Damage change, fog fix, Poisone effect postproces. triggers, scripts for posion zone modyfication
This commit is contained in:
@@ -81998,6 +81998,7 @@ MonoBehaviour:
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reaction_id: 0
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damageType:
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force: {x: 0, y: 0, z: 0}
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ignoreAllHitEffects: 0
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minDamage:
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damageValue: 15
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staminaBlockCost: 5
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@@ -82013,6 +82014,7 @@ MonoBehaviour:
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reaction_id: 0
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damageType:
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force: {x: 0, y: 0, z: 0}
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ignoreAllHitEffects: 0
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maxDamage:
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damageValue: 15
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staminaBlockCost: 5
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@@ -82028,6 +82030,7 @@ MonoBehaviour:
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reaction_id: 0
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damageType:
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force: {x: 0, y: 0, z: 0}
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ignoreAllHitEffects: 0
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overrideDamageSender: {fileID: 0}
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hitBoxes:
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- {fileID: 9202663234700498133}
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@@ -104885,6 +104888,7 @@ MonoBehaviour:
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reaction_id: 0
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damageType:
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force: {x: 0, y: 0, z: 0}
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ignoreAllHitEffects: 0
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minDamage:
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damageValue: 15
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staminaBlockCost: 5
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@@ -104900,6 +104904,7 @@ MonoBehaviour:
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reaction_id: 0
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damageType:
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force: {x: 0, y: 0, z: 0}
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ignoreAllHitEffects: 0
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maxDamage:
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damageValue: 15
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staminaBlockCost: 5
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@@ -104915,6 +104920,7 @@ MonoBehaviour:
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reaction_id: 0
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damageType:
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force: {x: 0, y: 0, z: 0}
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ignoreAllHitEffects: 0
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overrideDamageSender: {fileID: 0}
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hitBoxes:
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- {fileID: 3157817243778252271}
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@@ -105773,6 +105779,7 @@ MonoBehaviour:
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reaction_id: 0
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damageType:
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force: {x: 0, y: 0, z: 0}
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ignoreAllHitEffects: 0
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hitProperties:
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hitDamageTags:
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- Enemy
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@@ -118353,6 +118360,7 @@ MonoBehaviour:
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reaction_id: 0
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damageType:
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force: {x: 0, y: 0, z: 0}
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ignoreAllHitEffects: 0
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minDamage:
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damageValue: 15
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staminaBlockCost: 5
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@@ -118368,6 +118376,7 @@ MonoBehaviour:
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reaction_id: 0
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damageType:
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force: {x: 0, y: 0, z: 0}
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ignoreAllHitEffects: 0
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maxDamage:
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damageValue: 15
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staminaBlockCost: 5
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@@ -118383,6 +118392,7 @@ MonoBehaviour:
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reaction_id: 0
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damageType:
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force: {x: 0, y: 0, z: 0}
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ignoreAllHitEffects: 0
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overrideDamageSender: {fileID: 0}
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hitBoxes:
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- {fileID: 3157817242016584094}
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@@ -135308,6 +135318,7 @@ MonoBehaviour:
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reaction_id: 0
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damageType:
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force: {x: 0, y: 0, z: 0}
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ignoreAllHitEffects: 0
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minDamage:
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damageValue: 15
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staminaBlockCost: 5
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@@ -135323,6 +135334,7 @@ MonoBehaviour:
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reaction_id: 0
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damageType:
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force: {x: 0, y: 0, z: 0}
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ignoreAllHitEffects: 0
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maxDamage:
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damageValue: 15
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staminaBlockCost: 5
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@@ -135338,6 +135350,7 @@ MonoBehaviour:
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reaction_id: 0
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damageType:
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force: {x: 0, y: 0, z: 0}
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ignoreAllHitEffects: 0
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overrideDamageSender: {fileID: 0}
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hitBoxes:
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- {fileID: 3157817244105814045}
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@@ -135484,6 +135497,7 @@ MonoBehaviour:
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reaction_id: 0
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damageType:
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force: {x: 0, y: 0, z: 0}
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ignoreAllHitEffects: 0
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overrideDamageSender: {fileID: 0}
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layerToCollide:
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serializedVersion: 2
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@@ -854,6 +854,7 @@ MonoBehaviour:
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reaction_id: 0
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damageType:
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force: {x: 0, y: 0, z: 0}
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ignoreAllHitEffects: 0
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minDamage:
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damageValue: 15
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staminaBlockCost: 5
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@@ -869,6 +870,7 @@ MonoBehaviour:
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reaction_id: 0
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damageType:
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force: {x: 0, y: 0, z: 0}
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ignoreAllHitEffects: 0
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maxDamage:
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damageValue: 15
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staminaBlockCost: 5
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@@ -884,6 +886,7 @@ MonoBehaviour:
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reaction_id: 0
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damageType:
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force: {x: 0, y: 0, z: 0}
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ignoreAllHitEffects: 0
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overrideDamageSender: {fileID: 0}
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hitBoxes:
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- {fileID: 4367795707781829252}
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@@ -3615,6 +3618,7 @@ MonoBehaviour:
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reaction_id: 0
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damageType:
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force: {x: 0, y: 0, z: 0}
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ignoreAllHitEffects: 0
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minDamage:
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damageValue: 15
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staminaBlockCost: 5
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@@ -3630,6 +3634,7 @@ MonoBehaviour:
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reaction_id: 0
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damageType:
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force: {x: 0, y: 0, z: 0}
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ignoreAllHitEffects: 0
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maxDamage:
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damageValue: 15
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staminaBlockCost: 5
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@@ -3645,6 +3650,7 @@ MonoBehaviour:
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reaction_id: 0
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damageType:
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force: {x: 0, y: 0, z: 0}
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ignoreAllHitEffects: 0
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overrideDamageSender: {fileID: 0}
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hitBoxes:
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- {fileID: 4367795705692615431}
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@@ -6820,6 +6826,7 @@ MonoBehaviour:
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reaction_id: 0
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damageType:
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force: {x: 0, y: 0, z: 0}
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ignoreAllHitEffects: 0
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minDamage:
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damageValue: 15
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staminaBlockCost: 5
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@@ -6835,6 +6842,7 @@ MonoBehaviour:
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reaction_id: 0
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damageType:
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force: {x: 0, y: 0, z: 0}
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ignoreAllHitEffects: 0
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maxDamage:
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damageValue: 15
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staminaBlockCost: 5
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@@ -6850,6 +6858,7 @@ MonoBehaviour:
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reaction_id: 0
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damageType:
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force: {x: 0, y: 0, z: 0}
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ignoreAllHitEffects: 0
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overrideDamageSender: {fileID: 0}
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hitBoxes:
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- {fileID: 4367795706479253541}
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@@ -8693,6 +8702,7 @@ MonoBehaviour:
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reaction_id: 0
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damageType:
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force: {x: 0, y: 0, z: 0}
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ignoreAllHitEffects: 0
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minDamage:
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damageValue: 15
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staminaBlockCost: 5
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@@ -8708,6 +8718,7 @@ MonoBehaviour:
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reaction_id: 0
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damageType:
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force: {x: 0, y: 0, z: 0}
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ignoreAllHitEffects: 0
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maxDamage:
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damageValue: 15
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staminaBlockCost: 5
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@@ -8723,6 +8734,7 @@ MonoBehaviour:
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reaction_id: 0
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damageType:
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force: {x: 0, y: 0, z: 0}
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ignoreAllHitEffects: 0
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overrideDamageSender: {fileID: 0}
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hitBoxes:
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- {fileID: 4367795706020118261}
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File diff suppressed because it is too large
Load Diff
@@ -38,7 +38,7 @@ public class PoisonZone : MonoBehaviour
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private Player currentPlayerInZone;
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private float timeSinceLastDamage = 0f;
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private float timeSinceLastCough = 0f;
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private bool playerCurrentlyInZone = false; // Ta flaga jest kluczowa dla logiki ponownego wejœcia
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private bool playerCurrentlyInZone = false;
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private float currentLoopProgress = 0f;
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private float currentFadeProgress = 0f;
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@@ -108,7 +108,7 @@ public class PoisonZone : MonoBehaviour
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}
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}
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if (playerCurrentlyInZone && currentPlayerInZone != null) // Upewnij siê, ¿e currentPlayerInZone nie jest null
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if (playerCurrentlyInZone && currentPlayerInZone != null)
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{
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timeSinceLastDamage += Time.deltaTime;
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if (timeSinceLastDamage >= damageInterval)
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@@ -134,26 +134,22 @@ public class PoisonZone : MonoBehaviour
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Player enteredPlayer = other.GetComponent<Player>();
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if (enteredPlayer != null)
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{
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// Ta logika powinna poprawnie obs³ugiwaæ ponowne wejœcie tego samego gracza
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// oraz wejœcie nowego gracza.
