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Debug.LogError("AutoTargetting: Could not find bThirdPersonController on Player.Instance! Custom roll rotation may not work correctly."); + Debug.LogError("AutoTargetting: Could not find bThirdPersonController on Player.Instance!"); + } + else + { + // Subscribe to Player Death + _playerController.onDead.AddListener(OnPlayerDead); } _gameStateManager = GameStateManager.Instance; if (_gameStateManager != null) { _gameStateManager.m_OnStateChanged.AddListener(HandleGameStateChanged); - HandleGameStateChanged(_gameStateManager.CurrentState); + // Initial check, but avoid running if dead + if(_playerController != null && _playerController.currentHealth > 0) + { + HandleGameStateChanged(_gameStateManager.CurrentState); + } } else { @@ -88,11 +98,6 @@ namespace Beyond if (targetLockSystem == null) { targetLockSystem = Player.Instance.GetComponentInChildren(true); - if (targetLockSystem == null) - { - Debug.LogWarning("AutoTargetting: bLockOn system not found. Auto-lock will be disabled."); - autoLockSelectedTarget = false; - } } if (targetLockSystem != null) @@ -106,8 +111,13 @@ namespace Beyond { if (_gameStateManager != null) _gameStateManager.m_OnStateChanged.RemoveListener(HandleGameStateChanged); - StopAndClearAllFadeCoroutines(); + // Unsubscribe from Player Death + if (_playerController != null) + { + _playerController.onDead.RemoveListener(OnPlayerDead); + } + StopAndClearAllFadeCoroutines(); if (_targetingLoopCoroutine != null) StopCoroutine(_targetingLoopCoroutine); if (targetLockSystem != null) @@ -120,6 +130,36 @@ namespace Beyond #endregion #region Core Logic + + private void OnPlayerDead(GameObject deadObject) + { + // Immediately clear targets and stop the loop when player dies + ClearTarget(false); + + if (_targetingLoopCoroutine != null) + { + StopCoroutine(_targetingLoopCoroutine); + _targetingLoopCoroutine = null; + } + + if (targetLockSystem != null) + { + targetLockSystem.SetLockOn(false); + } + } + + public void ResetSystem() + { + ClearTarget(false); + _manualSwitchCooldownActive = false; + _manualSwitchCooldownTimer = 0f; + + // Restart the loop if we are in combat + if (_gameStateManager != null && _gameStateManager.CurrentState == GameStateManager.State.COMBAT) + { + if (_targetingLoopCoroutine == null) _targetingLoopCoroutine = StartCoroutine(TargetingLoop()); + } + } private void StopAndClearAllFadeCoroutines() { @@ -135,6 +175,9 @@ namespace Beyond private void HandleGameStateChanged(GameStateManager.State newState) { + // Don't start loops if player is dead + if (_playerController != null && _playerController.currentHealth <= 0) return; + if (newState == GameStateManager.State.COMBAT) { if (_targetingLoopCoroutine == null) _targetingLoopCoroutine = StartCoroutine(TargetingLoop()); @@ -155,6 +198,11 @@ namespace Beyond { while (true) { + if (_playerController != null && _playerController.currentHealth <= 0) + { + yield break; + } + if (_manualSwitchCooldownActive) { _manualSwitchCooldownTimer -= targetingInterval; @@ -174,7 +222,6 @@ namespace Beyond { if (_playerTransform == null || _gameStateManager == null || _manualSwitchCooldownActive) return; - // Step 1: Always find the absolute best candidate in range right now. vFSMBehaviourController bestCandidate = null; float minDistanceSqr = maxTargetingDistance * maxTargetingDistance; HashSet combatControllers = _gameStateManager.GetActiveCombatcontrollers(); @@ -195,13 +242,11 @@ namespace Beyond } } - // Step 2: If the best candidate is different from our current one, switch the highlight. if (CurrentTarget != bestCandidate) { SetNewTarget(bestCandidate); } - // Step 3: Every update, evaluate and apply the correct lock-on state for the current target. UpdateLockOnState(); } @@ -209,7 +254,6 @@ namespace Beyond { if (targetLockSystem == null || _playerTransform == null) return; - // Determine if the target *should* be locked based on distance rules. bool shouldBeLocked = false; if (CurrentTarget != null && (autoLockSelectedTarget || alwaysLockOnInCombat)) { @@ -217,21 +261,15 @@ namespace Beyond if (targetLockSystem.isLockingOn) { - // If already locked, stay locked unless we are beyond the unlock threshold. shouldBeLocked = distanceToTarget <= unlockDistanceThreshold; } else { - // If not locked, we only engage the lock if we are within the auto-lock distance. shouldBeLocked = distanceToTarget <= autoLockOnDistance; } } - // Synchronize the desired state with the lock-on system. Transform desiredLockTarget = shouldBeLocked ? CurrentTarget.transform : null; - - // --- THIS IS THE FIX --- - // We now pass the 'shouldBeLocked' boolean to tell the system whether to lock or unlock. targetLockSystem.ManuallySetLockOnTarget(desiredLockTarget, shouldBeLocked); if (alwaysLockOnInCombat && desiredLockTarget != null && !targetLockSystem.isLockingOn) @@ -261,11 +299,7 @@ namespace Beyond public void ExecuteRotationTowardsCurrentTarget(float deltaTime) { - if (_playerController != null && !_playerController.enabled) - { - return; - } - + if (_playerController != null && !_playerController.enabled) return; if (CurrentTarget == null || _playerTransform == null) return; Vector3 directionToTarget = CurrentTarget.transform.position - _playerTransform.position; @@ -311,6 +345,16 @@ namespace Beyond #region Helper Methods + // --- Restored Method --- + public float GetCurrentTargetHealth() + { + if (CurrentTarget != null && CurrentTarget.aiController != null) + { + return CurrentTarget.aiController.currentHealth; + } + return -1f; + } + public bool IsTargetInAngle(Transform sourceTransform, vFSMBehaviourController targetAI, float angleThreshold) { if (targetAI == null || sourceTransform == null) return false; @@ -329,15 +373,6 @@ namespace Beyond return distSqr <= (maxTargetingDistance * maxTargetingDistance); } - public float GetCurrentTargetHealth() - { - if (CurrentTarget != null && CurrentTarget.aiController != null) - { - return CurrentTarget.aiController.currentHealth; - } - return -1f; - } - public void ClearTarget(bool findNewOneImmediately) { if (targetLockSystem != null) @@ -349,7 +384,7 @@ namespace Beyond if (findNewOneImmediately && _gameStateManager != null && _gameStateManager.CurrentState == GameStateManager.State.COMBAT) { - if (!_manualSwitchCooldownActive) + if (_playerController != null && _playerController.currentHealth > 0 && !