diff --git a/Assets/Animations/Bascileus_animations/Dash/Bazyl_Dash_A.fbx.meta b/Assets/Animations/Bascileus_animations/Dash/Bazyl_Dash_A.fbx.meta index 26e0b4475..d7197547a 100644 --- a/Assets/Animations/Bascileus_animations/Dash/Bazyl_Dash_A.fbx.meta +++ b/Assets/Animations/Bascileus_animations/Dash/Bazyl_Dash_A.fbx.meta @@ -1,7 +1,7 @@ fileFormatVersion: 2 guid: ebddd29a45010564a8fa3d7bcfdb119c ModelImporter: - serializedVersion: 21300 + serializedVersion: 22200 internalIDToNameTable: [] externalObjects: {} materials: @@ -15,16 +15,10 @@ ModelImporter: resampleCurves: 1 optimizeGameObjects: 0 removeConstantScaleCurves: 1 - motionNodeName: - rigImportErrors: - rigImportWarnings: "Avatar Rig Configuration mis-match. Inbetween bone rotation - in configuration does not match rotation in animation file:\n\t'BBascileusLForearm2' - : rotation error = 4.964906 deg\n\t'BBascileusRForearm2' : rotation error = - 12.815095 deg\n" + motionNodeName: animationImportErrors: animationImportWarnings: "\nClip 'bazyl das' has import animation warnings that - might lower retargeting quality:\nNote: Activate translation DOF on avatar - to improve retargeting quality.\n\t'BBascileusRibcage' is inbetween humanoid + might lower retargeting quality:\n\t'BBascileusRibcage' is inbetween humanoid transforms and has rotation animation that will be discarded.\n\t'BBascileusLForearm2' is inbetween humanoid transforms and has rotation animation that will be discarded.\n\t'BBascileusRForearm2' is inbetween humanoid transforms and has rotation animation that will be discarded.\n" @@ -77,6 +71,7 @@ ModelImporter: addColliders: 0 useSRGBMaterialColor: 1 sortHierarchyByName: 1 + importPhysicalCameras: 1 importVisibility: 1 importBlendShapes: 1 importCameras: 1 @@ -104,6 +99,7 @@ ModelImporter: secondaryUVMinObjectScale: 1 secondaryUVPackMargin: 4 useFileScale: 1 + strictVertexDataChecks: 0 tangentSpace: normalSmoothAngle: 60 normalImportMode: 0 @@ -662,13 +658,13 @@ ModelImporter: - 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If false, affects all renderers.")] + public bool preferSkinnedMeshRenderer = true; + + public vFSMBehaviourController CurrentTarget { get; private set; } + public event Action OnTargetSelected; + public event Action OnTargetDeselected; + + private GameStateManager _gameStateManager; + private Coroutine _targetingLoopCoroutine; + private Dictionary _originalMaterialColors = new Dictionary(); + private Dictionary _materialToFadeCoroutineMap = new Dictionary(); + private Transform _playerTransform; + + void Start() + { + if (Player.Instance == null) // Player.Instance should be set by its own Awake + { + Debug.LogError("AutoTargetting: Player.Instance is not available at Start! Ensure Player script with static Instance exists and runs before AutoTargetting."); + enabled = false; + return; + } + _playerTransform = Player.Instance.transform; + + _gameStateManager = GameStateManager.Instance; + if (_gameStateManager != null) + { + _gameStateManager.m_OnStateChanged.AddListener(HandleGameStateChanged); + HandleGameStateChanged(_gameStateManager.CurrentState); // Initialize based on current state + } + else + { + Debug.LogError("AutoTargetting: GameStateManager.Instance not found! Disabling script."); + enabled = false; + } + } + + void OnDestroy() + { + if (_gameStateManager != null) + { + _gameStateManager.m_OnStateChanged.RemoveListener(HandleGameStateChanged); + } + StopAndClearAllFadeCoroutines(); + if (_targetingLoopCoroutine != null) + { + StopCoroutine(_targetingLoopCoroutine); + _targetingLoopCoroutine = null; + } + } + + private void StopAndClearAllFadeCoroutines() + { + foreach (var pair in _materialToFadeCoroutineMap) + { + if (pair.Value != null) StopCoroutine(pair.Value); + } + _materialToFadeCoroutineMap.Clear(); + } + + private void HandleGameStateChanged(GameStateManager.State newState) + { + if (newState == GameStateManager.State.COMBAT) + { + if (_targetingLoopCoroutine == null) + { + _targetingLoopCoroutine = StartCoroutine(TargetingLoop()); + } + } + else // State is NORMAL or other non-combat + { + if (_targetingLoopCoroutine != null) + { + StopCoroutine(_targetingLoopCoroutine); + _targetingLoopCoroutine = null; + } + if (CurrentTarget != null) // If there was a target, deselect it + { + vFSMBehaviourController oldTarget = CurrentTarget; + SetNewTarget(null); // This will handle fade out and event + } + } + } + + private IEnumerator TargetingLoop() + { + while (true) + { + if (_playerTransform == null && Player.Instance != null) // Defensive: re-cache if player was respawned or similar + { + _playerTransform = Player.Instance.transform; + } + + if (_playerTransform != null) // Only proceed if we have a valid player transform + { + UpdateTarget(); + } + yield return new WaitForSeconds(targetingInterval); + } + } + + /// + /// Checks if the given AI target is within the specified angle from the source transform's forward direction. + /// + public bool IsTargetInAngle(Transform sourceTransform, vFSMBehaviourController targetAI, float angleThreshold) + { + if (targetAI == null || sourceTransform == null) + { + return false; + } + + Vector3 directionToTarget = (targetAI.transform.position - sourceTransform.position); + directionToTarget.y = 0; // Consider only horizontal angle + + // If target is effectively at the same horizontal position, consider it in angle. + if (directionToTarget.sqrMagnitude < 0.0001f) return true; + + directionToTarget.Normalize(); + float angle = Vector3.Angle(sourceTransform.forward, directionToTarget); + return angle <= angleThreshold; + } + + private void UpdateTarget() + { + if (_playerTransform == null || _gameStateManager == null) return; + + vFSMBehaviourController bestCandidate = null; + float minDistanceSqr = maxTargetingDistance * maxTargetingDistance; + + HashSet combatControllers = _gameStateManager.GetActiveCombatcontrollers(); + + if (combatControllers == null || combatControllers.Count == 0) + { + if (CurrentTarget != null) SetNewTarget(null); // No enemies, clear current + return; + } + + foreach (var controller in combatControllers) + { + if (controller == null || !controller.gameObject.activeInHierarchy || controller.aiController.currentHealth <= 0) + { + continue; + } + + // Check 1: Is target within selection angle? + if (!IsTargetInAngle(_playerTransform, controller, targetingAngleThreshold)) + { + continue; + } + + // Check 2: Is target within selection distance? + float distSqr = (controller.transform.position - _playerTransform.position).sqrMagnitude; + if (distSqr <= minDistanceSqr) // distSqr must also be <= maxTargetingDistance^2 due to minDistanceSqr initialization + { + // If multiple targets are at similar very close distances, this might pick the "last one" processed. + // For more refined "closest", ensure this is strictly '<' for new candidates, + // or add a secondary sort criterion if multiple are at exact same minDistanceSqr. + // Current logic is fine for most cases. + minDistanceSqr = distSqr; + bestCandidate = controller; + } + } + + if (CurrentTarget != bestCandidate) + { + SetNewTarget(bestCandidate); + } + else if (CurrentTarget != null && !IsTargetValid(CurrentTarget)) // Current target became invalid (e.g. died, moved out of range/angle) + { + SetNewTarget(null); + } + } + + /// + /// Checks if a given target is still valid according to AutoTargetting's rules. + /// + private bool IsTargetValid(vFSMBehaviourController target) + { + if (target == null || !target.gameObject.activeInHierarchy || target.aiController.currentHealth <= 0) + return false; + + if (_playerTransform == null) return false; // Should not happen if script is active + + // Check 1: Angle (using AutoTargetting's own targetingAngleThreshold) + if (!IsTargetInAngle(_playerTransform, target, targetingAngleThreshold)) + return false; + + // Check 2: Distance (using AutoTargetting's own maxTargetingDistance) + float distSqr = (target.transform.position - _playerTransform.position).sqrMagnitude; + return distSqr <= maxTargetingDistance * maxTargetingDistance; + } + + private void SetNewTarget(vFSMBehaviourController newTarget) + { + if (CurrentTarget == newTarget) return; + + // Deselect previous