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if (currentPlayerInZone != enteredPlayer || !playerCurrentlyInZone)
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{
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// Jeœli to faktycznie nowy gracz LUB ten sam gracz, ale nie by³ 'aktywny' (playerCurrentlyInZone by³o false)
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if (currentPlayerInZone != enteredPlayer)
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{
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currentPlayerInZone = enteredPlayer; // Zaktualizuj referencjê tylko jeœli to inny gracz
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currentPlayerInZone = enteredPlayer;
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}
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playerCurrentlyInZone = true; // Zawsze ustawiaj na true przy "aktywnym" wejœciu
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playerCurrentlyInZone = true;
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timeSinceLastDamage = 0f;
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timeSinceLastCough = 0f;
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currentLoopProgress = 0f; // Resetuj pêtlê animacji Volume
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currentLoopProgress = 0f;
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if (coughSound != null)
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{
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PlayCoughSound();
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}
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// Debug.Log($"{enteredPlayer.name} ENTERED/RE-ENTERED zone. playerCurrentlyInZone: {playerCurrentlyInZone}");
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}
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}
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}
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@@ -161,12 +157,9 @@ public class PoisonZone : MonoBehaviour
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void OnTriggerExit(Collider other)
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{
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Player exitedPlayer = other.GetComponent<Player>();
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// Sprawdzamy, czy to TEN gracz, który by³ aktywnie œledzony w strefie i w³aœnie opuszcza.
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if (exitedPlayer != null && exitedPlayer == currentPlayerInZone && playerCurrentlyInZone)
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{
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playerCurrentlyInZone = false; // Oznacz, ¿e gracz (ten konkretny) ju¿ nie jest aktywnie w strefie
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// Debug.Log($"{exitedPlayer.name} EXITED zone. playerCurrentlyInZone: {playerCurrentlyInZone}");
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// Nie zerujemy currentPlayerInZone, aby OnTriggerEnter mog³o poprawnie wykryæ powrót tego samego gracza.
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playerCurrentlyInZone = false;
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}
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}
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@@ -177,13 +170,13 @@ public class PoisonZone : MonoBehaviour
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var healthController = currentPlayerInZone.ThirdPersonController;
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if (healthController != null && !healthController.isDead)
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{
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// Ta linia jest kluczowa dla pomijania animacji hita.
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// Zak³ada, ¿e masz zmodyfikowany vDamage.cs (z polem ignoreHitEffects)
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// oraz odpowiednie warunki w Player.cs i vHealthController.cs.
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// >>> TUTAJ ZMIANA <<<
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// U¿ywamy konstruktora vDamage(int damageAmount, bool ignoreReactionAndAllEffects)
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// Przekazujemy 'true', aby zasygnalizowaæ, ¿e chcemy pomin¹æ wszystkie efekty trafienia.
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vDamage damageInstance = new vDamage(damageAmount, true);
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// Jeœli vDamage(int, bool) nie istnieje, a vDamage.cs jest zmodyfikowane:
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// vDamage damageInstance = new vDamage(damageAmount);
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// damageInstance.ignoreHitEffects = true;
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// Opcjonalnie: ustaw typ obra¿eñ dla dodatkowej logiki lub debugowania
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damageInstance.damageType = "Poison";
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healthController.TakeDamage(damageInstance);