_manualSwitchCooldownActive) { UpdateTarget(); } @@ -359,7 +394,6 @@ namespace Beyond #endregion #region Visuals - private Renderer[] GetTargetRenderers(vFSMBehaviourController targetController) { if (targetController == null) return new Renderer[0]; @@ -399,7 +433,6 @@ namespace Beyond } if (material != null) material.SetColor(materialHighlightPropertyName, toValue); } - #endregion } } \ No newline at end of file diff --git a/Assets/Scripts/Characters/Player.cs b/Assets/Scripts/Characters/Player.cs index 7990c6b8d..c75ee159f 100644 --- a/Assets/Scripts/Characters/Player.cs +++ b/Assets/Scripts/Characters/Player.cs @@ -75,6 +75,7 @@ namespace Beyond public bMeleeCombatInput MeleeCombatInput => m_meleeCombatInput; // --- TRINKET SYSTEM INTEGRATION START --- + // Initialize default values to 1f to prevent divide-by-zero or zero-stat issues on startup private TrinketManager.TrinketStats m_trinketStats = new TrinketManager.TrinketStats { healthMult = 1f, @@ -85,7 +86,8 @@ namespace Beyond faithRegenMult = 1f, attackSpeedMult = 1f, thornDamageMult = 1f, - staminaMult = 1f + staminaMult = 1f, + soulfireDamageMult = 1f }; public TrinketManager.TrinketStats CurrentTrinketStats => m_trinketStats; @@ -93,29 +95,66 @@ namespace Beyond public void UpdateTrinketStats(TrinketManager.TrinketStats newStats) { m_trinketStats = newStats; - // Force stats recalculation - UpdatePlayerStatistics(); + + // 1. Recalculate Base Stats (Health/Faith/Stamina/Natural Regen) + // This sets m_vController.healthRecovery to the base natural value (from Maturity/Brightness) + UpdatePlayerStatistics(); - // Apply immediate effects - if (m_vController) + // 2. Apply Speed & Animation Speed + if (m_vController) { m_vController.speedMultiplier = m_trinketStats.speedMult; - // 2. Apply Attack Speed (UI Method) + if (m_vController.animator) m_vController.animator.SetFloat("AttackSpeed", m_trinketStats.attackSpeedMult); + + // --- HEALTH REGEN LOGIC START --- + // Start with the base natural rate we just calculated in UpdatePlayerStatistics + float totalRegenRate = m_vController.healthRecovery; + float totalRegenCap = 1f; // Default 100% cap + + // Add Passive Trinket Regen (e.g. "Growth" effect: Regen up to 50%) + if (m_trinketStats.effectGrowth) + { + // Example: +2 HP/sec up to 50% + totalRegenRate += 2f; + totalRegenCap = 0.5f; + } + + // If you cast to bThirdPersonController, you can set the Cap + if (m_vController is bThirdPersonController bController) + { + bController.healthRecoveryCap = totalRegenCap; + } + + // Update the final rate on the controller + m_vController.SetHealthRecovery(totalRegenRate); + // --- HEALTH REGEN LOGIC END --- } - // 3. Apply Damage Multiplier (NEW) + // 3. Apply Damage Multipliers if (m_meleeManager) { - // Calculate the base multiplier from stats + // Start with the base multiplier from items float totalDamageMult = m_trinketStats.damageMult; - totalDamageMult += 0.10f; - // Send to Melee Manager + // "The Darkening": Bonus dmg + if (m_trinketStats.effectDarkening) + { + totalDamageMult += 0.10f; + } + + // "Determination": Combo finish +5% damage + // (Global application for now) + if (m_trinketStats.effectDetermination) + { + totalDamageMult += 0.05f; + } + + // Send final value to your modified vMeleeManager + // NOTE: Requires the SetGlobalDamageMultiplier method added to vMeleeManager m_meleeManager.SetGlobalDamageMultiplier(totalDamageMult); } - } // --- TRINKET SYSTEM INTEGRATION END --- @@ -172,6 +211,7 @@ namespace Beyond private float faithBaseMaxValue = 100f; private System.Action onMenuScrollClosed; + // Updated Action signature to pass 3 floats for UI (Health, Faith, Stamina) public System.Action onStatsUpdated; private UnityAction onDialogueEnded; private bLockOn m_lockOn; @@ -231,28 +271,26 @@ namespace Beyond private void OnDamageHit(vHitInfo arg0) { - // Slow motion logic (existing) + // Slow motion logic if (slowMoOnHtScale < 1f - float.Epsilon) { TimeController.Instance.Reset(); } - // 1. Health Vampirism + // 1. Health Vampirism (Vitality) if (m_trinketStats.effectHealthVampirism) { - // Logic: Heal 2% of Player's Max Health per hit - // Mathf.Max ensures we always heal at least 1 HP + // Heal 2% of Max Health per hit, min 1 HP int healAmount = Mathf.Max(1, (int)(MaxHealth * 0.02f)); m_vController.ChangeHealth(healAmount); } - // 2. Faith Vampirism + // 2. Faith Vampirism (Trust) if (m_trinketStats.effectFaithVampirism) { - // Logic: Add 1 Faith point per hit + // Add 1 Faith point per hit UpdateFaithCurrentValue(1); } - // ---------------------------- } private void OnConversationStarted(Transform transform) @@ -311,7 +349,7 @@ namespace Beyond controller.RemoveAnimatorTags(); } - // ... [Audio Play Methods - kept same] ... + // ... [Audio Play Methods] ... public void PlayNoFaithClip() { PlayRandomSound(m_noFaithClips); } private void PlayRandomSound(AudioClip[] sounds) { @@ -367,14 +405,32 @@ namespace Beyond public void OnReceivedDamage(vDamage damage) { if (m_cutScenePlaying) return; - - // --- TRINKET DEFENSE CALCULATION --- - // defenseMult of 0.9 means 90% damage taken (10% reduction) + + // --- 1. DEFENSE CALCULATION --- + // Example: 0.9 defenseMult = 90% damage taken (10% reduction) if (Mathf.Abs(m_trinketStats.defenseMult - 1f) > float.Epsilon) { damage.damageValue = (int)(damage.damageValue * m_trinketStats.defenseMult); } - // ----------------------------------- + + // --- 2. THORN DAMAGE (Reflect Damage) --- + if (m_trinketStats.thornDamageMult > 1f && damage.sender != null) + { + // Calculate reflect amount (Base damage * (Mult - 1)) + int thornVal = (int)(damage.damageValue * (m_trinketStats.thornDamageMult - 1f)); + + if (thornVal > 0) + { + vDamage reflectDmg = new vDamage(thornVal); + reflectDmg.sender = transform; + reflectDmg.damageType = "Thorns"; + reflectDmg.reaction_id = -1; // No flinch + + // Uses Invector extension method to apply damage to sender + damage.sender.gameObject.ApplyDamage(reflectDmg); + } + } + // ---------------------------------------- #if UNITY_IOS && !UNITY_EDITOR HapticEngine.ImpactFeedbackHeavy(); @@ -396,6 +452,8 @@ namespace Beyond if (m_Respawner) m_Respawner.SaveRespawnPoint(); } + // ... [Quest and Attribute Methods] ... + public List GetAllGuilts() { if (!m_questJournal) @@ -525,12 +583,14 @@ namespace Beyond // --- TRINKET INTEGRATION IN STATS CALCULATION --- // 1. Calculate specific total multipliers for UI scaling - // 1. Calculate specific total multipliers float totalHealthMult = finalMultiplier * m_trinketStats.healthMult; float totalFaithMult = finalMultiplier * m_trinketStats.faithMult; - float totalStaminaMult = finalMultiplier * (m_trinketStats.staminaMult > 0 ? m_trinketStats.staminaMult : 1f); // Handle 0 default + // Handle 0 default for Stamina + float validStaminaMult = m_trinketStats.staminaMult > 0 ? m_trinketStats.staminaMult : 1f; + float totalStaminaMult = finalMultiplier * validStaminaMult; // 2. Capture Current Health Percentage BEFORE changes + // This prevents the health bar from looking empty when Max HP increases float healthPercent = m_vController.maxHealth > 0 ? m_vController.currentHealth / m_vController.maxHealth : 1f; // 3. Apply Stats @@ -544,12 +604,16 @@ namespace Beyond m_vController.maxHealth = newMaxHealth; // Apply Proportional Current Health - // We update the current health to match the previous percentage - //m_vController.currentHealth = Mathf.RoundToInt(newMaxHealth * healthPercent); + // Uses ChangeHealth() because currentHealth has a protected setter + m_vController.ChangeHealth(Mathf.RoundToInt(newMaxHealth * healthPercent)); // Stamina m_vController.maxStamina = Mathf.Round(totalStaminaMult * staminaBaseMaxValue); m_vController.staminaRecovery = (finalMultiplier * staminaBaseRegenValue); + + // Natural Health Recovery (From Maturity/Brightness) + // We set the BASE here. UpdateTrinketStats will later add any trinket bonuses to this value. + m_vController.healthRecovery = finalMultiplier * healthBaseRegenValue; // ------------------------------------------------ diff --git a/Assets/Scripts/Characters/Skills/MagicAttacks.cs b/Assets/Scripts/Characters/Skills/MagicAttacks.cs index de7232bb6..c5e8c7362 100644 --- a/Assets/Scripts/Characters/Skills/MagicAttacks.cs +++ b/Assets/Scripts/Characters/Skills/MagicAttacks.cs @@ -1,19 +1,16 @@ using System; using