added "finish" button to dialogue UI, implementation of many, many trinket's effects, autot-argetting fix on death, added script for particles/player following

This commit is contained in:
2025-12-19 11:39:39 +01:00
parent 56f7fb4aaa
commit f624eeeeb6
14 changed files with 3062 additions and 1774 deletions

View File

@@ -5,6 +5,7 @@ using System.Linq;
using Invector.vCharacterController.AI.FSMBehaviour;
using Beyond;
using System;
using Invector; // Required for vDamage
namespace Beyond
{
@@ -70,14 +71,23 @@ namespace Beyond
_playerController = Player.Instance.GetComponent<bThirdPersonController>();
if (_playerController == null)
{
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<bLockOn>(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<vFSMBehaviourController> 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
}
}