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}
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@@ -9,7 +9,14 @@ Material:
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m_PrefabAsset: {fileID: 0}
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m_Name: Poison_foot
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m_Shader: {fileID: 4800000, guid: 4775e5a8f344d6348adf934e722da85d, type: 3}
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m_ValidKeywords: []
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords:
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- BlendAlpha
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- Clip_OFF
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- FrameBlend_OFF
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- FresnelFade_OFF
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- VertLight_OFF
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m_InvalidKeywords:
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- SoftParticles_OFF
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m_LightmapFlags: 1
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@@ -18,6 +25,7 @@ Material:
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m_CustomRenderQueue: 2450
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stringTagMap: {}
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disabledShaderPasses: []
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m_LockedProperties:
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m_SavedProperties:
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serializedVersion: 3
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m_TexEnvs:
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@@ -86,3 +94,4 @@ Material:
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _TintColor: {r: 0.135141, g: 1.7207954, b: 0, a: 1}
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m_BuildTextureStacks: []
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m_AllowLocking: 1
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@@ -9,6 +9,8 @@ Material:
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m_PrefabAsset: {fileID: 0}
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m_Name: Poison_splash
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m_Shader: {fileID: 4800000, guid: 4775e5a8f344d6348adf934e722da85d, type: 3}
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords:
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- BlendAlpha
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- Clip_OFF
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@@ -25,6 +27,7 @@ Material:
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disabledShaderPasses:
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- DepthOnly
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- SHADOWCASTER
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m_LockedProperties:
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m_SavedProperties:
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serializedVersion: 3
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m_TexEnvs:
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@@ -127,3 +130,4 @@ Material:
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- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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- _TintColor: {r: 0.16041078, g: 1.319508, b: 0, a: 0.5}
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m_BuildTextureStacks: []
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m_AllowLocking: 1
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@@ -1,75 +1,69 @@
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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 System.Linq.Expressions;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.Events; // Nadal potrzebne dla UnityEvent ogólnego użytku
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namespace Invector
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{
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// Prawdopodobnie te typy są zdefiniowane gdzieś globalnie w namespace Invector
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// lub w plikach interfejsów. Jeśli nie, trzeba by je tu zdefiniować,
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// ale zakładam, że kompilator je znajdzie, skoro vDamageReceiver ich używa.
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// [System.Serializable] public class OnReceiveDamage : UnityEvent<vDamage> { } // Jeśli potrzebna definicja
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// [System.Serializable] public class OnDead : UnityEvent<GameObject> { } // Jeśli potrzebna definicja
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[vClassHeader("HealthController", iconName = "HealthControllerIcon")]
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public class vHealthController : vMonoBehaviour, vIHealthController
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public class vHealthController : vMonoBehaviour, vIHealthController // Upewnij się, że to jest poprawny interfejs
