687 lines
30 KiB
C#
687 lines
30 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Invector;
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using Invector.vCharacterController;
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using Invector.vCharacterController.vActions;
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using Sirenix.OdinInspector;
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// using UnityEditor; // Best to remove if not strictly needed for runtime
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.VFX;
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// using static Invector.vObjectDamage; // Not used directly, consider removing
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using DG.Tweening;
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using Invector.vCharacterController.AI.FSMBehaviour;
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using Beyond; // For Player, GameStateManager, AutoTargetting (if Player.Instance.AutoTarget is of this type)
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namespace Beyond
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{
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[RequireComponent(typeof(Animator))]
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[RequireComponent(typeof(vGenericAnimation))]
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public class MagicAttacks : MonoBehaviour
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{
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public delegate void ActionDelegate();
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[Serializable]
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public class EffectDesc
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{
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public string name = "MagicPush";
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public string secondaryName = "MagicPush Scroll";
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public float delay = 0f;
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public float startTime = 0f;
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public float endTime = 0f;
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public GameObject effectObject;
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public string animClipName = "MagicPush";
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public ActionDelegate del;
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}
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[SerializeField] private bEquipArea powersArea;
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public List<EffectDesc> m_effects;
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public EffectDesc selectedEffect;
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public enum EffectType
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{ MAGIC_PUSH, FLAME_THROWER, SCAN, NOONE, FIREBALL, SHIELD, SILENT_PEEK };
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public EffectType m_selectedType = EffectType.NOONE;
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public string currentSelectedSpellName = "";
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private int currentSpellFaithCost = int.MaxValue;
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private Coroutine lastPushRoutine = null;
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private ParticleSystem flame;
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private BoxCollider flameDamager;
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private bLockOn lockOn; // Retained for fallback aiming or non-combat interactions if needed
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private const float fireballAimerThreshold = -1.0f; // Used for fallback aiming if no auto-target
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private const float fireballAimerHeightAdjuster = 0.1f;
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private const float fireballDamagerDuration = 0.3f;
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private const float fireballTargetYPositionOffset = 0.75f;
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private const int spellLayerIndex = 5;
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private EffectDesc shield;
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private EffectDesc silentPeek;
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private ShieldEffectController shieldEffectController;
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private ShieldCollisionController shieldCollisionController;
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private bool canPlayNoFaithClip = true;
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private bool canPlayCantDoClip = true;
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// NEW: AutoTargetting fields
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private AutoTargetting _autoTargettingInstance;
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[BoxGroup("Auto targetting")]
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[Tooltip("Enable to use AutoTargetting for player rotation and spell aiming.")]
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public bool enableAutoTargetIntegration = true;
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[BoxGroup("Auto targetting")]
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[Tooltip("Max distance for player to turn towards an auto-target during spell casting.")]
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public float maxTurnTowardDistance = 10f;
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[BoxGroup("Auto targetting")]
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[Tooltip("Rotation speed when turning towards an auto-target.")]
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public float rotationSpeed = 500f;
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[BoxGroup("Auto targetting")]
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[Tooltip("Angle threshold within which the player will rotate towards an auto-target.")]