System.Collections; using System.Collections.Generic; -using System.Linq; using Invector; using Invector.vCharacterController; using Invector.vCharacterController.vActions; using Sirenix.OdinInspector; -// using UnityEditor; using UnityEngine; using UnityEngine.Events; using UnityEngine.VFX; -// using static Invector.vObjectDamage; using DG.Tweening; using Invector.vCharacterController.AI.FSMBehaviour; -using Beyond; +using Beyond; namespace Beyond { @@ -47,49 +44,59 @@ namespace Beyond public string currentSelectedSpellName = ""; private int currentSpellFaithCost = int.MaxValue; + private int equipAreaSelectedIndex = 0; private Coroutine lastPushRoutine = null; private ParticleSystem flame; private BoxCollider flameDamager; - private bLockOn lockOn; - private const float fireballAimerThreshold = -1.0f; + private bLockOn lockOn; + private const float fireballAimerThreshold = -1.0f; private const float fireballAimerHeightAdjuster = 0.1f; private const float fireballDamagerDuration = 0.3f; private const float fireballTargetYPositionOffset = 0.75f; private const int spellLayerIndex = 5; + private EffectDesc shield; private EffectDesc silentPeek; private ShieldEffectController shieldEffectController; private ShieldCollisionController shieldCollisionController; + private bool canPlayNoFaithClip = true; private bool canPlayCantDoClip = true; private AutoTargetting _autoTargettingInstance; - // REMOVED: public bool enableAutoTargetIntegration = true; - // REMOVED: public float maxTurnTowardDistance = 10f; - // REMOVED: public float rotationSpeed = 500f; - // REMOVED: public float degreeThreshold = 100f; (already removed in previous step) - - public UnityAction onHitFireball; + // Animation State + public bool isPlaying; + protected bool triggerOnce; + protected bThirdPersonInput tpInput; + internal bool shieldEffectIsActive; + private bool shieldAnimationIsActive; + + [Tooltip("Input to trigger the custom animation")] + public GenericInput actionInput = new GenericInput("L", "L", "L"); + [Tooltip("Name of the animation clip")] + public string animationClip; + [Tooltip("Where in the end of the animation will trigger the event OnEndAnimation")] + public float animationEnd = 0.8f; + + public UnityEvent OnPlayAnimation; + public UnityEvent OnEndAnimation; + private void Awake() { tpInput = GetComponent(); + lockOn = GetComponent(); if (Player.Instance != null) { - _autoTargettingInstance = Player.Instance.AutoTarget; - if (_autoTargettingInstance == null) // Simplified warning + _autoTargettingInstance = Player.Instance.AutoTarget; + if (_autoTargettingInstance == null) { - Debug.LogWarning("MagicAttacks: AutoTargetting component not found on Player.Instance.AutoTarget. Auto-targeting features will not be available."); + Debug.LogWarning("MagicAttacks: AutoTargetting component not found on Player.Instance.AutoTarget."); } } - else - { - Debug.LogError("MagicAttacks: Player.Instance is null in Awake. Cannot get AutoTargetting component."); - } - lockOn = GetComponent(); EffectDesc mpush = m_effects[(int)EffectType.MAGIC_PUSH]; EffectDesc flameThrowe = m_effects[(int)EffectType.FLAME_THROWER]; @@ -97,44 +104,39 @@ namespace Beyond EffectDesc fireball = m_effects[(int)EffectType.FIREBALL]; shield = m_effects[(int)EffectType.SHIELD]; silentPeek = m_effects[(int)EffectType.SILENT_PEEK]; - shieldEffectController = shield.effectObject.GetComponent(); - shieldCollisionController = shield.effectObject.GetComponentInChildren(); - mpush.effectObject.SetActive(false); + // Setup References + if (shield.effectObject) + { + shieldEffectController = shield.effectObject.GetComponent(); + shieldCollisionController = shield.effectObject.GetComponentInChildren(); + shield.effectObject.SetActive(false); + } + + if (mpush.effectObject != null) + { + mpush.effectObject.SetActive(false); + } mpush.del = MagicPushAttack; if (flameThrowe.effectObject) { flameThrowe.effectObject.GetComponent().Stop(); var ps = flameThrowe.effectObject.GetComponentsInChildren(); - foreach (var p in ps) - { - p.Stop(); - } + foreach (var p in ps) p.Stop(); + + flame = flameThrowe.effectObject.GetComponent(); + flameDamager = flameThrowe.effectObject.GetComponentInChildren(); } flameThrowe.del = FlameThrowerAttack; scan.del = Scan; - if (scan.effectObject) - { - scan.effectObject.SetActive(false); - } + if (scan.effectObject) scan.effectObject.SetActive(false); fireball.del = Fireball; - if (fireball.effectObject) - { - fireball.effectObject.SetActive(false); - } + if (fireball.effectObject) fireball.effectObject.SetActive(false); shield.del = Shield; - if (shield.effectObject) - { - shield.effectObject.SetActive(false); - } - - flame = flameThrowe.effectObject.GetComponent(); - flameDamager = flameThrowe.effectObject.GetComponentInChildren(); - silentPeek.del = OnSilentPeek; } @@ -151,11 +153,257 @@ namespace Beyond canPlayNoFaithClip = true; canPlayCantDoClip = true; } - + + protected virtual void LateUpdate() + { + TriggerSpellAnimation(); + AnimationBehaviour(); + } + + protected virtual void TriggerSpellAnimation() + { + bool playConditions = !isPlaying && tpInput != null && tpInput.cc != null && + !(tpInput.cc.customAction || tpInput.cc.IsAnimatorTag("special") || tpInput.cc.IsAnimatorTag("LockMovement")); + + if (actionInput.GetButtonDown() && playConditions) + TryToPlaySpellAnimation(); + } + + // ---------------------------------------------------------------------------------- + // CORE CASTING LOGIC (COSTS & BONUSES) + // ---------------------------------------------------------------------------------- + public void TryToPlaySpellAnimation() + { + selectedEffect = GetCurrentlySelectedPower(); + + if (selectedEffect == shield && shieldAnimationIsActive) + { + TryToPlayCantDoThatYetClip(); + return; + } + + if (Player.Instance == null) + { + Debug.LogError("Player.Instance is null. Cannot cast spell."); + return; + } + + // --- 1. CALCULATE FINAL FAITH COST --- + float finalCost = currentSpellFaithCost; + bool isSilentPeek = selectedEffect == m_effects[(int)EffectType.SILENT_PEEK]; + + // Effect: Bloom (General 20% Reduction) + if (Player.Instance.CurrentTrinketStats.effectBloom) + { + finalCost *= 0.8f; + } + + // Effect: Angel Eye (Silent Peek is Free) + if (isSilentPeek && Player.Instance.CurrentTrinketStats.effectAngelEye) + { + finalCost = 0f; + } + + // Note: Zora's Focus (effectBreeze) logic for Magic Push cost was removed as requested. + + // --- 2. CHECK & CONSUME --- + if (selectedEffect != null && finalCost <= Player.Instance.GetCurrentFaithValue()) + { + Player.Instance.UpdateFaithCurrentValue(-finalCost); + + // Effect: Growth (Heal on Cast) + if (Player.Instance.CurrentTrinketStats.effectGrowth) + { + int healAmt = Mathf.Max(1, (int)(Player.Instance.MaxHealth * 0.02f)); + Player.Instance.ThirdPersonController.ChangeHealth(healAmt); + } + + animationClip = selectedEffect.animClipName; + + // Snap Rotation + if (_autoTargettingInstance != null && _autoTargettingInstance.CurrentTarget != null) + { + SnapLookTowardsAutoTarget(); + } + + // Play Animation + if (tpInput != null && tpInput.cc != null && tpInput.cc.animator != null) + { + tpInput.cc.animator.CrossFadeInFixedTime(animationClip, 0.1f); + OnPlayAnimation.Invoke(); + triggerOnce = true; + } + else + { + Debug.LogError("Cannot play spell animation: tpInput or its components are null."); + return; + } + + // Invoke