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{
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#region Variables
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[vEditorToolbar("Health", order = 0)]
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[SerializeField] [vReadOnly] protected bool _isDead;
|
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[vBarDisplay("maxHealth")] [SerializeField] protected float _currentHealth;
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[SerializeField][vReadOnly] protected bool _isDead;
|
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[vBarDisplay("maxHealth")][SerializeField] protected float _currentHealth;
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public bool isImmortal = false;
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[vHelpBox("If you want to start with different value, uncheck this and make sure that the current health has a value greater zero")]
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public bool fillHealthOnStart = true;
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public int maxHealth = 100;
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||||
public int MaxHealth
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||||
{
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||||
get
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||||
{
|
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return maxHealth;
|
||||
}
|
||||
protected set
|
||||
{
|
||||
maxHealth = value;
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||||
}
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||||
get { return maxHealth; }
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||||
protected set { maxHealth = value; }
|
||||
}
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||||
public float currentHealth
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||||
{
|
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get
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||||
{
|
||||
return _currentHealth;
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||||
}
|
||||
get { return _currentHealth; }
|
||||
protected set
|
||||
{
|
||||
if (_currentHealth != value)
|
||||
{
|
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_currentHealth = value;
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||||
onChangeHealth.Invoke(_currentHealth);
|
||||
}
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if (!_isDead && _currentHealth <= 0)
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||||
{
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//_isDead = true;
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isDead = true;
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||||
onDead.Invoke(gameObject);
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||||
}
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else if (isDead && _currentHealth > 0)
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||||
{
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isDead = false;
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if (onChangeHealth != null) onChangeHealth.Invoke(_currentHealth);
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}
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if (!_isDead && _currentHealth <= 0) { isDead = true; }
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else if (isDead && _currentHealth > 0) { isDead = false; }
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||||
}
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||||
}
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public virtual bool isDead
|
||||
{
|
||||
get
|
||||
{
|
||||
if (!_isDead && currentHealth <= 0)
|
||||
if (!_isDead && _currentHealth <= 0)
|
||||
{
|
||||
_isDead = true;
|
||||
onDead.Invoke(gameObject);
|
||||
if (_onDead != null) _onDead.Invoke(gameObject);
|
||||
}
|
||||
return _isDead;
|
||||
}
|
||||
set
|
||||
{
|
||||
_isDead = value;
|
||||
if (_isDead != value)
|
||||
{
|
||||
_isDead = value;
|
||||
if (_isDead)
|
||||
{
|
||||
if (_onDead != null) _onDead.Invoke(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
public float healthRecovery = 0f;
|
||||
@@ -78,38 +72,46 @@ namespace Invector
|
||||
public float currentHealthRecoveryDelay;
|
||||
[vEditorToolbar("Events", order = 100)]
|
||||
public List<CheckHealthEvent> checkHealthEvents = new List<CheckHealthEvent>();
|
||||
|
||||
// Używamy typów zdarzeń zdefiniowanych przez Invector (OnReceiveDamage, OnDead)
|
||||
[SerializeField] protected OnReceiveDamage _onStartReceiveDamage = new OnReceiveDamage();
|
||||
[SerializeField] protected OnReceiveDamage _onReceiveDamage = new OnReceiveDamage();
|
||||
[SerializeField] protected OnDead _onDead = new OnDead();
|
||||
public ValueChangedEvent onChangeHealth;
|
||||
[SerializeField] protected OnDead _onDead = new OnDead(); // Zakładając, że typ OnDead istnieje
|
||||
|
||||
[System.Serializable]
|
||||
public class ValueChangedEvent : UnityEvent<float> { }
|
||||
public ValueChangedEvent onChangeHealth = new ValueChangedEvent();
|
||||
public UnityEvent onResetHealth = new UnityEvent(); // Standardowy UnityEvent
|
||||
|
||||
public OnReceiveDamage onStartReceiveDamage { get { return _onStartReceiveDamage; } protected set { _onStartReceiveDamage = value; } }
|
||||
public OnReceiveDamage onReceiveDamage { get { return _onReceiveDamage; } protected set { _onReceiveDamage = value; } }
|
||||
public OnDead onDead { get { return _onDead; } protected set { _onDead = value; } }
|
||||
public UnityEvent onResetHealth;
|
||||
internal bool inHealthRecovery;
|
||||
|
||||
// Właściwości implementujące interfejs, używając typów Invectora
|
||||
public OnReceiveDamage onStartReceiveDamage { get { return _onStartReceiveDamage; } } // Usunięto 'protected set' aby pasowało do get-only interfejsu
|
||||
public OnReceiveDamage onReceiveDamage { get { return _onReceiveDamage; } } // Usunięto 'protected set'
|
||||
public OnDead onDead { get { return _onDead; } } // Usunięto 'protected set'
|
||||
|
||||
#endregion
|
||||
|
||||
protected virtual void Start()
|
||||
{
|
||||
if (fillHealthOnStart)
|
||||
currentHealth = maxHealth;
|
||||
if (fillHealthOnStart) currentHealth = maxHealth;
|
||||
currentHealthRecoveryDelay = healthRecoveryDelay;
|
||||
}
|
||||
|
||||
protected virtual bool canRecoverHealth
|
||||
{
|
||||
get
|
||||
{
|
||||
return (currentHealth >= 0 && healthRecovery > 0 && currentHealth < maxHealth);
|
||||
}
|
||||
get { return (_currentHealth >= 0 && healthRecovery > 0 && _currentHealth < maxHealth && !_isDead); }
|
||||
}
|
||||
|
||||
|
||||
protected virtual IEnumerator RecoverHealth()
|
||||
{
|
||||
inHealthRecovery = true;
|
||||
while (canRecoverHealth && !isDead)
|
||||
while (currentHealthRecoveryDelay > 0 && !_isDead)
|
||||
{
|
||||
currentHealthRecoveryDelay -= Time.deltaTime;
|
||||
yield return null;
|
||||
}
|
||||
while (canRecoverHealth)
|
||||
{
|
||||
HealthRecovery();
|
||||
yield return null;
|
||||
@@ -119,149 +121,122 @@ namespace Invector
|
||||
|
||||
protected virtual void HealthRecovery()
|
||||
{
|
||||
if (!canRecoverHealth||isDead) return;
|
||||
if (currentHealthRecoveryDelay > 0)
|
||||
currentHealthRecoveryDelay -= Time.deltaTime;
|
||||
else
|
||||
if (!canRecoverHealth) return;
|
||||
if (_currentHealth < maxHealth)
|
||||
{
|
||||
if (currentHealth > maxHealth)
|
||||
currentHealth = maxHealth;
|
||||
if (currentHealth < maxHealth)
|
||||
currentHealth += healthRecovery * Time.deltaTime;
|
||||
_currentHealth += healthRecovery * Time.deltaTime;
|
||||
_currentHealth = Mathf.Min(_currentHealth, maxHealth);
|
||||
if (onChangeHealth != null) onChangeHealth.Invoke(_currentHealth);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Increase or decrease currentHealth (Positive or Negative Values)
|
||||
/// </summary>
|
||||
/// <param name="value">Value to change</param>
|
||||
public virtual void AddHealth(int value)
|
||||
{
|
||||
currentHealth += value;
|
||||
currentHealth = Mathf.Clamp(currentHealth, 0, maxHealth);
|
||||
if (!isDead && currentHealth <= 0)
|
||||
{
|
||||
isDead = true;
|
||||
onDead.Invoke(gameObject);
|
||||
}
|
||||
HandleCheckHealthEvents();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Change the currentHealth of Character
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
public virtual void ChangeHealth(int value)
|
||||
{
|
||||
currentHealth = value;
|
||||
currentHealth = Mathf.Clamp(currentHealth, 0, maxHealth);
|
||||
if (!isDead && currentHealth <= 0)
|
||||
{
|
||||
isDead = true;
|
||||
onDead.Invoke(gameObject);
|
||||
}
|
||||
HandleCheckHealthEvents();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reset's current health to specific health value
|
||||
/// </summary>
|
||||
/// <param name="health">target health</param>
|
||||
public virtual void AddHealth(int value) { currentHealth += value; }
|
||||
public virtual void ChangeHealth(int value) { currentHealth = value; }
|
||||
public virtual void ResetHealth(float health)
|
||||
{
|
||||
currentHealth = health;
|
||||
onResetHealth.Invoke();
|
||||
if (isDead) isDead = false;
|
||||
currentHealth = Mathf.Clamp(health, 0, maxHealth);
|
||||
if (onResetHealth != null) onResetHealth.Invoke();
|
||||
if (_isDead && _currentHealth > 0) isDead = false;
|
||||
}
|
||||
/// <summary>
|
||||
/// Reset's current health to max health
|
||||
/// </summary>
|
||||
public virtual void ResetHealth()
|
||||
{
|
||||
currentHealth = maxHealth;
|
||||
onResetHealth.Invoke();
|
||||
if (isDead) isDead = false;
|
||||
if (onResetHealth != null) onResetHealth.Invoke();
|
||||
if (_isDead) isDead = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Change the MaxHealth of Character
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
public virtual void ChangeMaxHealth(int value)
|
||||
{
|
||||
maxHealth += value;
|
||||
if (maxHealth < 0)
|
||||
maxHealth = 0;
|
||||
if (maxHealth < 0) maxHealth = 0;
|
||||
if (_currentHealth > maxHealth) currentHealth = maxHealth;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set a value to HealthRecovery to start recovering health
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
public virtual void SetHealthRecovery(float value)
|
||||
{
|
||||
healthRecovery = value;
|
||||
StartCoroutine(RecoverHealth());
|
||||
if (!inHealthRecovery && canRecoverHealth && gameObject.activeInHierarchy)
|
||||
{
|
||||
StartCoroutine(RecoverHealth());
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Apply Damage to Current Health
|
||||
/// </summary>
|
||||
/// <param name="damage">damage</param>
|
||||
public virtual void TakeDamage(vDamage damage)
|
||||
{
|
||||
if (damage != null)
|
||||
{
|
||||
onStartReceiveDamage.Invoke(damage);
|
||||
currentHealthRecoveryDelay = currentHealth <= 0 ? 0 : healthRecoveryDelay;
|
||||
if (damage != null && !_isDead)
|
||||
{
|
||||
if (inHealthRecovery)
|
||||
{
|
||||
StopCoroutine(RecoverHealth());
|
||||
inHealthRecovery = false;
|
||||
}
|
||||
currentHealthRecoveryDelay = healthRecoveryDelay;
|
||||
|
||||
if (currentHealth > 0 && !isImmortal)
|
||||
{
|
||||
currentHealth -= damage.damageValue;
|
||||
// Użyj flagi ignoreAllHitEffects zdefiniowanej w Twoim zmodyfikowanym vDamage.cs
|
||||
if (_onStartReceiveDamage != null && !damage.ignoreAllHitEffects)
|
||||
{
|
||||
_onStartReceiveDamage.Invoke(damage);
|
||||
}
|
||||
|
||||
if (_currentHealth > 0 && !isImmortal)
|
||||
{
|
||||
_currentHealth -= damage.damageValue;
|
||||
if (onChangeHealth != null) onChangeHealth.Invoke(_currentHealth);
|
||||
}
|
||||
|
||||
// Użyj flagi ignoreAllHitEffects zdefiniowanej w Twoim zmodyfikowanym vDamage.cs
|
||||
if (damage.damageValue > 0 && _onReceiveDamage != null && !damage.ignoreAllHitEffects)
|
||||
{
|
||||
_onReceiveDamage.Invoke(damage);
|
||||
}
|
||||
|
||||
if (_currentHealth <= 0 && !_isDead)
|
||||
{
|
||||
isDead = true;
|
||||
}
|
||||
|
||||
if (damage.damageValue > 0)
|
||||
onReceiveDamage.Invoke(damage);
|
||||
HandleCheckHealthEvents();
|
||||
|
||||
if (!_isDead && healthRecovery > 0 && !inHealthRecovery && gameObject.activeInHierarchy)
|
||||
{
|
||||
StartCoroutine(RecoverHealth());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void HandleCheckHealthEvents()
|
||||
{
|
||||
var events = checkHealthEvents.FindAll(e => (e.healthCompare == CheckHealthEvent.HealthCompare.Equals && currentHealth.Equals(e.healthToCheck)) ||
|
||||
(e.healthCompare == CheckHealthEvent.HealthCompare.HigherThan && currentHealth > (e.healthToCheck)) ||
|
||||
(e.healthCompare == CheckHealthEvent.HealthCompare.LessThan && currentHealth < (e.healthToCheck)));
|
||||
|
||||
for (int i = 0; i < events.Count; i++)
|
||||
if (checkHealthEvents == null) return;
|
||||
for (int i = 0; i < checkHealthEvents.Count; i++)
|
||||
{
|
||||
events[i].OnCheckHealth.Invoke();
|
||||
var e = checkHealthEvents[i];
|
||||
if (e == null || e.OnCheckHealth == null) continue;
|
||||
bool conditionMet = false;
|
||||
switch (e.healthCompare)
|
||||
{
|
||||
case CheckHealthEvent.HealthCompare.Equals:
|
||||
conditionMet = Mathf.Approximately(_currentHealth, e.healthToCheck);
|
||||
break;
|
||||
case CheckHealthEvent.HealthCompare.HigherThan:
|
||||
conditionMet = _currentHealth > e.healthToCheck;
|
||||
break;
|
||||
case CheckHealthEvent.HealthCompare.LessThan:
|
||||
conditionMet = _currentHealth < e.healthToCheck;
|
||||
break;
|
||||
}
|
||||
if (conditionMet)
|
||||
{
|
||||
e.OnCheckHealth.Invoke();
|
||||
}
|
||||
}
|
||||
if (currentHealth < maxHealth && this.gameObject.activeInHierarchy && !inHealthRecovery)
|
||||
StartCoroutine(RecoverHealth());
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class CheckHealthEvent
|
||||
{
|
||||
public int healthToCheck;
|
||||
public float healthToCheck;
|
||||
public bool disableEventOnCheck;
|
||||
|
||||
public enum HealthCompare
|
||||
{
|
||||
Equals,
|
||||
HigherThan,
|
||||
LessThan
|
||||
}
|
||||
|
||||
public enum HealthCompare { Equals, HigherThan, LessThan }
|
||||
public HealthCompare healthCompare = HealthCompare.Equals;
|
||||
|
||||
public UnityEngine.Events.UnityEvent OnCheckHealth;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class ValueChangedEvent : UnityEvent<float>
|
||||
{
|
||||
|
||||
public UnityEvent OnCheckHealth = new UnityEvent();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Invector
|
||||
{
|
||||
[System.Serializable]
|
||||
@@ -14,7 +15,7 @@ namespace Invector
|
||||
public bool ignoreDefense;
|
||||
[Tooltip("Activated Ragdoll when hit the Character")]
|
||||
public bool activeRagdoll;
|
||||
[vHideInInspector("activeRagdoll"),Tooltip("Time to keep Ragdoll active")]
|
||||
[vHideInInspector("activeRagdoll"), Tooltip("Time to keep Ragdoll active")]
|
||||
public float senselessTime;
|
||||
[HideInInspector]
|
||||
public Transform sender;
|
||||
@@ -22,7 +23,7 @@ namespace Invector
|
||||
public Transform receiver;
|
||||
[HideInInspector]
|
||||
public Vector3 hitPosition;
|
||||
public bool hitReaction = true;
|
||||
public bool hitReaction = true; // To pole Invectora pozostaje
|
||||
[HideInInspector]
|
||||
public int recoil_id = 0;
|
||||
[HideInInspector]
|
||||
@@ -30,32 +31,65 @@ namespace Invector
|
||||
public string damageType;
|
||||
[HideInInspector] public Vector3 force;
|
||||
|
||||
// >>> NASZE NOWE POLE <<<
|
||||
[Tooltip("If true, will attempt to bypass standard hit reaction animations, sounds, and events like OnReceiveDamage.")]