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public float degreeThreshold = 100f;
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public UnityAction<Collider> onHitFireball;
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private void Awake()
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{
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tpInput = GetComponent<bThirdPersonInput>();
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// NEW: Initialize AutoTargetting instance
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if (Player.Instance != null)
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{
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_autoTargettingInstance = Player.Instance.AutoTarget; // Assuming Player.Instance has an AutoTarget property of type AutoTargetting
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if (_autoTargettingInstance == null && enableAutoTargetIntegration)
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{
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Debug.LogWarning("MagicAttacks: AutoTargetting component not found on Player.Instance.AutoTarget, but enableAutoTargetIntegration is true. Targeting features will be limited.");
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}
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}
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else
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{
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Debug.LogError("MagicAttacks: Player.Instance is null in Awake. Cannot get AutoTargetting component.");
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}
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lockOn = GetComponent<bLockOn>(); // Keep for potential fallback
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EffectDesc mpush = m_effects[(int)EffectType.MAGIC_PUSH];
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EffectDesc flameThrowe = m_effects[(int)EffectType.FLAME_THROWER];
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EffectDesc scan = m_effects[(int)EffectType.SCAN];
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EffectDesc fireball = m_effects[(int)EffectType.FIREBALL];
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shield = m_effects[(int)EffectType.SHIELD];
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silentPeek = m_effects[(int)EffectType.SILENT_PEEK];
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shieldEffectController = shield.effectObject.GetComponent<ShieldEffectController>();
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shieldCollisionController = shield.effectObject.GetComponentInChildren<ShieldCollisionController>();
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mpush.effectObject.SetActive(false);
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mpush.del = MagicPushAttack;
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if (flameThrowe.effectObject)
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{
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flameThrowe.effectObject.GetComponent<ParticleSystem>().Stop();
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var ps = flameThrowe.effectObject.GetComponentsInChildren<ParticleSystem>();
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foreach (var p in ps)
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{
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p.Stop();
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}
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}
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flameThrowe.del = FlameThrowerAttack;
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scan.del = Scan;
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if (scan.effectObject)
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{
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scan.effectObject.SetActive(false);
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}
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fireball.del = Fireball;
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if (fireball.effectObject)
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{
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fireball.effectObject.SetActive(false);
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}
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shield.del = Shield;
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if (shield.effectObject)
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{
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shield.effectObject.SetActive(false);
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}
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flame = flameThrowe.effectObject.GetComponent<ParticleSystem>();
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flameDamager = flameThrowe.effectObject.GetComponentInChildren<BoxCollider>();
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silentPeek.del = OnSilentPeek;
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}
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private void OnDisable()
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{
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if (shieldAnimationIsActive)
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{
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DisableShield();
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}
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}
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private void OnEnable()
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{
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canPlayNoFaithClip = true;
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canPlayCantDoClip = true;
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}
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[Button]
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private void OnSilentPeek()
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{
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StopCoroutine(SilentPeekCoroutine());
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StartCoroutine(SilentPeekCoroutine());
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}
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private IEnumerator SilentPeekCoroutine()
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{
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EffectDesc peek = m_effects[(int)EffectType.SILENT_PEEK];
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yield return new WaitForSeconds(peek.startTime);
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if (SilentPeekController.instance.IsActive())
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{
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SilentPeekController.instance.SetActive(false);
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}
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else
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{
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if (peek.effectObject != null)
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{
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peek.effectObject.SetActive(false);
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peek.effectObject.SetActive(true);
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yield return new WaitForSeconds(peek.delay);
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}
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SilentPeekController.instance.SetActive(true, powersArea.equipSlots[equipAreaSelectedIndex].item);
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}
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yield return null;
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}
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public void MagicPushAttack()
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{
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if (lastPushRoutine != null)
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{
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StopCoroutine(lastPushRoutine);
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}
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lastPushRoutine = StartCoroutine(MagicPushCoroutine());
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}
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private IEnumerator MagicPushCoroutine()
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{
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EffectDesc mpush = m_effects[(int)EffectType.MAGIC_PUSH];
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// MODIFIED: Use TurnTowardTargetCoroutine for potential rotation during wind-up
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yield return TurnTowardTargetCoroutine(mpush.startTime);
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mpush.effectObject.SetActive(false);
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mpush.effectObject.SetActive(true);
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yield return new WaitForSeconds(mpush.delay);
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Debug.Log("Bum!"); // Consider replacing with actual effect logic
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yield return new WaitForSeconds(mpush.endTime); // This is endTime after delay, might be confusing.