Logic (Coroutine) + selectedEffect.del?.Invoke(); + + // Handle Consumables (Scrolls) + if (powersArea.equipSlots[equipAreaSelectedIndex].item.destroyAfterUse) + { + if (selectedEffect == silentPeek) + { + // Logic handled inside coroutine + } + else + { + powersArea.UseItem(powersArea.equipSlots[equipAreaSelectedIndex]); + } + } + } + else if (selectedEffect != null) + { + TryToPlayNoEnoughFaithClip(); + } + } + + // ---------------------------------------------------------------------------------- + // SPELL: MAGIC PUSH + // ---------------------------------------------------------------------------------- + public void MagicPushAttack() + { + if (lastPushRoutine != null) StopCoroutine(lastPushRoutine); + lastPushRoutine = StartCoroutine(MagicPushCoroutine()); + } + + private IEnumerator MagicPushCoroutine() + { + EffectDesc mpush = m_effects[(int)EffectType.MAGIC_PUSH]; + yield return TurnTowardTargetCoroutine(mpush.startTime); + + // Zora's Focus scaling logic removed from here as requested. + // Magic Push is now standard size. + + mpush.effectObject.SetActive(false); + mpush.effectObject.SetActive(true); + + // Apply Soulfire Damage + ApplySoulfireDamage(mpush.effectObject); + + yield return new WaitForSeconds(mpush.delay); + yield return new WaitForSeconds(mpush.endTime); + mpush.effectObject.SetActive(false); + yield return null; + } + + // ---------------------------------------------------------------------------------- + // SPELL: FLAME THROWER + // ---------------------------------------------------------------------------------- + public void FlameThrowerAttack() + { + StartCoroutine(FlameThrowerhCoroutine()); + } + + private IEnumerator FlameThrowerhCoroutine() + { + EffectDesc flameThrowe = m_effects[(int)EffectType.FLAME_THROWER]; + yield return TurnTowardTargetCoroutine(flameThrowe.startTime); + + flameDamager.enabled = true; + ApplySoulfireDamage(flameThrowe.effectObject); + + flame.Play(); + yield return new WaitForSeconds(flameThrowe.endTime); + flame.Stop(); + yield return new WaitForSeconds(flameThrowe.delay); + flameDamager.enabled = false; + yield return null; + } + + // ---------------------------------------------------------------------------------- + // SPELL: FIREBALL (Soulfire Damage) + // ---------------------------------------------------------------------------------- + public void Fireball() + { + StartCoroutine(FireballCoroutine()); + } + + private IEnumerator FireballCoroutine() + { + EffectDesc fireballDesc = m_effects[(int)EffectType.FIREBALL]; + yield return TurnTowardTargetCoroutine(fireballDesc.startTime); + + var fireballClone = Instantiate(fireballDesc.effectObject, fireballDesc.effectObject.transform.position, fireballDesc.effectObject.transform.rotation); + fireballClone.SetActive(true); + + // Apply Soulfire Damage to the Clone + ApplySoulfireDamage(fireballClone); + + RFX4_PhysicsMotion fireballMotionController = fireballClone.GetComponentInChildren(); + if (fireballMotionController != null) + { + fireballMotionController.CollisionEnter += EnableBrieflyFireballDamager; + } + vObjectDamage fireballDamageComponent = fireballClone.GetComponentInChildren(); + if (fireballDamageComponent != null && onHitFireball != null) + { + fireballDamageComponent.onHit.AddListener(onHitFireball); + } + + AimFireball(fireballClone); + + Destroy(fireballClone, 10f); + yield return null; + } + + // ---------------------------------------------------------------------------------- + // SPELL: SHIELD (Calmness) + // ---------------------------------------------------------------------------------- + public void Shield() + { + StopCoroutine(nameof(ShieldCoroutine)); + StartCoroutine(nameof(ShieldCoroutine)); + } + + private IEnumerator ShieldCoroutine() + { + shieldAnimationIsActive = true; + yield return new WaitForSeconds(shield.startTime); + + shieldEffectIsActive = true; + shieldEffectController.InitializeEffect(); + shield.effectObject.SetActive(true); + shieldCollisionController.shieldCollider.enabled = true; + + // Effect: Calmness (Shield lasts 50% longer) + float finalDuration = shield.endTime; + if (Player.Instance.CurrentTrinketStats.effectCalmness) + { + finalDuration *= 1.5f; + } + + yield return new WaitForSeconds(finalDuration); + + shieldEffectController.DisableEffect(); + yield return new WaitForSeconds(shield.delay / 2f); + shieldEffectIsActive = false; + shieldCollisionController.shieldCollider.enabled = false; + yield return new WaitForSeconds(shield.delay / 2f); + shield.effectObject.SetActive(false); + shieldAnimationIsActive = false; + } + + private void DisableShield() + { + shieldEffectIsActive = false; + if (shieldCollisionController != null && shieldCollisionController.shieldCollider != null) + shieldCollisionController.shieldCollider.enabled = false; + shieldAnimationIsActive = false; + if (shield != null && shield.effectObject != null) + shield.effectObject.SetActive(false); + } + + // ---------------------------------------------------------------------------------- + // SPELL: SILENT PEEK (Angel Eye & Zora's Focus) + // ---------------------------------------------------------------------------------- [Button] private void OnSilentPeek() { - StopCoroutine(nameof(SilentPeekCoroutine)); + StopCoroutine(nameof(SilentPeekCoroutine)); StartCoroutine(nameof(SilentPeekCoroutine)); } @@ -163,6 +411,17 @@ namespace Beyond { EffectDesc peek = m_effects[(int)EffectType.SILENT_PEEK]; yield return new WaitForSeconds(peek.startTime); + + // Effect: Zora's Focus (effectBreeze) + // User Note: "enhanced covert gaze radius and length", "keep it in not fully implemented version" + // Implementation: We check the flag, but currently do not apply Radius/Length changes. + if (Player.Instance.CurrentTrinketStats.effectBreeze) + { + // Placeholder for future logic: + // float extendedDuration = peek.endTime * 1.5f; + // float extendedRadius = currentRadius * 1.3f; + } + if (SilentPeekController.instance.IsActive()) { SilentPeekController.instance.SetActive(false); @@ -180,46 +439,9 @@ namespace Beyond yield return null; } - public void MagicPushAttack() - { - if (lastPushRoutine != null) - { - StopCoroutine(lastPushRoutine); - } - lastPushRoutine = StartCoroutine(MagicPushCoroutine()); - } - - private IEnumerator MagicPushCoroutine() - { - EffectDesc mpush = m_effects[(int)EffectType.MAGIC_PUSH]; - yield return TurnTowardTargetCoroutine(mpush.startTime); - mpush.effectObject.SetActive(false); - mpush.effectObject.SetActive(true); - yield return new WaitForSeconds(mpush.delay); - Debug.Log("Bum!"); - yield return new WaitForSeconds(mpush.endTime); - mpush.effectObject.SetActive(false); - yield return null; - } - - public void FlameThrowerAttack() - { - StartCoroutine(FlameThrowerhCoroutine()); - } - - private IEnumerator FlameThrowerhCoroutine() - { - EffectDesc flameThrowe = m_effects[(int)EffectType.FLAME_THROWER]; - yield return TurnTowardTargetCoroutine(flameThrowe.startTime); - flameDamager.enabled = true; - flame.Play(); - yield return new WaitForSeconds(flameThrowe.endTime); - flame.Stop(); - yield return new WaitForSeconds(flameThrowe.delay); - flameDamager.enabled = false; - yield return null; - } - + // ---------------------------------------------------------------------------------- + // SPELL: SCAN + // ---------------------------------------------------------------------------------- [Button] public