Files
beyond/Assets/Scripts/InvectorDerivatives/bMeleeAttackControl.cs
2024-11-20 15:21:28 +01:00

312 lines
10 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Beyond;
using Invector.vCharacterController.AI;
using Invector.vCharacterController.AI.FSMBehaviour;
using UnityEngine;
namespace Invector.vMelee
{
using vEventSystems;
public class bMeleeAttackControl : StateMachineBehaviour
{
[Tooltip("normalizedTime of Active Damage")]
public float startDamage = 0.05f;
[Tooltip("normalizedTime of Disable Damage")]
public float endDamage = 0.9f;
public int damageMultiplier;
public int recoilID;
public int reactionID;
public vAttackType meleeAttackType = vAttackType.Unarmed;
[Tooltip("You can use a name as reference to trigger a custom HitDamageParticle")]
public string damageType;
[HideInInspector] [Header("This work with vMeleeManager to active vMeleeAttackObject from bodyPart and id")]
public List<string> bodyParts = new List<string> { "RightLowerArm" };
public bool ignoreDefense;
public bool activeRagdoll;
[vHideInInspector("activeRagdoll"), Tooltip("Time to keep Ragdoll active")]
public float senselessTime;
[Tooltip("Check true in the last attack of your combo to reset the triggers")]
public bool resetAttackTrigger;
private bool isActive;
public bool debug;
private vIAttackListener mFighter;
private bool isAttacking;
//private bool slowMoActive = false;
public bool useAttackTimeScale = false;
public float resetTriggerBeforeTime = 0.5f;
public float attackTimeScale = 0.2f;
public float attackTimeScaleStart = -1f;
public float attackTimeScaleEnd = -1f;
public float maxTargetDistance = 3f;
public float maxTurnTowardDistance = 6f;
public float lowHealthTh = 10f;
private bool m_hasScaledTime = false;
public float degreeThreshold = 20;
public bool rotatePlayerTowardsTarget;
private bool m_isRotating;
public float rotationSpeed = 30f;
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
mFighter = animator.GetComponent<vIAttackListener>();
isAttacking = true;
//slowMoActive = false;
if (mFighter != null)
mFighter.OnEnableAttack();
if (debug)
Debug.Log("Enter " + damageType);
if (attackTimeScaleStart < 0f)
{
attackTimeScaleStart = startDamage;
}
if (attackTimeScaleEnd < 0f)
{
attackTimeScaleEnd = endDamage;
}
}
private void LerpRotation()
{
if (!rotatePlayerTowardsTarget)
{
return;
}
float minDist = maxTurnTowardDistance;
var enemy = GetNearestEnemy(ref minDist);
if (!IsEnemyInAngleRange(enemy))
{
return;
}
Transform playerTransform = Player.Instance.transform;
var toEnemy = enemy.transform.position - playerTransform.position;
toEnemy.y = 0f;
toEnemy.Normalize();
Quaternion targetRot =
Quaternion.LookRotation(toEnemy);
var rotation = playerTransform.rotation;
rotation = Quaternion.RotateTowards(rotation, targetRot, Time.deltaTime * rotationSpeed);
//rotation = Quaternion.Lerp(rotation, targetRot, Time.deltaTime * rotationSpeed);
playerTransform.rotation = rotation;
}
private bool IsEnemyInAngleRange(vFSMBehaviourController ai)
{
if (ai == null)
{
return false;
}
Vector3 playerFwd = Player.Instance.transform.forward;
Vector3 target = (ai.transform.forward - playerFwd).normalized;
float dot = Vector3.Dot(playerFwd, target );
float angle = 180f - Mathf.Acos(dot) * Mathf.Rad2Deg;
//Debug.Log("IsEnemyInAngleRange: angle: "+angle);
if (angle > degreeThreshold)
{
return false;
}
return true;
}
public float NearTargertHealth()
{
float health = -1f;
if (Player.Instance.LockOn.currentTarget != null)
{
var aic = Player.Instance.LockOn.currentTarget.GetComponent<vControlAICombat>();
if (aic != null)
{
health = aic.currentHealth;
return health;
}
}