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mpush.effectObject.SetActive(false);
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yield return null;
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}
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public void FlameThrowerAttack()
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{
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StartCoroutine(FlameThrowerhCoroutine());
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}
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private IEnumerator FlameThrowerhCoroutine()
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{
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EffectDesc flameThrowe = m_effects[(int)EffectType.FLAME_THROWER];
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// MODIFIED: TurnTowardTargetCoroutine will handle rotation based on AutoTargetting
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yield return TurnTowardTargetCoroutine(flameThrowe.startTime);
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flameDamager.enabled = true;
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flame.Play();
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yield return new WaitForSeconds(flameThrowe.endTime); // Duration of flame
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flame.Stop();
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yield return new WaitForSeconds(flameThrowe.delay); // Cooldown/after-effect
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flameDamager.enabled = false;
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yield return null;
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}
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[Button]
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public void Scan()
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{
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StartCoroutine(ScanCoroutine());
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}
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private IEnumerator ScanCoroutine()
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{
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EffectDesc scan = m_effects[(int)EffectType.SCAN];
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// Scan might not need rotation, but if it had a wind-up animation, TurnTowardTargetCoroutine could be used.
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yield return new WaitForSeconds(scan.startTime);
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float time = scan.startTime - scan.delay; // This calculation seems off if delay is for after effect. Assuming startTime is actual start.
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float maxRange = 50f;
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float speed = maxRange / (scan.endTime - scan.startTime); // scan.endTime is duration here
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int mask = 1 << LayerMask.NameToLayer("Triggers") | 1 << LayerMask.NameToLayer("HiddenObject");
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if (scan.effectObject)
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{
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scan.effectObject.SetActive(true);
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VisualEffect effect = scan.effectObject.GetComponent<VisualEffect>();
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effect.Play();
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}
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float waveEffectTimer = 0f;
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float waveEffectDuration = scan.endTime - scan.startTime;
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while (waveEffectTimer < waveEffectDuration)
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{
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Shader.SetGlobalFloat("_WaveTime", speed * waveEffectTimer); // Use timer relative to effect start
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waveEffectTimer += Time.deltaTime;
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yield return null;
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}
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Shader.SetGlobalFloat("_WaveTime", 0f); // Reset shader global
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var colliders = Physics.OverlapSphere(transform.position, maxRange, mask);
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foreach (var c in colliders)
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{
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var h = c.gameObject.GetComponent<IScannable>();
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if (h != null)
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h.OnScanned();
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}
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if (scan.effectObject) scan.effectObject.SetActive(false); // Deactivate after use
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yield return null;
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}
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public void Fireball()
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{
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StartCoroutine(FireballCoroutine());
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}
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// MODIFIED: Centralized coroutine for turning towards target during spell animations
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private IEnumerator TurnTowardTargetCoroutine(float maxDuration)
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{
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if (!enableAutoTargetIntegration || _autoTargettingInstance == null)
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{
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// If auto-targeting is off or unavailable, just wait for the duration without rotation.