void Scan() { @@ -229,372 +451,59 @@ namespace Beyond private IEnumerator ScanCoroutine() { EffectDesc scan = m_effects[(int)EffectType.SCAN]; - yield return new WaitForSeconds(scan.startTime); - float time = scan.startTime - scan.delay; + yield return new WaitForSeconds(scan.startTime); float maxRange = 50f; - float speed = maxRange / (scan.endTime - scan.startTime); + float speed = maxRange / (scan.endTime - scan.startTime); int mask = 1 << LayerMask.NameToLayer("Triggers") | 1 << LayerMask.NameToLayer("HiddenObject"); + if (scan.effectObject) { scan.effectObject.SetActive(true); VisualEffect effect = scan.effectObject.GetComponent(); effect.Play(); } + float waveEffectTimer = 0f; float waveEffectDuration = scan.endTime - scan.startTime; while (waveEffectTimer < waveEffectDuration) { - Shader.SetGlobalFloat("_WaveTime", speed * waveEffectTimer); + Shader.SetGlobalFloat("_WaveTime", speed * waveEffectTimer); waveEffectTimer += Time.deltaTime; yield return null; } - Shader.SetGlobalFloat("_WaveTime", 0f); + Shader.SetGlobalFloat("_WaveTime", 0f); + var colliders = Physics.OverlapSphere(transform.position, maxRange, mask); foreach (var c in colliders) { var h = c.gameObject.GetComponent(); - if (h != null) - h.OnScanned(); + if (h != null) h.OnScanned(); } - if (scan.effectObject) scan.effectObject.SetActive(false); + + if (scan.effectObject) scan.effectObject.SetActive(false); yield return null; } - public void Fireball() + // ---------------------------------------------------------------------------------- + // HELPERS + // ---------------------------------------------------------------------------------- + + // Applies Trinket Damage Multiplier (Soulfire) to any vObjectDamage found on object + private void ApplySoulfireDamage(GameObject obj) { - StartCoroutine(FireballCoroutine()); - } - - private IEnumerator TurnTowardTargetCoroutine(float maxDuration) - { - // *** MODIFIED: Condition relies only on _autoTargettingInstance and its CurrentTarget *** - if (_autoTargettingInstance == null || _autoTargettingInstance.CurrentTarget == null) - { - if (maxDuration > 0) yield return new WaitForSeconds(maxDuration); - yield break; - } - - float timeElapsed = 0; - while (timeElapsed < maxDuration) - { - // Re-check CurrentTarget in loop in case it becomes null (e.g., target dies mid-turn) - if (_autoTargettingInstance.CurrentTarget != null) - { - vFSMBehaviourController currentTarget = _autoTargettingInstance.CurrentTarget; - Transform playerTransform = transform; - - float distSqr = (currentTarget.transform.position - playerTransform.position).sqrMagnitude; - - if (distSqr <= _autoTargettingInstance.maxTargetingDistance * _autoTargettingInstance.maxTargetingDistance) - { - if (_autoTargettingInstance.IsTargetInAngle(playerTransform, currentTarget, _autoTargettingInstance.targetingAngleThreshold)) - { - Vector3 directionToTarget = currentTarget.transform.position - playerTransform.position; - directionToTarget.y = 0f; - - if (directionToTarget.sqrMagnitude > 0.0001f) - { - Quaternion targetRotation = Quaternion.LookRotation(directionToTarget.normalized); - // *** MODIFIED: Use playerRotationSpeed from AutoTargetting *** - playerTransform.rotation = Quaternion.RotateTowards(playerTransform.rotation, targetRotation, Time.deltaTime * _autoTargettingInstance.playerRotationSpeed); - } - } - } - } - else // Target became null during the loop - { - yield break; // Exit if no target - } - timeElapsed += Time.deltaTime; - yield return null; - } - } - - private IEnumerator FireballCoroutine() - { - EffectDesc fireballDesc = m_effects[(int)EffectType.FIREBALL]; // Renamed to avoid conflict - yield return TurnTowardTargetCoroutine(fireballDesc.startTime); - - var fireballClone = Instantiate(fireballDesc.effectObject, fireballDesc.effectObject.transform.position, fireballDesc.effectObject.transform.rotation); - fireballClone.SetActive(true); - RFX4_PhysicsMotion fireballMotionController = fireballClone.GetComponentInChildren(); - if (fireballMotionController != null) - { - fireballMotionController.CollisionEnter += EnableBrieflyFireballDamager; - } - vObjectDamage fireballDamageComponent = fireballClone.GetComponentInChildren(); - if (fireballDamageComponent != null && onHitFireball != null) - { - fireballDamageComponent.onHit.AddListener(onHitFireball); - } + if (obj == null) return; + var damageComps = obj.GetComponentsInChildren(); + float mult = Player.Instance.CurrentTrinketStats.soulfireDamageMult; - AimFireball(fireballClone); - - Destroy(fireballClone, 10f); - yield return null; - } - - private void EnableBrieflyFireballDamager(object sender, RFX4_PhysicsMotion.RFX4_CollisionInfo e) - { - RFX4_PhysicsMotion rFX4_PhysicsMotion = (RFX4_PhysicsMotion)sender; - CapsuleCollider collider = rFX4_PhysicsMotion.GetComponentInChildren(); - if(collider != null) StartCoroutine(EnableBrieflyFireballDamagerCoroutine(collider)); - } - - private void AimFireball(GameObject fireballClone) - { - Vector3 aimDirection = transform.forward; - - // *** MODIFIED: Condition relies only on _autoTargettingInstance and its CurrentTarget *** - if (_autoTargettingInstance != null && _autoTargettingInstance.CurrentTarget != null) + // Only apply if multiplier is significant + if (Mathf.Abs(mult - 1f) > 0.01f) { - vFSMBehaviourController autoTarget = _autoTargettingInstance.CurrentTarget; - Transform playerTransform = transform; - - float distSqrToAutoTarget = (autoTarget.transform.position - playerTransform.position).sqrMagnitude; - - if (distSqrToAutoTarget <= _autoTargettingInstance.maxTargetingDistance * _autoTargettingInstance.maxTargetingDistance && - _autoTargettingInstance.IsTargetInAngle(playerTransform, autoTarget, _autoTargettingInstance.targetingAngleThreshold)) + foreach (var comp in damageComps) { - Vector3 targetPosition = autoTarget.transform.position; - targetPosition.y += fireballTargetYPositionOffset; - aimDirection = (targetPosition - fireballClone.transform.position).normalized; + comp.damage.damageValue = Mathf.RoundToInt(comp.damage.damageValue * mult); } } - - if (aimDirection == transform.forward && lockOn != null && lockOn.isLockingOn && lockOn.currentTarget != null) - { - Vector3 targetPosition = lockOn.currentTarget.position; - targetPosition.y += fireballTargetYPositionOffset; - aimDirection = (targetPosition - fireballClone.transform.position).normalized; - } - else if (aimDirection == transform.forward && lockOn != null) - { - List closeEnemies = lockOn.GetNearbyTargets(); - if (closeEnemies.Count > 0) - { - Transform bestFallbackTarget = null; - float minAngle = float.MaxValue; - - foreach (var enemyTransform in closeEnemies) - { - Vector3 directionToEnemyFromPlayer = (enemyTransform.position - transform.position).normalized; - float angleToEnemy = Vector3.Angle(transform.forward, directionToEnemyFromPlayer); - - if (Vector3.Dot(transform.forward, directionToEnemyFromPlayer) > fireballAimerThreshold) - { - if (angleToEnemy < minAngle) { - minAngle = angleToEnemy; - bestFallbackTarget = enemyTransform; - } - } - } - if (bestFallbackTarget != null) - { - Vector3 targetPosition = bestFallbackTarget.position; - targetPosition.y += fireballTargetYPositionOffset; - aimDirection = (targetPosition - fireballClone.transform.position).normalized; - } - } - } - - Vector3 finalAimDirection = new