Damage change, fog fix, Poisone effect postproces. triggers, scripts for posion zone modyfication

This commit is contained in:
szczuras4
2025-06-04 19:01:43 +02:00
parent 9e5e321d34
commit d76bfea09c
9 changed files with 1196 additions and 1122 deletions

View File

@@ -1,75 +1,69 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq.Expressions;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Events; // Nadal potrzebne dla UnityEvent ogólnego użytku
namespace Invector
{
// Prawdopodobnie te typy są zdefiniowane gdzieś globalnie w namespace Invector
// lub w plikach interfejsów. Jeśli nie, trzeba by je tu zdefiniować,
// ale zakładam, że kompilator je znajdzie, skoro vDamageReceiver ich używa.
// [System.Serializable] public class OnReceiveDamage : UnityEvent<vDamage> { } // Jeśli potrzebna definicja
// [System.Serializable] public class OnDead : UnityEvent<GameObject> { } // Jeśli potrzebna definicja
[vClassHeader("HealthController", iconName = "HealthControllerIcon")]
public class vHealthController : vMonoBehaviour, vIHealthController
public class vHealthController : vMonoBehaviour, vIHealthController // Upewnij się, że to jest poprawny interfejs
{
#region Variables
[vEditorToolbar("Health", order = 0)]
[SerializeField] [vReadOnly] protected bool _isDead;
[vBarDisplay("maxHealth")] [SerializeField] protected float _currentHealth;
[SerializeField][vReadOnly] protected bool _isDead;
[vBarDisplay("maxHealth")][SerializeField] protected float _currentHealth;
public bool isImmortal = false;
[vHelpBox("If you want to start with different value, uncheck this and make sure that the current health has a value greater zero")]
public bool fillHealthOnStart = true;
public int maxHealth = 100;
public int MaxHealth
{
get
{
return maxHealth;
}
protected set
{
maxHealth = value;
}
get { return maxHealth; }
protected set { maxHealth = value; }
}
public float currentHealth
{
get
{
return _currentHealth;
}
get { return _currentHealth; }
protected set
{
if (_currentHealth != value)
{
_currentHealth = value;
onChangeHealth.Invoke(_currentHealth);
}
if (!_isDead && _currentHealth <= 0)
{
//_isDead = true;
isDead = true;
onDead.Invoke(gameObject);
}
else if (isDead && _currentHealth > 0)
{
isDead = false;
if (onChangeHealth != null) onChangeHealth.Invoke(_currentHealth);
}
if (!_isDead && _currentHealth <= 0) { isDead = true; }
else if (isDead && _currentHealth > 0) { isDead = false; }
}
}
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();
}
}
}
}

View File

@@ -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>