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if (maxDuration > 0) yield return new WaitForSeconds(maxDuration);
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yield break;
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}
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float timeElapsed = 0;
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while (timeElapsed < maxDuration)
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{
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if (_autoTargettingInstance.CurrentTarget != null)
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{
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vFSMBehaviourController currentTarget = _autoTargettingInstance.CurrentTarget;
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Transform playerTransform = transform; // Character's transform
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float distSqr = (currentTarget.transform.position - playerTransform.position).sqrMagnitude;
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// Check distance using MagicAttacks.maxTurnTowardDistance
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if (distSqr <= maxTurnTowardDistance * maxTurnTowardDistance)
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{
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// Check angle using MagicAttacks.degreeThreshold and AutoTargetting's utility
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if (_autoTargettingInstance.IsTargetInAngle(playerTransform, currentTarget, degreeThreshold))
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{
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Vector3 directionToTarget = currentTarget.transform.position - playerTransform.position;
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directionToTarget.y = 0f; // Horizontal rotation only
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if (directionToTarget.sqrMagnitude > 0.0001f) // Ensure there's a direction
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{
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Quaternion targetRotation = Quaternion.LookRotation(directionToTarget.normalized);
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// Use MagicAttacks.rotationSpeed for the rotation
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playerTransform.rotation = Quaternion.RotateTowards(playerTransform.rotation, targetRotation, Time.deltaTime * rotationSpeed);
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}
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}
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}
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}
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timeElapsed += Time.deltaTime;
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yield return null;
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}
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}
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private IEnumerator FireballCoroutine()
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{
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EffectDesc fireball = m_effects[(int)EffectType.FIREBALL];
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// MODIFIED: Use new TurnTowardTargetCoroutine
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yield return TurnTowardTargetCoroutine(fireball.startTime);
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var fireballClone = Instantiate(fireball.effectObject, fireball.effectObject.transform.position, fireball.effectObject.transform.rotation);
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fireballClone.SetActive(true);
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RFX4_PhysicsMotion fireballMotionController = fireballClone.GetComponentInChildren<RFX4_PhysicsMotion>();
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if (fireballMotionController != null)
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{
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fireballMotionController.CollisionEnter += EnableBrieflyFireballDamager;
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}
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vObjectDamage fireballDamageComponent = fireballClone.GetComponentInChildren<vObjectDamage>();
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if (fireballDamageComponent != null && onHitFireball != null)
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{
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fireballDamageComponent.onHit.AddListener(onHitFireball);
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}
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// MODIFIED: Use new AimFireball method
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AimFireball(fireballClone);
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Destroy(fireballClone, 10f); // Self-destruct after time
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yield return null;
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}
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private void EnableBrieflyFireballDamager(object sender, RFX4_PhysicsMotion.RFX4_CollisionInfo e)
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{
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RFX4_PhysicsMotion rFX4_PhysicsMotion = (RFX4_PhysicsMotion)sender;
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CapsuleCollider collider = rFX4_PhysicsMotion.GetComponentInChildren<CapsuleCollider>(); // Assuming damager is a CapsuleCollider
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if(collider != null) StartCoroutine(EnableBrieflyFireballDamagerCoroutine(collider));
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}
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// NEW: Refactored fireball aiming logic
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private void AimFireball(GameObject fireballClone)
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{
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Vector3 aimDirection = transform.forward; // Default aim is player's forward
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if (enableAutoTargetIntegration && _autoTargettingInstance != null && _autoTargettingInstance.CurrentTarget != null)
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{
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vFSMBehaviourController autoTarget = _autoTargettingInstance.CurrentTarget;
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Vector3 targetPosition = autoTarget.transform.position;
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targetPosition.y += fireballTargetYPositionOffset; // Adjust height for aiming
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aimDirection = (targetPosition - fireballClone.transform.position).normalized;
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}
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else if (lockOn != null && lockOn.isLockingOn && lockOn.currentTarget != null) // Fallback to bLockOn target
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{
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Vector3 targetPosition = lockOn.currentTarget.position;
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targetPosition.y += fireballTargetYPositionOffset;
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aimDirection = (targetPosition - fireballClone.transform.position).normalized;
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}
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else if (lockOn != null) // Fallback to nearest enemy in front (from bLockOn)
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{
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List<Transform> closeEnemies = lockOn.GetNearbyTargets();
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if (closeEnemies.Count > 0)
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{
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foreach (var enemyTransform in closeEnemies) // Find first suitable enemy in front
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{
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Vector3 targetPosition = enemyTransform.position;
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targetPosition.y += fireballTargetYPositionOffset;
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Vector3 directionToEnemy = (targetPosition - fireballClone.transform.position).normalized;
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// Check if enemy is generally in front of the player (fireball origin)
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if (Vector3.Dot(transform.forward, directionToEnemy) > fireballAimerThreshold)
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{
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aimDirection = directionToEnemy;
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break;
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}
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}
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}
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}
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// Apply calculated aim direction to the fireball, adding vertical adjustment
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Vector3 finalAimDirection = new Vector3(aimDirection.x, aimDirection.y + fireballAimerHeightAdjuster, aimDirection.z);
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if (finalAimDirection.sqrMagnitude > 0.001f)
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{
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fireballClone.transform.rotation = Quaternion.LookRotation(finalAimDirection.normalized);
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}
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// If aimDirection is zero (shouldn't happen with defaults), it will use its instantiated rotation.