Vector3(aimDirection.x, aimDirection.y + fireballAimerHeightAdjuster, aimDirection.z); - if (finalAimDirection.sqrMagnitude > 0.001f) - { - fireballClone.transform.rotation = Quaternion.LookRotation(finalAimDirection.normalized); - } - } - - - private IEnumerator EnableBrieflyFireballDamagerCoroutine(CapsuleCollider collider) - { - collider.enabled = true; - yield return new WaitForSeconds(fireballDamagerDuration); - collider.enabled = false; - } - - public void Shield() - { - StopCoroutine(nameof(ShieldCoroutine)); - StartCoroutine(nameof(ShieldCoroutine)); - } - - private IEnumerator ShieldCoroutine() - { - shieldAnimationIsActive = true; - yield return new WaitForSeconds(shield.startTime); - shieldEffectIsActive = true; - shieldEffectController.InitializeEffect(); - shield.effectObject.SetActive(true); - shieldCollisionController.shieldCollider.enabled = true; - yield return new WaitForSeconds(shield.endTime); - shieldEffectController.DisableEffect(); - yield return new WaitForSeconds(shield.delay / 2f); - shieldEffectIsActive = false; - shieldCollisionController.shieldCollider.enabled = false; - yield return new WaitForSeconds(shield.delay / 2f); - shield.effectObject.SetActive(false); - shieldAnimationIsActive = false; - } - - private void DisableShield() - { - shieldEffectIsActive = false; - if(shieldCollisionController != null && shieldCollisionController.shieldCollider != null) - shieldCollisionController.shieldCollider.enabled = false; - shieldAnimationIsActive = false; - if(shield != null && shield.effectObject != null) - shield.effectObject.SetActive(false); - } - - [Tooltip("Input to trigger the custom animation")] - public GenericInput actionInput = new GenericInput("L", "L", "L"); - [Tooltip("Name of the animation clip")] - public string animationClip; - [Tooltip("Where in the end of the animation will trigger the event OnEndAnimation")] - public float animationEnd = 0.8f; - - public UnityEvent OnPlayAnimation; - public UnityEvent OnEndAnimation; - - public bool isPlaying; - protected bool triggerOnce; - protected bThirdPersonInput tpInput; - internal bool shieldEffectIsActive; - private bool shieldAnimationIsActive; - private int equipAreaSelectedIndex = 0; - - protected virtual void LateUpdate() - { - TriggerSpellAnimation(); - AnimationBehaviour(); - } - - protected virtual void TriggerSpellAnimation() - { - bool playConditions = !isPlaying && tpInput != null && tpInput.cc != null && - !(tpInput.cc.customAction || tpInput.cc.IsAnimatorTag("special") || tpInput.cc.IsAnimatorTag("LockMovement")); - - if (actionInput.GetButtonDown() && playConditions) - TryToPlaySpellAnimation(); - } - - public void TryToPlaySpellAnimation() - { - selectedEffect = GetCurrentlySelectedPower(); - - if (selectedEffect == shield && shieldAnimationIsActive) - { - TryToPlayCantDoThatYetClip(); - return; - } - - if (Player.Instance == null) - { - Debug.LogError("Player.Instance is null. Cannot cast spell."); - return; - } - - if (selectedEffect != null && currentSpellFaithCost <= Player.Instance.GetCurrentFaithValue()) - { - Player.Instance.UpdateFaithCurrentValue(-currentSpellFaithCost); - animationClip = selectedEffect.animClipName; - - // *** MODIFIED: Snap look if AutoTargetting is available and has a target *** - if (_autoTargettingInstance != null && _autoTargettingInstance.CurrentTarget != null) - { - SnapLookTowardsAutoTarget(); - } - - if (tpInput != null && tpInput.cc != null && tpInput.cc.animator != null) - { - tpInput.cc.animator.CrossFadeInFixedTime(animationClip, 0.1f); - OnPlayAnimation.Invoke(); - triggerOnce = true; - } - else - { - Debug.LogError("Cannot play spell animation: tpInput or its components are null."); - return; - } - - selectedEffect.del?.Invoke(); - - if (powersArea.equipSlots[equipAreaSelectedIndex].item.destroyAfterUse) - { - if (selectedEffect == silentPeek) - { - // Special handling - } - else - { - powersArea.UseItem(powersArea.equipSlots[equipAreaSelectedIndex]); - } - } - } - else if (selectedEffect != null) - { - TryToPlayNoEnoughFaithClip(); - } - } - - private void SnapLookTowardsAutoTarget() - { - // *** MODIFIED: Condition relies only on _autoTargettingInstance and its CurrentTarget *** - // This check is somewhat redundant due to call site, but good for safety if called elsewhere. - if (_autoTargettingInstance == null || _autoTargettingInstance.CurrentTarget == null) - { - return; - } - - vFSMBehaviourController currentTarget = _autoTargettingInstance.CurrentTarget; - Transform playerTransform = transform; - - float distSqr = (currentTarget.transform.position - playerTransform.position).sqrMagnitude; - if (distSqr > _autoTargettingInstance.maxTargetingDistance * _autoTargettingInstance.maxTargetingDistance) - { - return; - } - - if (!_autoTargettingInstance.IsTargetInAngle(playerTransform, currentTarget, _autoTargettingInstance.targetingAngleThreshold)) - { - return; - } - - Vector3 directionToTarget = currentTarget.transform.position - playerTransform.position; - directionToTarget.y = 0f; - - if (directionToTarget.sqrMagnitude > 0.0001f) - { - playerTransform.rotation = Quaternion.LookRotation(directionToTarget.normalized); - } - } - - private void TryToPlayCantDoThatYetClip() - { - if (!canPlayCantDoClip) return; - canPlayCantDoClip = false; - DOVirtual.DelayedCall(1f, () => canPlayCantDoClip = true); - - var text = "Spell is already active"; - if (bItemCollectionDisplay.Instance != null) - bItemCollectionDisplay.Instance.FadeText(text, 4, 0.25f); - if (Player.Instance != null) - Player.Instance.PlayICantDoThatYet(); - } - - private void TryToPlayNoEnoughFaithClip() - { - if (!canPlayNoFaithClip) return; - canPlayNoFaithClip = false; - DOVirtual.DelayedCall(1.5f, () => canPlayNoFaithClip = true); - - var text = "Not enough Faith"; - if (bItemCollectionDisplay.Instance != null) - bItemCollectionDisplay.Instance.FadeText(text, 4, 0.25f); - if (Player.Instance != null) - Player.Instance.PlayNoFaithClip(); } public EffectDesc GetCurrentlySelectedPower() @@ -608,16 +517,42 @@ namespace Beyond } bItem selectedSpellItem = powersArea.equipSlots[equipAreaSelectedIndex].item; - currentSelectedSpellName = selectedSpellItem.name; + currentSelectedSpellName = selectedSpellItem.name; currentSpellFaithCost = selectedSpellItem.GetItemAttribute(bItemAttributes.Faith).value; - + return m_effects.Find(effect => effect.name == selectedSpellItem.name || effect.secondaryName == selectedSpellItem.name); } public void SelectPowerBasedOnArea(int newIndex) { equipAreaSelectedIndex = newIndex; - selectedEffect = GetCurrentlySelectedPower(); + selectedEffect = GetCurrentlySelectedPower(); + } + + private void TryToPlayCantDoThatYetClip() + { + if (!canPlayCantDoClip) return; + canPlayCantDoClip = false; + DOVirtual.DelayedCall(1f, () => canPlayCantDoClip = true); + + var text = "Spell is already active"; + if (bItemCollectionDisplay.Instance != null) + bItemCollectionDisplay.Instance.FadeText(text, 4, 0.25f); + if (Player.Instance != null) + Player.Instance.PlayICantDoThatYet(); + } + + private void TryToPlayNoEnoughFaithClip() + { + if (!canPlayNoFaithClip) return; + canPlayNoFaithClip = false; + DOVirtual.DelayedCall(1.5f, () => canPlayNoFaithClip = true); + + var text = "Not enough Faith"; + if (bItemCollectionDisplay.Instance != null) + bItemCollectionDisplay.Instance.FadeText(text, 4, 0.25f); + if (Player.Instance != null) + Player.Instance.PlayNoFaithClip(); } protected virtual void AnimationBehaviour() @@ -627,11 +562,10 @@ namespace Beyond isPlaying = false; return; } - + isPlaying = tpInput.cc.animator.GetCurrentAnimatorStateInfo(spellLayerIndex).IsName(animationClip) || tpInput.cc.animator.GetNextAnimatorStateInfo(spellLayerIndex).IsName(animationClip); - if (isPlaying) { if (tpInput.cc.animator.GetCurrentAnimatorStateInfo(spellLayerIndex).IsName(animationClip) && @@ -646,11 +580,149 @@ namespace Beyond } else { - if (triggerOnce) + if (triggerOnce) triggerOnce = false; + } + } + + private IEnumerator TurnTowardTargetCoroutine(float maxDuration) + { + if (_autoTargettingInstance == null || _autoTargettingInstance.CurrentTarget == null) + { + if (maxDuration > 0) yield return new WaitForSeconds(maxDuration); + yield break; + } + + float timeElapsed = 0; + while (timeElapsed < maxDuration) + { + if (_autoTargettingInstance.CurrentTarget != null) { - triggerOnce = false; + vFSMBehaviourController currentTarget = _autoTargettingInstance.CurrentTarget; + Transform playerTransform = transform; + + float distSqr = (currentTarget.transform.position - playerTransform.position).sqrMagnitude; + + if (distSqr <= _autoTargettingInstance.maxTargetingDistance * _autoTargettingInstance.maxTargetingDistance) + { + if (_autoTargettingInstance.IsTargetInAngle(playerTransform, currentTarget, _autoTargettingInstance.targetingAngleThreshold)) + { + Vector3 directionToTarget = currentTarget.transform.position - playerTransform.position; + directionToTarget.y = 0f; + + if (directionToTarget.sqrMagnitude > 0.0001f) + { + Quaternion targetRotation = Quaternion.LookRotation(directionToTarget.normalized); + playerTransform.rotation = Quaternion.RotateTowards(playerTransform.rotation, targetRotation, Time.deltaTime * _autoTargettingInstance.playerRotationSpeed); + } + } + } + } + else + { + yield break; + } + timeElapsed += Time.deltaTime; + yield return null; + } + } + + private void SnapLookTowardsAutoTarget() + { + if (_autoTargettingInstance == null || _autoTargettingInstance.CurrentTarget == null) return; + + vFSMBehaviourController currentTarget = _autoTargettingInstance.CurrentTarget; + Transform playerTransform = transform; + + float distSqr = (currentTarget.transform.position - playerTransform.position).sqrMagnitude; + if (distSqr > _autoTargettingInstance.maxTargetingDistance * _autoTargettingInstance.maxTargetingDistance) return; + + if (!_autoTargettingInstance.IsTargetInAngle(playerTransform, currentTarget, _autoTargettingInstance.targetingAngleThreshold)) return; + + Vector3 directionToTarget = currentTarget.transform.position - playerTransform.position; + directionToTarget.y = 0f; + + if (directionToTarget.sqrMagnitude > 0.0001f) + { + playerTransform.rotation = Quaternion.LookRotation(directionToTarget.normalized); + } + } + + private void AimFireball(GameObject fireballClone) + { + Vector3 aimDirection = transform.forward; + + if (_autoTargettingInstance != null && _autoTargettingInstance.CurrentTarget != null) + { + vFSMBehaviourController autoTarget = _autoTargettingInstance.CurrentTarget; + Transform playerTransform = transform; + + float distSqrToAutoTarget = (autoTarget.transform.position - playerTransform.position).sqrMagnitude; + + if (distSqrToAutoTarget <= _autoTargettingInstance.maxTargetingDistance * _autoTargettingInstance.maxTargetingDistance && + _autoTargettingInstance.IsTargetInAngle(playerTransform, autoTarget, _autoTargettingInstance.targetingAngleThreshold)) + { + Vector3 targetPosition = autoTarget.transform.position; + targetPosition.y += fireballTargetYPositionOffset; + aimDirection = (targetPosition - fireballClone.transform.position).normalized; } } + + if (aimDirection == transform.forward && lockOn != null && lockOn.isLockingOn && lockOn.currentTarget != null) + { + Vector3 targetPosition = lockOn.currentTarget.position; + targetPosition.y += fireballTargetYPositionOffset; + aimDirection = (targetPosition - fireballClone.transform.position).normalized; + } + else if (aimDirection == transform.forward && lockOn != null) + { + List closeEnemies = lockOn.GetNearbyTargets(); + if (closeEnemies.Count > 0) + { + Transform bestFallbackTarget = null; + float minAngle = float.MaxValue; + + foreach (var enemyTransform in closeEnemies) + { + Vector3 directionToEnemyFromPlayer = (enemyTransform.position - transform.position).normalized; + float angleToEnemy = Vector3.Angle(transform.forward, directionToEnemyFromPlayer); + + if (Vector3.Dot(transform.forward, directionToEnemyFromPlayer) > fireballAimerThreshold) + { + if (angleToEnemy < minAngle) + { + minAngle = angleToEnemy; + bestFallbackTarget = enemyTransform; + } + } + } + if (bestFallbackTarget != null) + { + Vector3 targetPosition = bestFallbackTarget.position; + targetPosition.y += fireballTargetYPositionOffset; + aimDirection = (targetPosition - fireballClone.transform.position).normalized; + } + } + } + + Vector3 finalAimDirection = new Vector3(aimDirection.x, aimDirection.y + fireballAimerHeightAdjuster, aimDirection.z); + if (finalAimDirection.sqrMagnitude > 0.001f) + { + fireballClone.transform.rotation = Quaternion.LookRotation(finalAimDirection.normalized); + } + } + + private void EnableBrieflyFireballDamager(object sender, RFX4_PhysicsMotion.RFX4_CollisionInfo e) + { + RFX4_PhysicsMotion rFX4_PhysicsMotion = (RFX4_PhysicsMotion)sender; + CapsuleCollider collider = rFX4_PhysicsMotion.GetComponentInChildren(); + if (collider != null) StartCoroutine(EnableBrieflyFireballDamagerCoroutine(collider)); + } + + private IEnumerator EnableBrieflyFireballDamagerCoroutine(CapsuleCollider collider) + { + collider.enabled = true; + yield return new WaitForSeconds(fireballDamagerDuration); + collider.enabled = false; } } } \ No newline at end of file diff --git a/Assets/Scripts/InvectorDerivatives/bItemEnums.cs b/Assets/Scripts/InvectorDerivatives/bItemEnums.cs index d2ccf569f..88f637697 100644 --- a/Assets/Scripts/InvectorDerivatives/bItemEnums.cs +++ b/Assets/Scripts/InvectorDerivatives/bItemEnums.cs @@ -61,7 +61,8 @@ namespace Beyond [Description("Attack Speed Bonus")] AttackSpeedBonusPercent = 26, [Description("Faith Regen Bonus")] FaithRegenBonusPercent = 27, [Description("Thorn Damage Bonus")] ThornDamageBonusPercent = 28, - [Description("Stamina Bonus")] StaminaBonusPercent = 29 + [Description("Stamina Bonus")] StaminaBonusPercent = 29, + [Description("Soulfire Damage Bonus")] SoulfireDamageBonusPercent = 30 } public enum TrinketColor diff --git a/Assets/Scripts/InvectorDerivatives/bThirdPersonController.cs b/Assets/Scripts/InvectorDerivatives/bThirdPersonController.cs index 74259e5e3..7bff94227 100644 --- a/Assets/Scripts/InvectorDerivatives/bThirdPersonController.cs +++ b/Assets/Scripts/InvectorDerivatives/bThirdPersonController.cs @@ -13,6 +13,9 @@ namespace Beyond protected bool m_GodMode = false; public bool m_ignoreTriggers = true; + [Header("Beyond Health Logic")] + // Default cap is 1.0 (100% HP) + public float healthRecoveryCap = 1f; [Header("Beyond's Custom Settings")] [Tooltip("When 'Use RootMotion' is checked, and this is true, the animation's root motion will control character rotation (for 8-way directional movement). If false, the script will rotate the character to face the input direction.")] public bool useAnimationBasedRotation = false; @@ -52,6 +55,18 @@ namespace Beyond } } + protected override bool canRecoverHealth + { + get + { + // Calculate the actual HP limit based on the cap + float limitHP = maxHealth * healthRecoveryCap; + + // Add the check: currentHealth must be LESS than the Limit + return base.canRecoverHealth && (_currentHealth < limitHP); + } + } + public bool IsDashingOrRolling() { return m_isDashing || isRolling; diff --git a/Assets/Scripts/Powers/TrinketManager.cs b/Assets/Scripts/Powers/TrinketManager.cs index 6e815945c..706d03bc9 100644 --- a/Assets/Scripts/Powers/TrinketManager.cs +++ b/Assets/Scripts/Powers/TrinketManager.cs @@ -24,25 +24,30 @@ namespace Beyond public float faithMult; public float damageMult; public float speedMult; - public float staminaMult; public float attackSpeedMult; public float faithRegenMult; public float thornDamageMult; + + // --- NEW ATTRIBUTES --- + public float staminaMult; // For Stamina UI Scaling + public float soulfireDamageMult; // For Magic Damage (Fireball, etc) // Harmony Flags (Effects from table) - // Renamed to match Player.cs usage public bool effectBalance; // Balance (Flask bonus) public bool effectCalmness; // Calmness (Longer shield) - public bool effectFaithVampirism; // Trust (Faith vampirism) - Was effectTrust - public bool effectBreeze; // Breeze (Freezing blast cost) + public bool effectFaithVampirism; // Trust (Faith vampirism) + public bool effectBreeze; // Zora's Focus (Buff Covert Gaze Radius/Length) public bool effectDetermination; // Determination (Combo damage) - public bool effectHealthVampirism; // Vitality (Health vampirism) - Was effectVitality + public bool effectHealthVampirism; // Vitality (Health vampirism) public bool effectEagerness; // Eagerness (Dash cooldown) public bool effectBloom; // Bloom (Spell cost reduced) public bool effectGrowth; // Growth (Cast restores HP) public bool effectRose; // Rose (Thorn damage) public bool effectDarkening; // The Darkening (Bonus dmg) public bool effectEclipse; // Eclipse (Bonus all) + + // --- NEW EFFECTS --- + public bool effectAngelEye; // Angel Eye (Silent Peek Cost = 0) } private void Start() @@ -79,7 +84,10 @@ namespace Beyond attackSpeedMult = 1f, faithRegenMult = 1f, thornDamageMult = 1f, - staminaMult = 1f + + // Initialize New Stats + staminaMult = 1f, + soulfireDamageMult = 1f }; // 2. Get Currently Equipped Items @@ -96,14 +104,17 @@ namespace Beyond foreach (var item in equippedItems) { stats.healthMult += GetPct(item, bItemAttributes.HealthBonusPercent); - stats.defenseMult -= GetPct(item, bItemAttributes.DefenseBonusPercent); // Defense reduces damage taken + stats.defenseMult -= GetPct(item, bItemAttributes.DefenseBonusPercent); stats.faithMult += GetPct(item, bItemAttributes.FaithBonusPercent); stats.damageMult += GetPct(item, bItemAttributes.DamageBonusPercent); stats.speedMult += GetPct(item, bItemAttributes.MoveSpeedBonusPercent); stats.attackSpeedMult += GetPct(item, bItemAttributes.AttackSpeedBonusPercent); stats.faithRegenMult += GetPct(item, bItemAttributes.FaithRegenBonusPercent); stats.thornDamageMult += GetPct(item, bItemAttributes.ThornDamageBonusPercent); + + // New Attributes stats.staminaMult += GetPct(item, bItemAttributes.StaminaBonusPercent); + stats.soulfireDamageMult += GetPct(item, bItemAttributes.SoulfireDamageBonusPercent); } // 4. Apply Harmonies (Based on Table) @@ -126,61 +137,61 @@ namespace Beyond int bright = items.Count(i => i.trinketColor == TrinketColor.Bright); int dark = items.Count(i => i.trinketColor == TrinketColor.Dark); - // --- TABLE LOGIC IMPLEMENTATION --- - - // Balance: Azure + Crimson + Viridian (A C V) -> Bonus Water of Life Flask + // Balance (A C V) if (azure >= 1 && crimson >= 1 && viridian >= 1) stats.effectBalance = true; - // Calmness: 3 Azure (A A A) -> Longer Shield + // Calmness (A A A) if (azure >= 3) stats.effectCalmness = true; - // Trust: 2 Azure + 1 Crimson (A A C) -> Faith Vampirism + // Trust (A A C) if (azure >= 2 && crimson >= 1) stats.effectFaithVampirism = true; - // Breeze: 2 Azure + 1 Viridian (A A V) -> Freezing blast free + // Zora's Focus / Breeze (A A V) -> Covert Gaze Radius/Length if (azure >= 2 && viridian >= 1) stats.effectBreeze = true; - // Determination: 3 Crimson (C C C) -> Combo finish +5% dmg + // Determination (C C C) if (crimson >= 3) stats.effectDetermination = true; - // Vitality: 2 Crimson + 1 Azure (C C A) -> Health Vampirism + // Vitality (C C A) if (crimson >= 2 && azure >= 1) stats.effectHealthVampirism = true; - // Eagerness: 2 Crimson + 1 Viridian (C C V) -> Reduce Dash Cooldown + // Eagerness (C C V) if (crimson >= 2 && viridian >= 1) stats.effectEagerness = true; - // Bloom: 3 Viridian (V V V) -> Spell cost reduced 20% + // Bloom (V V V) if (viridian >= 3) stats.effectBloom = true; - // Growth: 2 Viridian + 1 Azure (V V A) -> Cast restores HP + // Growth (V V A) if (viridian >= 2 && azure >= 1) stats.effectGrowth = true; - // Rose: 2 Viridian + 1 Crimson (V V C) -> Bonus Thorn Dmg + // Rose (V V C) if (viridian >= 2 && crimson >= 1) { stats.effectRose = true; stats.thornDamageMult += 0.05f; } - // The Darkening: 3 Bright + // The Darkening (3 Bright) if (bright >= 3) stats.effectDarkening = true; - // Eclipse: 2 Bright + 1 Dark + // Eclipse (2 Bright + 1 Dark) if (bright >= 1 && dark >= 1) stats.effectEclipse = true; + + // Angel Eye (Requires defining combo, placeholder logic) + // if (bright >= 2 && azure >= 1) stats.effectAngelEye = true; } - // Helper: Convert Integer Attribute (5) to Float Percentage (0.05) private float GetPct(bItem item, bItemAttributes attrName) { var attr = item.GetItemAttribute(attrName); diff --git a/Assets/Scripts/Utils/ParticlesPlayerFollower.cs b/Assets/Scripts/Utils/ParticlesPlayerFollower.cs new file mode 100644 index 000000000..d5d757f59 --- /dev/null +++ b/Assets/Scripts/Utils/ParticlesPlayerFollower.cs @@ -0,0 +1,44 @@ +using UnityEngine; + +namespace Beyond +{ + public class ParticlesPlayerFollower : MonoBehaviour + { + [Header("Position Settings")] + [Tooltip("How high above the player the rain cloud sits.")] + public float heightOffset = 15f; + + [Tooltip("Smooths the movement so rain doesn't snap instantly.")] + public bool useSmoothing = false; + public float smoothSpeed = 10f; + + private void Start() + { + // Auto-find Invector player if not assigned + if (Player.Instance == null) + { + Debug.LogWarning("ParticlesPlayerFollower: No Player found! Make sure Player.Instance is set."); + enabled = false; + return; + } + } + + void LateUpdate() + { + if (Player.Instance == null) return; + var target = Player.Instance.transform; + // Calculate where the rain emitter should be + // We take the player's X and Z, but override the Y with our offset + Vector3 targetPosition = new Vector3(target.position.x, target.position.y + heightOffset, target.position.z); + + if (useSmoothing) + { + transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smoothSpeed); + } + else + { + transform.position = targetPosition; + } + } + } +} diff --git a/Assets/Scripts/Utils/ParticlesPlayerFollower.cs.meta b/Assets/Scripts/Utils/ParticlesPlayerFollower.cs.meta new file mode 100644 index 000000000..7816865d2 --- /dev/null +++ b/Assets/Scripts/Utils/ParticlesPlayerFollower.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 0e008257ca9c7464d8f9b914b5b218b6 \ No newline at end of file