|
||||
public bool ignoreAllHitEffects = false;
|
||||
|
||||
public vDamage()
|
||||
{
|
||||
this.damageValue = 15;
|
||||
this.staminaBlockCost = 5;
|
||||
this.staminaRecoveryDelay = 1;
|
||||
this.hitReaction = true;
|
||||
this.ignoreAllHitEffects = false; // Domyślnie efekty są włączone
|
||||
}
|
||||
|
||||
public vDamage(int value)
|
||||
{
|
||||
this.damageValue = value;
|
||||
this.hitReaction = true;
|
||||
this.ignoreAllHitEffects = false; // Domyślnie efekty są włączone
|
||||
}
|
||||
|
||||
public vDamage(int value, bool ignoreReaction)
|
||||
// Ten konstruktor już istniał, zmodyfikujemy go lekko
|
||||
// lub dodamy nowy, jeśli chcemy zachować stary w niezmienionej formie.
|
||||
// Dla uproszczenia, zmodyfikujmy ten, aby przyjmował naszą nową flagę.
|
||||
// Jeśli `ignoreReactionOrEffects` jest true, ustawiamy obie flagi.
|
||||
public vDamage(int value, bool ignoreReactionAndAllEffects)
|
||||
{
|
||||
this.damageValue = value;
|
||||
this.hitReaction = !ignoreReaction;
|
||||
if (ignoreReaction)
|
||||
this.ignoreAllHitEffects = ignoreReactionAndAllEffects; // Ustawiamy naszą nową flagę
|
||||
|
||||
if (ignoreReactionAndAllEffects)
|
||||
{
|
||||
this.hitReaction = false; // Jeśli ignorujemy wszystkie efekty, to reakcję też
|
||||
this.recoil_id = -1;
|
||||
this.reaction_id = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.hitReaction = true; // W przeciwnym razie standardowa reakcja
|
||||
}
|
||||
}
|
||||
|
||||
// Możesz też dodać bardziej specyficzny konstruktor tylko dla naszej flagi,
|
||||
// jeśli chcesz mieć większą kontrolę:
|
||||
/*
|
||||
public vDamage(int value, bool setHitReaction, bool setIgnoreAllHitEffects)
|
||||
{
|
||||
this.damageValue = value;
|
||||
this.hitReaction = setHitReaction;
|
||||
this.ignoreAllHitEffects = setIgnoreAllHitEffects;
|
||||
if (!setHitReaction) // Jeśli hitReaction jest false
|
||||
{
|
||||
this.recoil_id = -1;
|
||||
this.reaction_id = -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
public vDamage(vDamage damage)
|
||||
|
||||
public vDamage(vDamage damage) // Konstruktor kopiujący
|
||||
{
|
||||
this.damageValue = damage.damageValue;
|
||||
this.staminaBlockCost = damage.staminaBlockCost;
|
||||
@@ -70,6 +104,9 @@ namespace Invector
|
||||
this.hitPosition = damage.hitPosition;
|
||||
this.senselessTime = damage.senselessTime;
|
||||
this.force = damage.force;
|
||||
this.hitReaction = damage.hitReaction; // Skopiuj oryginalne pole hitReaction
|
||||
// >>> SKOPIUJ NASZE NOWE POLE <<<
|
||||
this.ignoreAllHitEffects = damage.ignoreAllHitEffects;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -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;ENEMIES_DISABLED
|
||||
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
|
||||
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
|
||||
@@ -857,12 +857,12 @@ PlayerSettings:
|
||||
QNX: 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
|
||||
ReservedCFE: 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
|
||||
Stadia: 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
|
||||
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;ENEMIES_DISABLED
|
||||
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
|
||||
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;ENEMIES_DISABLED
|
||||
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
|
||||
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: {}
|
||||
|
||||
Reference in New Issue
Block a user