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}
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private IEnumerator EnableBrieflyFireballDamagerCoroutine(CapsuleCollider collider)
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{
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collider.enabled = true;
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yield return new WaitForSeconds(fireballDamagerDuration);
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collider.enabled = false;
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}
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public void Shield()
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{
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StopCoroutine(ShieldCoroutine()); // Ensure only one shield coroutine runs
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StartCoroutine(ShieldCoroutine());
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}
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private IEnumerator ShieldCoroutine()
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{
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shieldAnimationIsActive = true;
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// Shield typically doesn't need offensive targeting/rotation.
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// If there was a wind-up animation where player *should* face an enemy, TurnTowardTargetCoroutine could be used.
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yield return new WaitForSeconds(shield.startTime);
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shieldEffectIsActive = true;
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shieldEffectController.InitializeEffect();
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shield.effectObject.SetActive(true);
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shieldCollisionController.shieldCollider.enabled = true;
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yield return new WaitForSeconds(shield.endTime); // Duration shield is active
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shieldEffectController.DisableEffect();
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yield return new WaitForSeconds(shield.delay / 2f); // Fade out time part 1
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shieldEffectIsActive = false;
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shieldCollisionController.shieldCollider.enabled = false;
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yield return new WaitForSeconds(shield.delay / 2f); // Fade out time part 2
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shield.effectObject.SetActive(false);
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shieldAnimationIsActive = false;
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}
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private void DisableShield()
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{
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shieldEffectIsActive = false;
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if(shieldCollisionController != null && shieldCollisionController.shieldCollider != null)
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shieldCollisionController.shieldCollider.enabled = false;
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shieldAnimationIsActive = false;
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if(shield != null && shield.effectObject != null)
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shield.effectObject.SetActive(false);
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}
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[Tooltip("Input to trigger the custom animation")]
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public GenericInput actionInput = new GenericInput("L", "L", "L");
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[Tooltip("Name of the animation clip")]
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public string animationClip; // This will be set by selectedEffect.animClipName
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[Tooltip("Where in the end of the animation will trigger the event OnEndAnimation")]
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public float animationEnd = 0.8f;
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public UnityEvent OnPlayAnimation; // Consider if this is still needed or how it fits
