lot's of fixes, fixed animation retargetting, fixed FSM
This commit is contained in:
@@ -1,4 +1,6 @@
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using System;
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// Paste this code into your existing bMeleeAttackControl.cs file, replacing its content.
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Beyond; // For Player, GameStateManager, TimeController
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@@ -39,42 +41,64 @@ namespace Invector.vMelee
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public bool resetAttackTrigger;
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[Tooltip("Normalized time point to reset attack triggers if resetAttackTrigger is true.")]
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public float resetTriggerBeforeTime = 0.5f;
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// --- NEW ---: Combo Rotation and Position Lerp Settings
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[Header("Combo & Movement")]
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[Tooltip("Normalized time to unlock rotation, allowing the player to aim the next attack in a combo. Set to 1 to disable.")]
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[Range(0,1)]
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public float unlockRotationTime = 0.7f;
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[Tooltip("Enable to make the character move towards the target during the attack.")]
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public bool lerpPositionTowardsTarget = false;
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[vHideInInspector("lerpPositionTowardsTarget")]
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[Tooltip("Max distance from the target to start moving towards it.")]
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public float maxLerpDistance = 3.5f;
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[vHideInInspector("lerpPositionTowardsTarget")]
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[Tooltip("How fast the character moves towards the target.")]
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public float positionLerpSpeed = 2.0f;
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[vHideInInspector("lerpPositionTowardsTarget")]
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[Tooltip("How close the character should get to the target.")]
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public float stoppingDistance = 1.2f;
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// --- END NEW ---
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[Header("Slow Motion Settings")]
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[Tooltip("Enable slow motion effect during this attack based on conditions below.")]
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public bool useAttackTimeScale = false;
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[Tooltip("Distance within which the current auto-target must be for slow motion to consider activating. Analogous to slowMoActivationDistance in vMeleeAttackControl.")]
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public float maxTargetDistance = 3f; // This will be used as slowMoActivationDistance
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[Tooltip("Target health threshold below which slow motion might activate (if near).")]
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public float maxTargetDistance = 3f;
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public float lowHealthTh = 10f;
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[Tooltip("Time scale to apply during slow motion.")]
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public float attackTimeScale = 0.2f;
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[Tooltip("Normalized time to start the slow motion window. If < 0, uses 'startDamage'.")]
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public float attackTimeScaleStart = -1f;
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[Tooltip("Normalized time to end the slow motion window. If < 0, uses 'endDamage'.")]
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public float attackTimeScaleEnd = -1f;
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[Header("Rotation Settings")]
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[Tooltip("If true, the character will attempt to rotate towards the auto-target during this attack state.")]
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public bool rotatePlayerTowardsTarget;
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[Tooltip("The angle (in degrees from player's forward) within which the auto-target must be for rotation to engage. Analogous to rotationActivationAngle in vMeleeAttackControl.")]
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public float degreeThreshold = 20f; // This will be used as rotationActivationAngle
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// rotationSpeed field is now unused, AutoTargetting.playerRotationSpeed will be used.
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// maxTurnTowardDistance field is now unused.
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public float degreeThreshold = 20f;
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[Header("Debug")]
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public bool debug;
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// Private state variables
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private bool isActive; // Is damage window active
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private bool isActive;
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private vIAttackListener mFighter;
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private bool isAttacking; // Is this attack state logic considered "attacking"
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private bool m_hasScaledTime; // Has slow motion been activated in this instance of the state
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private bool isAttacking;
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private bool m_hasScaledTime;
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private AutoTargetting _autoTargettingInstance;
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// --- NEW ---: Private variables for new features
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private bThirdPersonController _characterController;
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private bool _isRotationLockedByThis; // Tracks if this specific state has locked rotation
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// --- END NEW ---
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override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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mFighter = animator.GetComponent<vIAttackListener>();
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// --- NEW ---: Get reference to the character controller
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_characterController = animator.GetComponent<bThirdPersonController>();
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// --- END NEW ---
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if (Player.Instance != null)
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{
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@@ -83,12 +107,21 @@ namespace Invector.vMelee
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if (_autoTargettingInstance == null && debug)
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{
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Debug.LogWarning($"({damageType}) AutoTargetting instance not found via Player.Instance.AutoTarget on {animator.name}. Rotation and target-dependent slow-mo will be limited.");
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Debug.LogWarning($"({damageType}) AutoTargetting instance not found on {animator.name}. Rotation and target-dependent features will be limited.");
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}
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isAttacking = true;
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isActive = false;
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m_hasScaledTime = false;
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// --- NEW ---: Lock character rotation at the beginning of the attack
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if (_characterController != null)
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{
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_characterController.lockRotation = true;
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_isRotationLockedByThis = true;
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if (debug) Debug.Log($"({damageType}) Rotation locked by state.");
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}
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// --- END NEW ---
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if (mFighter != null)
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mFighter.OnEnableAttack();
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@@ -102,24 +135,33 @@ namespace Invector.vMelee
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override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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if (Player.Instance.ActiveWeaponTrail) // Existing weapon trail logic
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if (Player.Instance.ActiveWeaponTrail)
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{
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Player.Instance.ActiveWeaponTrail.m_colorMultiplier = Color.white + Color.red * damageMultiplier;
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}
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float currentNormalizedTime = stateInfo.normalizedTime % 1;
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if (currentNormalizedTime == 0 && stateInfo.normalizedTime > 0.5f) currentNormalizedTime = 1f;
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// --- MODIFIED ---: Rotation and Movement logic is now more sophisticated
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// Only execute script-based rotation if the controller's rotation is locked
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if (_characterController != null && _characterController.lockRotation)
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{
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AttemptRotationTowardsAutoTarget(animator);
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}
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// Handle position lerping
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AttemptPositionLerp(animator);
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// --- ROTATION LOGIC ---
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AttemptRotationTowardsAutoTarget(animator);
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// Handle unlocking rotation for combo aiming
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UpdateRotationLock(currentNormalizedTime);
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// --- END MODIFIED ---
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// --- SLOW MOTION LOGIC ---
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if (useAttackTimeScale)
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{
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UpdateSlowMotion(animator, stateInfo, currentNormalizedTime);
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}
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// --- DAMAGE WINDOW LOGIC ---
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if (!isActive && currentNormalizedTime >= startDamage && currentNormalizedTime <= endDamage)
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{
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if (debug) Debug.Log($"({damageType}) Enable Damage: normTime={currentNormalizedTime:F2} (Start:{startDamage:F2}, End:{endDamage:F2})");
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@@ -131,13 +173,8 @@ namespace Invector.vMelee
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if (debug) Debug.Log($"({damageType}) Disable Damage: normTime={currentNormalizedTime:F2} > {endDamage:F2}");
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isActive = false;
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ActiveDamage(animator, false);
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// Note: Original bMeleeAttackControl reset m_hasScaledTime here.
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// vMeleeAttackControl resets it if currentNormalizedTime > attackTimeScaleEnd.
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// TimeController handles restoring time, so m_hasScaledTime is more about preventing re-triggering within one state.
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// It's reset in UpdateSlowMotion or OnStateExit.
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}
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// --- ATTACK STATE AND TRIGGER RESET LOGIC ---
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if (isAttacking)
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{
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if (currentNormalizedTime > endDamage)
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@@ -146,15 +183,10 @@ namespace Invector.vMelee
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isAttacking = false;
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if (debug) Debug.Log($"({damageType}) OnDisableAttack called: normTime={currentNormalizedTime:F2}");
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}
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// Original bMelee had: "if (nTime > .1f && nTime < resetTriggerBeforeTime && isAttacking)"
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// vMelee has: "else if (resetAttackTrigger && currentNormalizedTime >= resetTriggerBeforeTime)"
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// Adopting vMelee's more standard approach for early reset:
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else if (resetAttackTrigger && currentNormalizedTime >= resetTriggerBeforeTime)
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{
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if (mFighter != null) mFighter.ResetAttackTriggers();
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if (debug) Debug.Log($"({damageType}) ResetAttackTriggers called: normTime={currentNormalizedTime:F2}");
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// To prevent multiple calls, ideally ResetAttackTriggers is idempotent or use a flag.