target + if (CurrentTarget != null) + { + ApplyHighlight(CurrentTarget, false); // Fade out + OnTargetDeselected?.Invoke(CurrentTarget); + } + + CurrentTarget = newTarget; + + // Select new target + if (CurrentTarget != null) + { + ApplyHighlight(CurrentTarget, true); // Fade in + OnTargetSelected?.Invoke(CurrentTarget); + } + } + + /// + /// Smoothly rotates the player character towards the CurrentTarget on the horizontal plane. + /// + public void ExecuteRotationTowardsCurrentTarget(float deltaTime) + { + if (CurrentTarget == null || _playerTransform == null) + { + return; + } + + Vector3 directionToTarget = CurrentTarget.transform.position - _playerTransform.position; + directionToTarget.y = 0f; + + if (directionToTarget.sqrMagnitude < 0.0001f) return; // Already at target or too close to get a direction + + directionToTarget.Normalize(); + Quaternion targetRotation = Quaternion.LookRotation(directionToTarget); + _playerTransform.rotation = Quaternion.Lerp(_playerTransform.rotation, targetRotation, deltaTime * playerRotationSpeed); + } + + /// + /// Gets the health of the CurrentTarget. + /// + /// The health of the CurrentTarget, or -1f if no target or target has no health component. + public float GetCurrentTargetHealth() + { + if (CurrentTarget != null && CurrentTarget.aiController != null) + { + return CurrentTarget.aiController.currentHealth; + } + return -1f; + } + + public void ClearTarget(bool findNewOneImmediately) + { + SetNewTarget(null); + if (findNewOneImmediately && _gameStateManager != null && _gameStateManager.CurrentState == GameStateManager.State.COMBAT) + { + UpdateTarget(); // Attempt to find a new one if in combat + } + } + + private Renderer[] GetTargetRenderers(vFSMBehaviourController targetController) + { + if (targetController == null) return new Renderer[0]; + + if (preferSkinnedMeshRenderer) + { + SkinnedMeshRenderer smr = targetController.GetComponentInChildren(); + if (smr != null) return new Renderer[] { smr }; + + MeshRenderer mr = targetController.GetComponentInChildren(); + if (mr != null) return new Renderer[] { mr }; + } + + return targetController.GetComponentsInChildren(true); // Include inactive renderers if any + } + + private void ApplyHighlight(vFSMBehaviourController targetController, bool fadeIn) + { + if (targetController == null || string.IsNullOrEmpty(materialHighlightPropertyName)) return; + + Renderer[] renderers = GetTargetRenderers(targetController); + + foreach (Renderer rend in renderers) + { + if (rend == null) continue; + + // Use rend.materials to get instances for modification + foreach (Material mat in rend.materials) + { + if (mat == null || !mat.HasProperty(materialHighlightPropertyName)) continue; + + // Stop any existing fade coroutine for this specific material + if (_materialToFadeCoroutineMap.TryGetValue(mat, out Coroutine existingCoroutine) && existingCoroutine != null) + { + StopCoroutine(existingCoroutine); + } + + Color currentColor = mat.GetColor(materialHighlightPropertyName); + Color targetColor = fadeIn ? highlightColor : deselectHighlightColor; + + // Smartly store original color only if not already a highlight/deselect color. + if (fadeIn) + { + if (!_originalMaterialColors.ContainsKey(mat) || + (_originalMaterialColors[mat] != currentColor && currentColor != deselectHighlightColor && currentColor != highlightColor) ) + { + _originalMaterialColors[mat] = currentColor; + } + } + // When fading out, if an original was stored, we could potentially use it instead of always deselectHighlightColor. + // However, for a consistent "off" state, deselectHighlightColor (e.g., black) is usually desired. + // If fading out and original exists and isn't black: + // else if (_originalMaterialColors.TryGetValue(mat, out Color original) && original != deselectHighlightColor) + // { + // targetColor = original; // Fade back to true original + // } + + + Coroutine newFadeCoroutine = StartCoroutine(FadeMaterialPropertyCoroutine(mat, currentColor, targetColor, highlightFadeDuration)); + _materialToFadeCoroutineMap[mat] = newFadeCoroutine; + } + } + } + + private