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public UnityEvent OnEndAnimation;
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public bool isPlaying; // Tracks if the spell animation is currently playing
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protected bool triggerOnce; // For OnEndAnimation event
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protected vThirdPersonInput tpInput; // Renamed from tpInput to avoid conflict with Invector's tpInput if any confusion
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internal bool shieldEffectIsActive;
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private bool shieldAnimationIsActive;
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private int equipAreaSelectedIndex = 0;
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protected virtual void LateUpdate() // LateUpdate for animation state checks is common
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{
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TriggerSpellAnimation();
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AnimationBehaviour();
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}
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protected virtual void TriggerSpellAnimation()
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{
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bool playConditions = !isPlaying && tpInput != null && tpInput.cc != null &&
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!(tpInput.cc.customAction || tpInput.cc.IsAnimatorTag("special") || tpInput.cc.IsAnimatorTag("LockMovement"));
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if (actionInput.GetButtonDown() && playConditions)
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TryToPlaySpellAnimation();
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}
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public void TryToPlaySpellAnimation()
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{
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selectedEffect = GetCurrentlySelectedPower(); // Ensure current selected effect is fetched
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if (selectedEffect == shield && shieldAnimationIsActive)
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{
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TryToPlayCantDoThatYetClip();
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return;
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}
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if (Player.Instance == null) // Safeguard
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{
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Debug.LogError("Player.Instance is null. Cannot cast spell.");
|
|
return;
|
|
}
|
|
|
|
if (selectedEffect != null && currentSpellFaithCost <= Player.Instance.GetCurrentFaithValue())
|
|
{
|
|
Player.Instance.UpdateFaithCurrentValue(-currentSpellFaithCost);
|
|
animationClip = selectedEffect.animClipName; // Set animation clip for AnimationBehaviour
|
|
|
|
// NEW: Perform initial snap rotation if auto-targeting is enabled
|
|
if (enableAutoTargetIntegration)
|
|
{
|
|
SnapLookTowardsAutoTarget();
|
|
}
|
|
// else // OLD logic for turning - can be removed or kept as fallback
|
|
// {
|
|
// TryToTurnTowordsEnemy();
|
|
// }
|
|
|
|
if (tpInput != null && tpInput.cc != null && tpInput.cc.animator != null)
|
|
{
|
|
tpInput.cc.animator.CrossFadeInFixedTime(animationClip, 0.1f);
|
|
OnPlayAnimation.Invoke(); // Invoke OnPlay event
|
|
triggerOnce = true; // Allow OnEndAnimation to be called
|
|
}
|
|
else
|
|
{
|
|
Debug.LogError("Cannot play spell animation: tpInput or its components are null.");
|
|
return; // Don't proceed to call delegate if animation components are missing
|
|
}
|
|
|
|
selectedEffect.del?.Invoke(); // Call the spell's primary action delegate
|
|
|
|
if (powersArea.equipSlots[equipAreaSelectedIndex].item.destroyAfterUse)
|
|
{
|
|
if (selectedEffect == silentPeek)
|
|
{
|
|
// Special handling for Silent Peek item destruction (likely in its controller)
|
|
}
|
|
else
|
|
{
|
|
powersArea.UseItem(powersArea.equipSlots[equipAreaSelectedIndex]);
|
|
}
|
|
}
|
|
}
|
|
else if (selectedEffect != null) // Not enough faith
|
|
{
|
|
TryToPlayNoEnoughFaithClip();
|
|
}
|
|
// If selectedEffect is null, nothing happens (no spell selected/valid)
|
|
}
|
|
|
|
// NEW: Method for an immediate snap-look towards the auto-target
|
|
