) Debug.Log($"({damageType}) ResetAttackTriggers called: normTime={currentNormalizedTime:F2}"); + } } - - if (nTime > .1f && nTime < resetTriggerBeforeTime && isAttacking) - { - if (mFighter != null) - mFighter.ResetAttackTriggers(); - } - - //if (stateInfo.normalizedTime % 1 > allowRotationAt && isAttacking) - //{ - // isAttacking = false; - // if (mFighter != null) - // mFighter.OnDisableAttack(); - //} - //UpdateSlowMo(nTime); } - + override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { - if (debug) - Debug.Log("Exit " + damageType); + if (debug) Debug.Log($"({damageType}) OnStateExit: {animator.name}"); - if (isActive) + // Ensure damage is disabled if state exits while damage window was active + if (isActive) { isActive = false; ActiveDamage(animator, false); + if (debug) Debug.Log($"({damageType}) Damage disabled on StateExit."); } - if (isAttacking) + // Ensure OnDisableAttack is called if it hasn't been already (e.g., if state was exited prematurely) + if (isAttacking && mFighter != null) { - isAttacking = false; - if (mFighter != null) - mFighter.OnDisableAttack(); + mFighter.OnDisableAttack(); + if (debug) Debug.Log($"({damageType}) OnDisableAttack called on StateExit (fallback)."); } + isAttacking = false; // Reset for next entry - if (mFighter != null && resetAttackTrigger) - mFighter.ResetAttackTriggers(); + // Reset slow motion flag + m_hasScaledTime = false; - if (debug) Debug.Log(animator.name + " attack " + damageType + " stateExit"); + // Invector's vMeleeManager or vIAttackListener typically handles final trigger resets on its own + // when an attack sequence ends or on certain conditions. Explicitly calling here might be redundant + // or interfere if `resetAttackTrigger` is meant for mid-combo resets via `resetTriggerBeforeTime`. + // If `resetAttackTrigger` specifically means "reset on exit of this state", then: + // if (mFighter != null && resetAttackTrigger) { + // mFighter.ResetAttackTriggers(); + // } + } + + private void UpdateSlowMotion(Animator animator, AnimatorStateInfo stateInfo, float currentNormalizedTime) + { + // This method is called only if useAttackTimeScale is true for the component. + if (_autoTargettingInstance == null) return; // No system to get target info from. + + if (!m_hasScaledTime) // If slow motion hasn't been activated yet in this state instance + { + // Check if we are within the normalized time window for slow motion + if (currentNormalizedTime >= attackTimeScaleStart && currentNormalizedTime <= attackTimeScaleEnd) + { + bool triggerSlowMo = false; + if (_autoTargettingInstance.CurrentTarget != null) + { + // Check distance to CurrentTarget + float distSqr = (_autoTargettingInstance.CurrentTarget.transform.position - animator.transform.position).sqrMagnitude; + bool targetNear = distSqr <= slowMoActivationDistance * slowMoActivationDistance; + + if (targetNear) + { + // If always use slow-mo when near, or if target health is low + float currentTargetHealth = _autoTargettingInstance.GetCurrentTargetHealth(); + bool targetHealthLow = currentTargetHealth > 0f && currentTargetHealth < lowHealthTh; + // The original logic was: TargetNear() && (useAttackTimeScale || NearHealthLow()) + // Since this whole UpdateSlowMotion is wrapped in `if (useAttackTimeScale)`, + // it means `useAttackTimeScale` (the bool field) is the main switch. + // The condition effectively becomes: if targetNear AND (this attack ALWAYS uses slowmo OR target health is low) + // The bool `useAttackTimeScale` on the component acts as the "always use slowmo if near" part. + if (targetHealthLow) // If health is low, it's an additional trigger. + { + triggerSlowMo = true; + } + else if(this.useAttackTimeScale) // if useAttackTimeScale is true, it means activate if near, regardless of health. + { + triggerSlowMo = true; + } + + } + } else { + // No current target, so no target-dependent slow motion. + // If `useAttackTimeScale` implies slow-mo even without a target (e.g. for stylistic effect), that logic would go here. + // Based on parameters, it seems target-dependent. + } + + + if (triggerSlowMo) + { + if (TimeController.Instance != null) + { + float slowMoEffectDuration = (attackTimeScaleEnd - currentNormalizedTime) * stateInfo.length; + if (slowMoEffectDuration > 0.01f) // Ensure a meaningful duration + { + TimeController.Instance.SetTimeScaleForSec(attackTimeScale, slowMoEffectDuration); + if (debug) Debug.Log($"({damageType}) Slow-mo ACTIVATED. Target: {_autoTargettingInstance.CurrentTarget?.name ?? "N/A"}. Duration: {slowMoEffectDuration:F2}s. NormTime: {currentNormalizedTime:F2}"); + } + else if (debug) Debug.Log($"({damageType}) Slow-mo trigger met, but calculated duration too short ({slowMoEffectDuration:F2}s). NormTime: {currentNormalizedTime:F2}"); + } + m_hasScaledTime = true; + } + } + } + else if (currentNormalizedTime > attackTimeScaleEnd && m_hasScaledTime) // If slow-mo was active and window has passed + { + // TimeController.Instance is responsible for restoring time scale after its set duration. + // We just reset our flag for this state instance. + m_hasScaledTime = false; + if (debug) Debug.Log($"({damageType}) Slow-mo window ended (normTime={currentNormalizedTime:F2}). m_hasScaledTime reset."); + } } void ActiveDamage(Animator animator, bool value) { - var meleeManager = animator.GetComponent(); + var meleeManager = animator.GetComponent(); // Invector's manager if (meleeManager) + { meleeManager.SetActiveAttack(bodyParts, meleeAttackType, value, damageMultiplier, recoilID, reactionID, ignoreDefense, activeRagdoll, senselessTime, damageType); + } + else if(debug) + { + Debug.LogWarning($"({damageType}) vMeleeManager not found on {animator.name}. Cannot activate/deactivate damage."); + } } } } \ No newline at end of file diff --git a/Assets/ThirdParty/PARTICLES/KriptoFX/Realistic Effects Pack v4/Effects/Materials/Effect4/DecalRing 3.mat b/Assets/ThirdParty/PARTICLES/KriptoFX/Realistic Effects Pack v4/Effects/Materials/Effect4/DecalRing 3.mat index 3b46fee0d..694e90f34 100644 --- a/Assets/ThirdParty/PARTICLES/KriptoFX/Realistic Effects Pack v4/Effects/Materials/Effect4/DecalRing 3.mat +++ b/Assets/ThirdParty/PARTICLES/KriptoFX/Realistic Effects Pack v4/Effects/Materials/Effect4/DecalRing 3.mat @@ -9,6 +9,8 @@ Material: m_PrefabAsset: {fileID: 0} m_Name: DecalRing 3 m_Shader: {fileID: 4800000, guid: d8f400148b999fe41bd30759b3a9126b, type: 3} + m_Parent: {fileID: 0} + m_ModifiedSerializedProperties: 0 m_ValidKeywords: - USE_ALPHA_POW - USE_CUTOUT @@ -21,6 +23,7 @@ Material: m_CustomRenderQueue: -1 stringTagMap: {} disabledShaderPasses: [] + m_LockedProperties: m_SavedProperties: serializedVersion: 3 m_TexEnvs: @@ -82,7 +85,7 @@ Material: m_Offset: {x: 0, y: 0} m_Ints: [] m_Floats: - - _AlphaPow: -1.89 + - _AlphaPow: 0.89 - _BlendMode: 1 - _BumpScale: 1 - _CullMode: 2 @@ -139,3 +142,4 @@ Material: - _FresnelColor: {r: 1, g: 1, b: 1, a: 1} - _TintColor: {r: 0.65675324, g: 2.435977, b: 6.0535507, a: 1} m_BuildTextureStacks: [] + m_AllowLocking: 1 diff --git a/Assets/testy/Marcin/TesttRenderer.asset b/Assets/testy/Marcin/TesttRenderer.asset index f2f7f8564..1e9176d96 100644 --- a/Assets/testy/Marcin/TesttRenderer.asset +++ b/Assets/testy/Marcin/TesttRenderer.asset @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: a1614fc811f8f184697d9bee70ab9fe5, type: 3} m_Name: DecalRendererFeature m_EditorClassIdentifier: - m_Active: 1 + m_Active: 0 m_Settings: technique: 0 maxDrawDistance: 1000 diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index 6ea72e093..fce1c84a8 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -845,7 +845,7 @@ PlayerSettings: webWasm2023: 0 scriptingDefineSymbols: : UNITY_POST_PROCESSING_STACK_V2 - Android: UNITY_POST_PROCESSING_STACK_V2;CROSS_PLATFORM_INPUT;USE_TIMELINE;USE_NEW_INPUT;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER;TMP_PRESENT + Android: UNITY_POST_PROCESSING_STACK_V2;CROSS_PLATFORM_INPUT;USE_TIMELINE;USE_NEW_INPUT;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER;TMP_PRESENT;MOBILE_INPUT CloudRendering: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER EmbeddedLinux: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER GameCoreScarlett: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER @@ -860,9 +860,9 @@ PlayerSettings: Standalone: UNITY_POST_PROCESSING_STACK_V2;CROSS_PLATFORM_INPUT;INVECTOR_BASIC;INVECTOR_MELEE;TOUCH_REACT;GAIA_2_PRESENT;INVECTOR_AI_TEMPLATE;UPPipeline;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER;URP_OUTLINE;ODIN_INSPECTOR;ODIN_INSPECTOR_3;TMP_PRESENT;USE_TIMELINE;ODIN_INSPECTOR_3_1;ODIN_INSPECTOR_3_2;ODIN_INSPECTOR_3_3 VisionOS: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER WebGL: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER - Windows Store Apps: UNITY_POST_PROCESSING_STACK_V2;CROSS_PLATFORM_INPUT;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER + Windows Store Apps: UNITY_POST_PROCESSING_STACK_V2;CROSS_PLATFORM_INPUT;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER;MOBILE_INPUT XboxOne: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER - iPhone: CROSS_PLATFORM_INPUT;INVECTOR_BASIC;INVECTOR_MELEE;GAIA_2_PRESENT;GAIA_PRO_PRESENT;UPPipeline;UNITY_POST_PROCESSING_STACK_V2;TOUCH_REACT;INVECTOR_AI_TEMPLATE;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER;URP_OUTLINE;ODIN_INSPECTOR;ODIN_INSPECTOR_3;TMP_PRESENT;USE_INVECTOR_INVENTORY;USE_TIMELINE;ODIN_INSPECTOR_3_1;ODIN_INSPECTOR_3_2;ODIN_INSPECTOR_3_3 + iPhone: CROSS_PLATFORM_INPUT;INVECTOR_BASIC;INVECTOR_MELEE;GAIA_2_PRESENT;GAIA_PRO_PRESENT;UPPipeline;UNITY_POST_PROCESSING_STACK_V2;TOUCH_REACT;INVECTOR_AI_TEMPLATE;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER;URP_OUTLINE;ODIN_INSPECTOR;ODIN_INSPECTOR_3;TMP_PRESENT;USE_INVECTOR_INVENTORY;USE_TIMELINE;ODIN_INSPECTOR_3_1;ODIN_INSPECTOR_3_2;ODIN_INSPECTOR_3_3;MOBILE_INPUT tvOS: UNITY_POST_PROCESSING_STACK_V2;PLAYMAKER;PLAYMAKER_1_9;PLAYMAKER_1_9_0;PLAYMAKER_1_8_OR_NEWER;PLAYMAKER_1_8_5_OR_NEWER;PLAYMAKER_1_9_OR_NEWER additionalCompilerArguments: {} platformArchitecture: {}