float minDist = Single.PositiveInfinity;
var ctrl = GetNearestEnemy(ref minDist);
if (minDist < maxTargetDistance)
{
health = ctrl.aiController.currentHealth;
}
return health;
}
private bool NearHealthLow()
{
float h = NearTargertHealth();
return h > 0f && h < lowHealthTh;
}
private vFSMBehaviourController GetNearestEnemy(ref float minDist)
{
var controllers = GameStateManager.Instance.GetActiveCombatcontrollers();
Vector3 playerPos = Player.Instance.transform.position;
vFSMBehaviourController ctrl = null;
foreach (var aic in controllers)
{
var dist2 = aic.transform.position - Player.Instance.transform.position;
dist2.y = 0f;
if (dist2.magnitude < minDist)
{
ctrl = aic;
minDist = dist2.magnitude;
}
}
return ctrl;
}
public bool TargetNear()
{
var targets = Player.Instance.LockOn.GetNearbyTargets();
if (targets.Count == 0)
return false;
else
{
var dist2 = targets[0].position - Player.Instance.transform.position;
dist2.y = 0f;
return dist2.magnitude < maxTargetDistance;
}
}
private void UpdateSlowMo(float normalizedTime)
{
if (!m_hasScaledTime)
{
if (normalizedTime >= attackTimeScaleStart && normalizedTime <= attackTimeScaleEnd)
{
if (TargetNear() && (useAttackTimeScale || NearHealthLow()))
{
TimeController.Instance.SetTimeScaleForSec(attackTimeScale, attackTimeScaleEnd - normalizedTime, true);
//Time.timeScale = attackTimeScale;
m_hasScaledTime = true;
}
}
} else if (normalizedTime > attackTimeScaleEnd)
{
m_hasScaledTime = false;
}
}
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (Player.Instance.ActiveWeaponTrail)
{
Player.Instance.ActiveWeaponTrail.m_colorMultiplier = Color.white +Color.red * damageMultiplier;
}
float nTime = stateInfo.normalizedTime % 1;
LerpRotation();
if (nTime >= startDamage && nTime <= endDamage && !isActive)
{
if (debug)
Debug.Log(animator.name + " attack " + damageType + " enable damage in " +
System.Math.Round(stateInfo.normalizedTime % 1, 2));
isActive = true;
ActiveDamage(animator, true);
/*
if (TargetNear() && (useAttackTimeScale || NearHealthLow()))
{
TimeController.Instance.SetTimeScaleForSec(attackTimeScale, endDamage - nTime);
//Time.timeScale = attackTimeScale;
m_hasScaledTime = true;
}
*/
}
else if (nTime > endDamage && isActive)
{
if (debug)
Debug.Log(animator.name + " attack " + damageType + " disable damage in " +
System.Math.Round(stateInfo.normalizedTime % 1, 2));
isActive = false;
ActiveDamage(animator, false);
if (m_hasScaledTime)
{
//Time.timeScale = 1f;
m_hasScaledTime = false;
}
}
if (nTime > endDamage && isAttacking)
{
isAttacking = false;
if (mFighter != null)
mFighter.OnDisableAttack();
}
if (nTime > .1f && nTime < resetTriggerBeforeTime && isAttacking)
{
if (mFighter != null)
mFighter.ResetAttackTriggers();
}
//if (stateInfo.normalizedTime % 1 > allowRotationAt && isAttacking)
//{
// isAttacking = false;
// if (mFighter != null)
// mFighter.OnDisableAttack();
//}
UpdateSlowMo(nTime);
}
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (debug)
Debug.Log("Exit " + damageType);
if (isActive)
{
isActive = false;
ActiveDamage(animator, false);
}
if (isAttacking)
{
isAttacking = false;
if (mFighter != null)
mFighter.OnDisableAttack();
}
if (mFighter != null && resetAttackTrigger)
mFighter.ResetAttackTriggers();
if (debug) Debug.Log(animator.name + " attack " + damageType + " stateExit");
}
void ActiveDamage(Animator animator, bool value)
{
var meleeManager = animator.GetComponent<vMeleeManager>();
if (meleeManager)
meleeManager.SetActiveAttack(bodyParts, meleeAttackType, value, damageMultiplier, recoilID, reactionID,
ignoreDefense, activeRagdoll, senselessTime, damageType);
}
}
}