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// For now, matching vMelee's potential for multiple calls if time hovers.
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}
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}
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}
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@@ -177,13 +209,22 @@ namespace Invector.vMelee
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}
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isAttacking = false;
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m_hasScaledTime = false; // Reset slow motion flag
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m_hasScaledTime = false;
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if (mFighter != null && resetAttackTrigger) // Final reset if configured
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if (mFighter != null && resetAttackTrigger)
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{
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mFighter.ResetAttackTriggers();
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if (debug) Debug.Log($"({damageType}) ResetAttackTriggers called on StateExit due to resetAttackTrigger flag.");
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}
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// --- NEW ---: Ensure rotation is unlocked upon exiting the state
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if (_characterController != null && _isRotationLockedByThis)
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{
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_characterController.lockRotation = false;
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_isRotationLockedByThis = false;
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if (debug) Debug.Log($"({damageType}) Rotation unlocked by state on exit.");
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}
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// --- END NEW ---
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}
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private void AttemptRotationTowardsAutoTarget(Animator animator)
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@@ -193,19 +234,54 @@ namespace Invector.vMelee
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return;
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}
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// Using bMeleeAttackControl's degreeThreshold as the activation angle
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if (_autoTargettingInstance.IsTargetInAngle(animator.transform, _autoTargettingInstance.CurrentTarget, degreeThreshold))
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{
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// AutoTargetting.playerRotationSpeed will be used internally by this call
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_autoTargettingInstance.ExecuteRotationTowardsCurrentTarget(Time.deltaTime);
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}
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}
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// --- NEW ---
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private void UpdateRotationLock(float normalizedTime)
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{
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if (_characterController != null && _isRotationLockedByThis && normalizedTime >= unlockRotationTime)
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{
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_characterController.lockRotation = false;
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_isRotationLockedByThis = false; // Stop this state from managing the lock
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if(debug) Debug.Log($"({damageType}) Rotation unlocked for combo aiming at normTime={normalizedTime:F2}");
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}
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}
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private void AttemptPositionLerp(Animator animator)
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{
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if (!lerpPositionTowardsTarget || _characterController == null || _autoTargettingInstance == null || _autoTargettingInstance.CurrentTarget == null)
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{
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return;
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}
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Transform playerTransform = _characterController.transform;
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Transform targetTransform = _autoTargettingInstance.CurrentTarget.transform;
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float distance = Vector3.Distance(playerTransform.position, targetTransform.position);
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// Only lerp if within max distance and further than stopping distance
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if (distance <= maxLerpDistance && distance > stoppingDistance)
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{
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Vector3 directionToTarget = (targetTransform.position - playerTransform.position).normalized;
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directionToTarget.y = 0; // Keep movement on the horizontal plane
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// The target position is a point in front of the enemy at the stopping distance
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Vector3 targetPosition = targetTransform.position - directionToTarget * stoppingDistance;
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// Use MoveTowards for consistent speed. This adds to root motion rather than fighting it.
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playerTransform.position = Vector3.MoveTowards(playerTransform.position, targetPosition, positionLerpSpeed * Time.deltaTime);
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}
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}
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// --- END NEW ---
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private void UpdateSlowMotion(Animator animator, AnimatorStateInfo stateInfo, float currentNormalizedTime)
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{
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// This method is called only if useAttackTimeScale (field) is true.
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// ... (this method remains unchanged)
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if (_autoTargettingInstance == null || TimeController.Instance == null) return;
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if (!m_hasScaledTime)
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{
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if (currentNormalizedTime >= attackTimeScaleStart && currentNormalizedTime <= attackTimeScaleEnd)
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@@ -213,65 +289,45 @@ namespace Invector.vMelee
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bool triggerSlowMo = false;
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if (_autoTargettingInstance.CurrentTarget != null)
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{
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// Use bMeleeAttackControl's maxTargetDistance as the activation distance
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float distSqr = (_autoTargettingInstance.CurrentTarget.transform.position - animator.transform.position).sqrMagnitude;
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bool targetNear = distSqr <= maxTargetDistance * maxTargetDistance;
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if (targetNear)
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{
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// Mimicking vMeleeAttackControl's effective logic:
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// If useAttackTimeScale (field) is true (which it is to get here) and target is near, then trigger.
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// The lowHealthTh can act as an additional, prioritized condition if desired,
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// but with current structure, `this.useAttackTimeScale` being true makes the second part of OR true.
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float currentTargetHealth = _autoTargettingInstance.GetCurrentTargetHealth();
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bool targetHealthLow = currentTargetHealth > 0f && currentTargetHealth < lowHealthTh;
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if (targetHealthLow) // Prioritize if health is low and near
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if (targetHealthLow)
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{
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triggerSlowMo = true;
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}
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// else if (this.useAttackTimeScale) // This refers to the field, which is true if we are in this function.
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// So if target is Near, this path will be taken if not already low health.
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// Simplified: if targetNear, triggerSlowMo = true because this.useAttackTimeScale is already true.
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// The following `else if` is essentially `else if (true)`
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else
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{
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triggerSlowMo = true; // General case: near and useAttackTimeScale is on
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triggerSlowMo = true;
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}
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}
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}
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// else: No current target, so no target-dependent slow motion.
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if (triggerSlowMo)
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{
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// Use vMeleeAttackControl's duration calculation for SetTimeScaleForSec
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float slowMoEffectDuration = (attackTimeScaleEnd - currentNormalizedTime) * stateInfo.length;
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if (slowMoEffectDuration > 0.01f) // Ensure a meaningful duration
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if (slowMoEffectDuration > 0.01f)
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{
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// The 'true' for forceUnique in bMelee's original TimeController call.
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// Assuming TimeController.Instance.SetTimeScaleForSec now handles this or has an overload.
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// If SetTimeScaleForSec(scale, duration, bool forceUnique) exists:
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// TimeController.Instance.SetTimeScaleForSec(attackTimeScale, slowMoEffectDuration, true);
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// If not, use the existing TimeController method. For now, assuming vMelee's version:
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TimeController.Instance.SetTimeScaleForSec(attackTimeScale, slowMoEffectDuration);
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if (debug) Debug.Log($"({damageType}) Slow-mo ACTIVATED. Target: {_autoTargettingInstance.CurrentTarget?.name ?? "N/A"}. Duration: {slowMoEffectDuration:F2}s. NormTime: {currentNormalizedTime:F2}");
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}
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else if (debug) Debug.Log($"({damageType}) Slow-mo trigger met, but calculated duration too short ({slowMoEffectDuration:F2}s). NormTime: {currentNormalizedTime:F2}");
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m_hasScaledTime = true;
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}
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}
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}
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else if (currentNormalizedTime > attackTimeScaleEnd && m_hasScaledTime) // If slow-mo was active and window has passed
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else if (currentNormalizedTime > attackTimeScaleEnd && m_hasScaledTime)
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{
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m_hasScaledTime = false;
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if (debug) Debug.Log($"({damageType}) Slow-mo window ended (normTime={currentNormalizedTime:F2}). m_hasScaledTime reset.");
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// TimeController.Instance is responsible for restoring time scale.
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}
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}
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void ActiveDamage(Animator animator, bool value)
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{
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// ... (this method remains unchanged)
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var meleeManager = animator.GetComponent<vMeleeManager>();
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if (meleeManager)
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{
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Block a user