improvements to magic attacks, full arena logic, improvements to NPCs fresnel rendering for targetting
This commit is contained in:
@@ -1,6 +1,7 @@
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq; // Required for List.AddRange and ToArray
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using Invector.vCharacterController.AI.FSMBehaviour; // For vFSMBehaviourController
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using Beyond; // For GameStateManager and Player (ensure Player.cs is in this namespace or adjust)
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using System; // For Action
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@@ -16,8 +17,8 @@ public class AutoTargetting : MonoBehaviour
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public float targetingAngleThreshold = 90f;
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[Header("Rotation Parameters")]
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[Tooltip("Speed at which the player rotates towards the current target when rotation is explicitly called.")]
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public float playerRotationSpeed = 10f;
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[Tooltip("Speed at which the player rotates towards the current target when rotation is explicitly called (e.g., by MagicAttacks).")]
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public float playerRotationSpeed = 10f; // This will be used by MagicAttacks
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[Header("Visuals")]
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[Tooltip("Name of the material color property to animate for Fresnel effect.")]
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@@ -30,8 +31,8 @@ public class AutoTargetting : MonoBehaviour
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public Color deselectHighlightColor = Color.black;
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[Tooltip("Duration of the fade in/out animation for the highlight.")]
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public float highlightFadeDuration = 0.3f;
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[Tooltip("If true, will try to find a SkinnedMeshRenderer first, then MeshRenderer. If false, affects all renderers.")]
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public bool preferSkinnedMeshRenderer = true;
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[Tooltip("If true, was previously used to prefer SkinnedMeshRenderer. Now GetTargetRenderers collects both SkinnedMeshRenderers and MeshRenderers regardless of this flag. This flag might be repurposed or removed in the future.")]
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public bool preferSkinnedMeshRenderer = true; // Note: Its effect on GetTargetRenderers is changed.
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public vFSMBehaviourController CurrentTarget { get; private set; }
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public event Action<vFSMBehaviourController> OnTargetSelected;
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@@ -45,7 +46,7 @@ public class AutoTargetting : MonoBehaviour
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void Start()
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{
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if (Player.Instance == null) // Player.Instance should be set by its own Awake
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if (Player.Instance == null)
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{
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Debug.LogError("AutoTargetting: Player.Instance is not available at Start! Ensure Player script with static Instance exists and runs before AutoTargetting.");
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enabled = false;
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@@ -57,7 +58,7 @@ public class AutoTargetting : MonoBehaviour
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if (_gameStateManager != null)
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{
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_gameStateManager.m_OnStateChanged.AddListener(HandleGameStateChanged);
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HandleGameStateChanged(_gameStateManager.CurrentState); // Initialize based on current state
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HandleGameStateChanged(_gameStateManager.CurrentState);
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}
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else
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{
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@@ -98,17 +99,16 @@ public class AutoTargetting : MonoBehaviour
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_targetingLoopCoroutine = StartCoroutine(TargetingLoop());
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}
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}
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else // State is NORMAL or other non-combat
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else
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{
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if (_targetingLoopCoroutine != null)
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{
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StopCoroutine(_targetingLoopCoroutine);
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_targetingLoopCoroutine = null;
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}
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if (CurrentTarget != null) // If there was a target, deselect it
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if (CurrentTarget != null)
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{
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vFSMBehaviourController oldTarget = CurrentTarget;
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SetNewTarget(null); // This will handle fade out and event
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SetNewTarget(null);
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}
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}
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}
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@@ -117,12 +117,12 @@ public class AutoTargetting : MonoBehaviour
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{
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while (true)
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{
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if (_playerTransform == null && Player.Instance != null) // Defensive: re-cache if player was respawned or similar
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if (_playerTransform == null && Player.Instance != null)
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{
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_playerTransform = Player.Instance.transform;
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}
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if (_playerTransform != null) // Only proceed if we have a valid player transform
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if (_playerTransform != null)
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{
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UpdateTarget();
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}
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@@ -130,9 +130,6 @@ public class AutoTargetting : MonoBehaviour
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}
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}
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/// <summary>
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/// Checks if the given AI target is within the specified angle from the source transform's forward direction.
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/// </summary>
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public bool IsTargetInAngle(Transform sourceTransform, vFSMBehaviourController targetAI, float angleThreshold)
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{
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if (targetAI == null || sourceTransform == null)
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@@ -141,9 +138,8 @@ public class AutoTargetting : MonoBehaviour
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}
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Vector3 directionToTarget = (targetAI.transform.position - sourceTransform.position);
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directionToTarget.y = 0; // Consider only horizontal angle
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directionToTarget.y = 0;
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// If target is effectively at the same horizontal position, consider it in angle.
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if (directionToTarget.sqrMagnitude < 0.0001f) return true;
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directionToTarget.Normalize();
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@@ -162,7 +158,7 @@ public class AutoTargetting : MonoBehaviour
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if (combatControllers == null || combatControllers.Count == 0)
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{
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if (CurrentTarget != null) SetNewTarget(null); // No enemies, clear current
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if (CurrentTarget != null) SetNewTarget(null);
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return;
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}
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@@ -173,20 +169,14 @@ public class AutoTargetting : MonoBehaviour
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continue;
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}
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// Check 1: Is target within selection angle?
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if (!IsTargetInAngle(_playerTransform, controller, targetingAngleThreshold))
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{
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continue;
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}
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// Check 2: Is target within selection distance?
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float distSqr = (controller.transform.position - _playerTransform.position).sqrMagnitude;
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if (distSqr <= minDistanceSqr) // distSqr must also be <= maxTargetingDistance^2 due to minDistanceSqr initialization
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if (distSqr <= minDistanceSqr)
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{
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// If multiple targets are at similar very close distances, this might pick the "last one" processed.
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// For more refined "closest", ensure this is strictly '<' for new candidates,
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// or add a secondary sort criterion if multiple are at exact same minDistanceSqr.
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// Current logic is fine for most cases.
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minDistanceSqr = distSqr;
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bestCandidate = controller;
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}
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@@ -196,27 +186,22 @@ public class AutoTargetting : MonoBehaviour
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{
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SetNewTarget(bestCandidate);
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}
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else if (CurrentTarget != null && !IsTargetValid(CurrentTarget)) // Current target became invalid (e.g. died, moved out of range/angle)
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else if (CurrentTarget != null && !IsTargetValid(CurrentTarget))
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{
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SetNewTarget(null);
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}
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}
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/// <summary>
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/// Checks if a given target is still valid according to AutoTargetting's rules.
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/// </summary>
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private bool IsTargetValid(vFSMBehaviourController target)
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{
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if (target == null || !target.gameObject.activeInHierarchy || target.aiController.currentHealth <= 0)
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return false;
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if (_playerTransform == null) return false; // Should not happen if script is active
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if (_playerTransform == null) return false;
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// Check 1: Angle (using AutoTargetting's own targetingAngleThreshold)
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if (!IsTargetInAngle(_playerTransform, target, targetingAngleThreshold))
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return false;
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// Check 2: Distance (using AutoTargetting's own maxTargetingDistance)
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float distSqr = (target.transform.position - _playerTransform.position).sqrMagnitude;
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return distSqr <= maxTargetingDistance * maxTargetingDistance;
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}
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@@ -225,26 +210,21 @@ public class AutoTargetting : MonoBehaviour
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{
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if (CurrentTarget == newTarget) return;
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// Deselect previous target
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if (CurrentTarget != null)
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{
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ApplyHighlight(CurrentTarget, false); // Fade out
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ApplyHighlight(CurrentTarget, false);
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OnTargetDeselected?.Invoke(CurrentTarget);
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}
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CurrentTarget = newTarget;
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// Select new target
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if (CurrentTarget != null)
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{
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ApplyHighlight(CurrentTarget, true); // Fade in
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ApplyHighlight(CurrentTarget, true);
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OnTargetSelected?.Invoke(CurrentTarget);
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}
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}
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/// <summary>
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/// Smoothly rotates the player character towards the CurrentTarget on the horizontal plane.
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/// </summary>
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public void ExecuteRotationTowardsCurrentTarget(float deltaTime)
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{
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if (CurrentTarget == null || _playerTransform == null)
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@@ -255,17 +235,13 @@ public class AutoTargetting : MonoBehaviour
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Vector3 directionToTarget = CurrentTarget.transform.position - _playerTransform.position;
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directionToTarget.y = 0f;
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if (directionToTarget.sqrMagnitude < 0.0001f) return; // Already at target or too close to get a direction
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if (directionToTarget.sqrMagnitude < 0.0001f) return;
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directionToTarget.Normalize();
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Quaternion targetRotation = Quaternion.LookRotation(directionToTarget);
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_playerTransform.rotation = Quaternion.Lerp(_playerTransform.rotation, targetRotation, deltaTime * playerRotationSpeed);
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}
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/// <summary>
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/// Gets the health of the CurrentTarget.
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/// </summary>
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/// <returns>The health of the CurrentTarget, or -1f if no target or target has no health component.</returns>
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public float GetCurrentTargetHealth()
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{
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if (CurrentTarget != null && CurrentTarget.aiController != null)
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@@ -280,26 +256,51 @@ public class AutoTargetting : MonoBehaviour
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SetNewTarget(null);
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if (findNewOneImmediately && _gameStateManager != null && _gameStateManager.CurrentState == GameStateManager.State.COMBAT)
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{
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UpdateTarget(); // Attempt to find a new one if in combat
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UpdateTarget();
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}
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}
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// *** MODIFIED GetTargetRenderers METHOD ***
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private Renderer[] GetTargetRenderers(vFSMBehaviourController targetController)
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{
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if (targetController == null) return new Renderer[0];
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if (preferSkinnedMeshRenderer)
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List<Renderer> collectedRenderers = new List<Renderer>();
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// Collect all SkinnedMeshRenderers
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SkinnedMeshRenderer[] smrs = targetController.GetComponentsInChildren<SkinnedMeshRenderer>(true);
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if (smrs != null && smrs.Length > 0)
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{
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SkinnedMeshRenderer smr = targetController.GetComponentInChildren<SkinnedMeshRenderer>();
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if (smr != null) return new Renderer[] { smr };
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MeshRenderer mr = targetController.GetComponentInChildren<MeshRenderer>();
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if (mr != null) return new Renderer[] { mr };
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collectedRenderers.AddRange(smrs);
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}
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// Collect all MeshRenderers
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MeshRenderer[] mrs = targetController.GetComponentsInChildren<MeshRenderer>(true);
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if (mrs != null && mrs.Length > 0)
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{
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collectedRenderers.AddRange(mrs);
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}
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return targetController.GetComponentsInChildren<Renderer>(true); // Include inactive renderers if any
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// If no specific SMRs or MRs were found, fall back to all Renderers (optional, but good for safety)
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// Or, if the goal is *only* SMRs and MRs, this fallback can be removed.
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// For now, let's assume we want to highlight *something* if possible.
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// If you strictly want ONLY SMRs and MRs, and nothing else, remove this 'if' block.
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if (collectedRenderers.Count == 0)
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{
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Renderer[] allRenderers = targetController.GetComponentsInChildren<Renderer>(true);
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if (allRenderers != null && allRenderers.Length > 0)
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{
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collectedRenderers.AddRange(allRenderers);
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}
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}
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// The preferSkinnedMeshRenderer flag is not directly used here for filtering types anymore.
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// It could potentially be used for ordering or other logic if needed in the future.
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return collectedRenderers.Distinct().ToArray(); // Distinct() to avoid duplicates if an object somehow has multiple relevant renderer types
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}
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private void ApplyHighlight(vFSMBehaviourController targetController, bool fadeIn)
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{
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if (targetController == null || string.IsNullOrEmpty(materialHighlightPropertyName)) return;
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@@ -310,12 +311,10 @@ public class AutoTargetting : MonoBehaviour
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{
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if (rend == null) continue;
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// Use rend.materials to get instances for modification
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foreach (Material mat in rend.materials)
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{
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if (mat == null || !mat.HasProperty(materialHighlightPropertyName)) continue;
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// Stop any existing fade coroutine for this specific material
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if (_materialToFadeCoroutineMap.TryGetValue(mat, out Coroutine existingCoroutine) && existingCoroutine != null)
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{
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StopCoroutine(existingCoroutine);
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@@ -324,7 +323,6 @@ public class AutoTargetting : MonoBehaviour
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Color currentColor = mat.GetColor(materialHighlightPropertyName);
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Color targetColor = fadeIn ? highlightColor : deselectHighlightColor;
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// Smartly store original color only if not already a highlight/deselect color.
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if (fadeIn)
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{
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if (!_originalMaterialColors.ContainsKey(mat) ||
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@@ -333,15 +331,6 @@ public class AutoTargetting : MonoBehaviour
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_originalMaterialColors[mat] = currentColor;
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}
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}
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// When fading out, if an original was stored, we could potentially use it instead of always deselectHighlightColor.
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// However, for a consistent "off" state, deselectHighlightColor (e.g., black) is usually desired.
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// If fading out and original exists and isn't black:
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// else if (_originalMaterialColors.TryGetValue(mat, out Color original) && original != deselectHighlightColor)
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// {
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// targetColor = original; // Fade back to true original
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// }
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Coroutine newFadeCoroutine = StartCoroutine(FadeMaterialPropertyCoroutine(mat, currentColor, targetColor, highlightFadeDuration));
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_materialToFadeCoroutineMap[mat] = newFadeCoroutine;
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}
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@@ -351,11 +340,10 @@ public class AutoTargetting : MonoBehaviour
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private IEnumerator FadeMaterialPropertyCoroutine(Material material, Color fromValue, Color toValue, float duration)
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{
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float timer = 0f;
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// yield return null; // Not strictly necessary here as StopCoroutine handles overlaps.
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while (timer < duration)
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{
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if (material == null) yield break; // Material might have been destroyed
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if (material == null) yield break;
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timer += Time.deltaTime;
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float progress = Mathf.Clamp01(timer / duration);
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@@ -363,15 +351,9 @@ public class AutoTargetting : MonoBehaviour
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yield return null;
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}
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if (material != null) // Final set
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if (material != null)
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{
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material.SetColor(materialHighlightPropertyName, toValue);
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}
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// Optional: Remove from map if coroutine completed naturally and is still the one in the map.
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// if (_materialToFadeCoroutineMap.TryGetValue(material, out Coroutine currentMappedCoroutine) && currentMappedCoroutine == /*this specific instance, tricky to get*/)
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// {
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// _materialToFadeCoroutineMap.Remove(material);
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// }
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}
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}
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