IEnumerator FadeMaterialPropertyCoroutine(Material material, Color fromValue, Color toValue, float duration) + { + float timer = 0f; + // yield return null; // Not strictly necessary here as StopCoroutine handles overlaps. + + while (timer < duration) + { + if (material == null) yield break; // Material might have been destroyed + + timer += Time.deltaTime; + float progress = Mathf.Clamp01(timer / duration); + material.SetColor(materialHighlightPropertyName, Color.Lerp(fromValue, toValue, progress)); + yield return null; + } + + if (material != null) // Final set + { + material.SetColor(materialHighlightPropertyName, toValue); + } + + // Optional: Remove from map if coroutine completed naturally and is still the one in the map. + // if (_materialToFadeCoroutineMap.TryGetValue(material, out Coroutine currentMappedCoroutine) && currentMappedCoroutine == /*this specific instance, tricky to get*/) + // { + // _materialToFadeCoroutineMap.Remove(material); + // } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Characters/AutoTargetting.cs.meta b/Assets/Scripts/Characters/AutoTargetting.cs.meta new file mode 100644 index 000000000..03a95848a --- /dev/null +++ b/Assets/Scripts/Characters/AutoTargetting.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b8fd6dab0eb7c40d59fd6631516b3b51 \ No newline at end of file diff --git a/Assets/Scripts/Characters/Player.cs b/Assets/Scripts/Characters/Player.cs index 194cd6467..9e7d33619 100644 --- a/Assets/Scripts/Characters/Player.cs +++ b/Assets/Scripts/Characters/Player.cs @@ -159,6 +159,9 @@ namespace Beyond public float CurrentHealth => m_vController.currentHealth; public float MaxHealth => m_vController.MaxHealth; + public AutoTargetting AutoTarget { get; internal set; } + private AutoTargetting m_autoTargetting; + private void Awake() { if (s_instance == null) @@ -182,6 +185,7 @@ namespace Beyond m_playerConfessionController = GetComponent(); m_meleeManager = GetComponent(); m_magicAttacks = GetComponent(); + m_autoTargetting = GetComponent(); } diff --git a/Assets/Scripts/GameState/GameStateManager.cs b/Assets/Scripts/GameState/GameStateManager.cs index ea4fc8e1b..56bcc64d9 100644 --- a/Assets/Scripts/GameState/GameStateManager.cs +++ b/Assets/Scripts/GameState/GameStateManager.cs @@ -260,7 +260,7 @@ namespace Beyond switch (state) { case State.COMBAT: - SetRollInputOnJump(); + //SetRollInputOnJump(); if (m_autoDrawWeapon && m_weaponDraw != null) { @@ -269,7 +269,7 @@ namespace Beyond break; case State.NORMAL: - SetDefaultInputsForRollJump(); + //SetDefaultInputsForRollJump(); if (m_autoDrawWeapon && m_weaponDraw != null) { diff --git a/Assets/Scripts/InvectorDerivatives/ActionTriggerEvent.cs b/Assets/Scripts/InvectorDerivatives/ActionTriggerEvent.cs index f6df97378..804edecb4 100644 --- a/Assets/Scripts/InvectorDerivatives/ActionTriggerEvent.cs +++ b/Assets/Scripts/InvectorDerivatives/ActionTriggerEvent.cs @@ -17,6 +17,8 @@ namespace Beyond public GameObject ComsumableButton; public GameObject ComsumableFaithButton; public GameObject powerButtonsParent; + + public Button DashButton; public Button RunButton; public Button TargetButton; public Button JumpButton; @@ -58,54 +60,55 @@ namespace Beyond private List m_Triggers = new List(); private GameStateManager.State m_prevGameState = GameStateManager.State.NORMAL; + /* - private List m_triggers = new List(); - public enum TriggerType - { - Dialogue, - Ladder, - Generic, - Collectable, - COUNT - }; +private List m_triggers = new List(); +public enum TriggerType +{ +Dialogue, +Ladder, +Generic, +Collectable, +COUNT +}; - public struct TriggerObject : IComparable, IComparable - { - public GameObject obj; - public TriggerType type; +public struct TriggerObject : IComparable, IComparable +{ +public GameObject obj; +public TriggerType type; - public int CompareTo(TriggerObject other) - { - return type.CompareTo(other.type); - } +public int CompareTo(TriggerObject other) +{ +return type.CompareTo(other.type); +} - public int CompareTo(object obj) - { - if (ReferenceEquals(null, obj)) return 1; - return obj is TriggerObject other ? CompareTo(other) : throw new ArgumentException($"Object must be of type {nameof(TriggerObject)}"); - } +public int CompareTo(object obj) +{ +if (ReferenceEquals(null, obj)) return 1; +return obj is TriggerObject other ? CompareTo(other) : throw new ArgumentException($"Object must be of type {nameof(TriggerObject)}"); +} - public static bool operator <(TriggerObject left, TriggerObject right) - { - return left.CompareTo(right) < 0; - } +public static bool operator <(TriggerObject left, TriggerObject right) +{ +return left.CompareTo(right) < 0; +} - public static bool operator >(TriggerObject left, TriggerObject right) - { - return left.CompareTo(right) > 0; - } +public static bool operator >(TriggerObject left, TriggerObject right) +{ +return left.CompareTo(right) > 0; +} - public static bool operator <=(TriggerObject left, TriggerObject right) - { - return left.CompareTo(right) <= 0; - } +public static bool operator <=(TriggerObject left, TriggerObject right) +{ +return left.CompareTo(right) <= 0; +} - public static bool operator >=(TriggerObject left, TriggerObject right) - { - return left.CompareTo(right) >= 0; - } - } - */ +public static bool operator >=(TriggerObject left, TriggerObject right) +{ +return left.CompareTo(right) >= 0; +} +} +*/ private void Initialize() { @@ -174,10 +177,12 @@ namespace Beyond // JumpButton.interactable = !activate; } - private void Awake() + private void Start() { ActionTriggerEnter += OnInvokeActionTriggerEnter; ActionTriggerExit += OnInvokeActionTriggerExit; + GameStateManager.Instance.m_OnStateChanged.AddListener(OnGameStateChanged); + /* LadderTriggerEnter += OnInvokeLadderTriggerEnter; LadderTriggerExit += OnInvokeLadderTriggerExit; @@ -194,6 +199,8 @@ namespace Beyond { ActionTriggerEnter -= OnInvokeActionTriggerEnter; ActionTriggerExit -= OnInvokeActionTriggerExit; + if (GameStateManager.Instance) + GameStateManager.Instance.m_OnStateChanged.RemoveListener(OnGameStateChanged); /* LadderTriggerEnter -= OnInvokeLadderTriggerEnter; LadderTriggerExit -= OnInvokeLadderTriggerExit; @@ -204,6 +211,18 @@ namespace Beyond */ } + void OnGameStateChanged(GameStateManager.State state) + { + if (state == GameStateManager.State.COMBAT) + { + DashButton.gameObject.SetActive(true); + } + else if (state == GameStateManager.State.NORMAL) + { + DashButton.gameObject.SetActive(false); + } + } + private void DebugLog(string text) { if (debugPrint) diff --git a/Assets/Scripts/InvectorDerivatives/bMeleeCombatInput.cs b/Assets/Scripts/InvectorDerivatives/bMeleeCombatInput.cs index 6d083493b..dc1d8fb62 100644 --- a/Assets/Scripts/InvectorDerivatives/bMeleeCombatInput.cs +++ b/Assets/Scripts/InvectorDerivatives/bMeleeCombatInput.cs @@ -233,13 +233,13 @@ namespace Beyond { return !isAttacking && base.JumpConditions(); } - +/* protected override bool RollConditions() { return base.RollConditions() && !isAttacking && !cc.animator.IsInTransition(cc.upperBodyLayer) && !cc.animator.IsInTransition(cc.fullbodyLayer); } - +*/ #endregion Conditions #region Update Animations @@ -355,20 +355,20 @@ namespace Beyond protected override void RollInput() { - if (rollInput.GetButtonDown()) + if (rollInput.GetButtonDown() && RollConditions()) { - if (horizontalInput.GetAxis() != 0f || verticallInput.GetAxis() != 0f) + cc.Roll(); + /* + if (horizontalInput.GetAxis() != 0f && verticallInput.GetAxis() != 0f) { - if (RollConditions()) - { - cc.Roll(); - } + cc.Roll(); } else { bThirdPersonController beyondController = (bThirdPersonController)cc; beyondController.Dash(); } + */ } } diff --git a/Assets/Scripts/InvectorDerivatives/bThirdPersonController.cs b/Assets/Scripts/InvectorDerivatives/bThirdPersonController.cs index e57789fd2..f3dda2cba 100644 --- a/Assets/Scripts/InvectorDerivatives/bThirdPersonController.cs +++ b/Assets/Scripts/InvectorDerivatives/bThirdPersonController.cs @@ -70,8 +70,8 @@ namespace Beyond public virtual void Dash() { - // OnRoll.Invoke(); - // isRolling = true; + OnRoll.Invoke(); + isRolling = true; animator.CrossFadeInFixedTime("Dash", rollTransition, baseLayer); ReduceStamina(rollStamina, false);