private void SnapLookTowardsAutoTarget()
|
|
{
|
|
if (_autoTargettingInstance == null || _autoTargettingInstance.CurrentTarget == null)
|
|
{
|
|
return; // No auto-target system or no current target
|
|
}
|
|
|
|
vFSMBehaviourController currentTarget = _autoTargettingInstance.CurrentTarget;
|
|
Transform playerTransform = transform;
|
|
|
|
// Check distance condition from MagicAttacks settings
|
|
float distSqr = (currentTarget.transform.position - playerTransform.position).sqrMagnitude;
|
|
if (distSqr > maxTurnTowardDistance * maxTurnTowardDistance)
|
|
{
|
|
return; // Target is too far for this specific snap-look interaction
|
|
}
|
|
|
|
// Check angle condition from MagicAttacks settings
|
|
if (!_autoTargettingInstance.IsTargetInAngle(playerTransform, currentTarget, degreeThreshold))
|
|
{
|
|
return; // Target is not within the desired cone for snap-look
|
|
}
|
|
|
|
Vector3 directionToTarget = currentTarget.transform.position - playerTransform.position;
|
|
directionToTarget.y = 0f; // Horizontal rotation only
|
|
|
|
if (directionToTarget.sqrMagnitude > 0.0001f)
|
|
{
|
|
playerTransform.rotation = Quaternion.LookRotation(directionToTarget.normalized);
|
|
}
|
|
}
|
|
|
|
private void TryToPlayCantDoThatYetClip()
|
|
{
|
|
if (!canPlayCantDoClip) return;
|
|
canPlayCantDoClip = false;
|
|
DOVirtual.DelayedCall(1f, () => canPlayCantDoClip = true); // Reset flag
|
|
|
|
var text = "Spell is already active"; // Example message
|
|
if (bItemCollectionDisplay.Instance != null)
|
|
bItemCollectionDisplay.Instance.FadeText(text, 4, 0.25f);
|
|
if (Player.Instance != null)
|
|
Player.Instance.PlayICantDoThatYet(); // Assuming this method exists on Player
|
|
}
|
|
|
|
private void TryToPlayNoEnoughFaithClip()
|
|
{
|
|
if (!canPlayNoFaithClip) return;
|
|
canPlayNoFaithClip = false;
|
|
DOVirtual.DelayedCall(1.5f, () => canPlayNoFaithClip = true); // Reset flag
|
|
|
|
var text = "Not enough Faith";
|
|
if (bItemCollectionDisplay.Instance != null)
|
|
bItemCollectionDisplay.Instance.FadeText(text, 4, 0.25f);
|
|
if (Player.Instance != null)
|
|
Player.Instance.PlayNoFaithClip(); // Assuming this method exists on Player
|
|
}
|
|
|
|
public EffectDesc GetCurrentlySelectedPower()
|
|
{
|
|
if (powersArea == null || equipAreaSelectedIndex < 0 || equipAreaSelectedIndex >= powersArea.equipSlots.Count ||
|
|
powersArea.equipSlots[equipAreaSelectedIndex] == null || powersArea.equipSlots[equipAreaSelectedIndex].item == null)
|
|
{
|
|
currentSpellFaithCost = int.MaxValue;
|
|
currentSelectedSpellName = "";
|
|
return null;
|
|
}
|
|
|
|
bItem selectedSpellItem = powersArea.equipSlots[equipAreaSelectedIndex].item;
|
|
currentSelectedSpellName = selectedSpellItem.name; // Store for display or debugging
|
|
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(); // Update current effect based on selection
|
|
}
|
|
|
|
// OLD rotation methods - can be removed or commented out if new system is preferred
|
|
/*
|
|
private void LerpRotation()
|
|
{
|
|
// ... original LerpRotation code using GetNearestEnemy ...
|
|
}
|
|
|
|
private bool IsEnemyInAngleRange(vFSMBehaviourController ai)
|
|
{
|
|
// ... original IsEnemyInAngleRange code ...
|
|
}
|
|
private vFSMBehaviourController GetNearestEnemy(ref float minDist)
|
|
{
|
|
// ... original GetNearestEnemy code ...
|
|
}
|
|
private void TryToTurnTowordsEnemy() // Replaced by SnapLookTowardsAutoTarget
|
|
{
|
|
// ... original TryToTurnTowordsEnemy code ...
|
|
}
|
|
*/
|
|
|
|
protected virtual void AnimationBehaviour()
|
|
{
|
|
if (tpInput == null || tpInput.cc == null || tpInput.cc.animator == null || string.IsNullOrEmpty(animationClip))
|
|
{
|
|
isPlaying = false;
|
|
return;
|
|
}
|
|
|
|
// isPlaying should reflect if the *specific spell animation* is active.
|
|
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) &&
|
|
tpInput.cc.animator.GetCurrentAnimatorStateInfo(spellLayerIndex).normalizedTime >= animationEnd)
|
|
{
|
|
if (triggerOnce)
|
|
{
|
|
triggerOnce = false;
|
|
OnEndAnimation.Invoke();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If not playing the specific animation clip, ensure triggerOnce is reset
|
|
// This handles cases where animation might be interrupted before reaching animationEnd
|
|
if (triggerOnce)
|
|
{
|
|
triggerOnce = false;
|
|
// Optionally, invoke OnEndAnimation if it should always fire on exiting the state,
|
|
// but current logic only fires it if normalizedTime >= animationEnd.
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |