Files
beyond/Assets/Scripts/InvectorDerivatives/bLockOn.cs

428 lines
18 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Invector; // Assuming vIHealthController is in this namespace or vCharacterController
using Invector.vCharacterController;
using UnityEngine;
using UnityEngine.UI;
namespace Beyond
{
[vClassHeader("MELEE LOCK-ON")]
public class bLockOn : vLockOnBehaviour // Inherits from your provided vLockOnBehaviour
{
#region variables
[System.Serializable]
public class LockOnEvent : UnityEngine.Events.UnityEvent<Transform> { }
[Tooltip("Make sure to disable or change the StrafeInput to a different key at the Player Input component")]
public bool strafeWhileLockOn = true;
[Tooltip("Create a Image inside the UI and assign here")]
public RectTransform aimImagePrefab;
public Canvas aimImageContainer;
public Vector2 aimImageSize = new Vector2(30, 30);
[Tooltip("True: Hide the sprite when not Lock On, False: Always show the Sprite")]
public bool hideSprite = true;
[Tooltip("Create a offset for the sprite based at the center of the target")]
[Range(-0.5f, 0.5f)]
public float spriteHeight = 0.25f;
[Tooltip("Offset for the camera height when locking on")]
public float cameraHeightOffset;
[Tooltip("Transition Speed for the Camera to rotate towards the target when locking on.")]
public float lockSpeed = 0.5f;
[Header("LockOn Inputs")]
public GenericInput lockOnInput = new GenericInput("Tab", "RightStickClick", "RightStickClick");
// Inputs for Next/Previous target are now handled by calling base.ChangeTarget(1) or base.ChangeTarget(-1)
public GenericInput nexTargetInput = new GenericInput("X", false, false, "RightAnalogHorizontal", true, false, "X", false, false);
public GenericInput previousTargetInput = new GenericInput("Z", false, false, "RightAnalogHorizontal", true, true, "Z", false, false);
public bool isLockingOn { get; private set; } // Keep this for external systems like AutoTargetting
public LockOnEvent onLockOnTarget;
public LockOnEvent onUnLockOnTarget;
private RectTransform _aimImageInstance;
// 'inTarget' might be redundant if we rely on base.currentTarget != null and isLockingOn
// protected bool inTarget;
protected bMeleeCombatInput tpInput;
private AutoTargetting autoTargetingSystem;
#endregion variables
protected void Start() // Override if base has Start, otherwise just 'void Start()'
{
// If vLockOnBehaviour.Start is not virtual, you might not need base.Start()
// but Init() is crucial from the base class.
base.Init(); // Call the Init from vLockOnBehaviour
tpInput = GetComponent<bMeleeCombatInput>();
if (tpInput)
{
tpInput.onUpdate -= UpdateLockOn;
tpInput.onUpdate += UpdateLockOn;
// Player health for unlocking on death (assuming player has vIHealthController)
var playerHealth = GetComponent<vIHealthController>();
if (playerHealth != null)
{
// This part might need adjustment based on how vIHealthController handles death events
// For now, let's assume a simple check or that other systems handle player death state.
}
}
else
{
Debug.LogError("bLockOn: bMeleeCombatInput not found. Lock-on system disabled.");
enabled = false;
return;
}
if (!aimImageContainer) aimImageContainer = GetComponentInChildren<Canvas>(true);
if (aimImagePrefab && aimImageContainer && _aimImageInstance == null)
{
_aimImageInstance = Instantiate(aimImagePrefab, aimImageContainer.transform, false);
_aimImageInstance.gameObject.SetActive(false);
}
// Get AutoTargetting system
if (Player.Instance != null) autoTargetingSystem = Player.Instance.GetComponentInChildren<AutoTargetting>(true);
if (autoTargetingSystem == null) autoTargetingSystem = FindObjectOfType<AutoTargetting>();
if (autoTargetingSystem != null)
{
// Set the 'range' field from the base class
base.range = autoTargetingSystem.maxTargetingDistance;
// Note: findTargetAngle from AutoTargetting is not directly used by this base class.
// The base class uses screen-space sorting. We can't easily inject world-space angle here
// without modifying vLockOnBehaviour.GetPossibleTargets() or SortTargets().
// For now, switching will respect AutoTargetting's *distance* but use base class's screen-angle logic.
}
else
{
Debug.LogWarning("bLockOn: AutoTargetting system not found. Using default vLockOnBehaviour range.");
}
}
public RectTransform AimImageDisplay
{
get
{
if (_aimImageInstance == null && aimImagePrefab && aimImageContainer)
{
_aimImageInstance = Instantiate(aimImagePrefab, aimImageContainer.transform, false);
_aimImageInstance.anchoredPosition = Vector2.zero;
// ... other setup for _aimImageInstance
}
return _aimImageInstance;
}
}
protected virtual void UpdateLockOn()
{
if (this.tpInput == null) return;
LockOnInput();
SwitchTargetsInput();
CheckForCharacterAlive(); // Checks base.currentTarget
UpdateAimImage();
}
protected virtual void LockOnInput()
{
if (tpInput.tpCamera == null || tpInput.cc == null) return;
if (lockOnInput.GetButtonDown() && !tpInput.cc.customAction)
{
// Toggle lock-on state
if (isLockingOn)
{
UnlockTarget();
}
else
{
AttemptLockOn(null); // Attempt to find a new target
}
}
}
// This method is called by base.ChangeTargetRoutine when a target is selected
protected override void SetTarget()
{
// base.currentTarget (which is base.target) has been set by ChangeTargetRoutine
// or by our AttemptLockOn/ManuallySetLockOnTarget.
// We just need to react to it.
if (tpInput.tpCamera != null && base.currentTarget != null)
{
tpInput.tpCamera.SetLockTarget(base.currentTarget.transform, cameraHeightOffset, lockSpeed);
if (isLockingOn) // Only invoke if we are truly in a locking state
{
onLockOnTarget.Invoke(base.currentTarget.transform);
}
}
else if (base.currentTarget == null && isLockingOn) // Target became null while we thought we were locked
{
UnlockTarget(false); // Silently unlock if target disappeared
}
}
protected virtual void SwitchTargetsInput()
{
if (tpInput.tpCamera == null || !isLockingOn) return;
// base.currentTarget is the currently locked Transform
if (base.currentTarget != null)
{
if (previousTargetInput.GetButtonDown()) base.ChangeTarget(-1); // Calls base class method
else if (nexTargetInput.GetButtonDown()) base.ChangeTarget(1); // Calls base class method
}
}
// 'ChangeTarget' is already defined in the base class and handles index changes.
// We override SetTarget() which is called by the base ChangeTargetRoutine.
protected virtual void CheckForCharacterAlive()
{
// base.isCharacterAlive() checks the base.currentTarget
if (isLockingOn && base.currentTarget != null && !base.isCharacterAlive())
{
// Debug.Log($"bLockOn: Locked target {base.currentTarget.name} died. Attempting to find new one or unlock.");
Transform oldDeadTarget = base.currentTarget;
AttemptLockOn(null, oldDeadTarget); // Try to find a new target, excluding the dead one for this attempt
}
}
/// <summary>
/// Attempts to lock onto a target. If preferredTarget is provided and valid, locks that.
/// Otherwise, finds the best available target.
/// </summary>
protected void AttemptLockOn(Transform preferredTarget, Transform excludeTarget = null)
{
if (tpInput == null || tpInput.cc == null || tpInput.tpCamera == null) return;
Transform targetToLock = null;
if (preferredTarget != null && base.isCharacterAlive(preferredTarget))
{
targetToLock = preferredTarget;
}
else
{
// Update range from AutoTargetting before finding targets
if (autoTargetingSystem != null) base.range = autoTargetingSystem.maxTargetingDistance;
List<Transform> possible = base.GetPossibleTargets(); // This uses base.range
if (possible != null && possible.Count > 0)
{
// Filter out the excludeTarget if provided
if (excludeTarget != null)
{
possible.Remove(excludeTarget);
}
// Optional: Re-filter 'possible' list here using AutoTargetting's angle
// This would require iterating 'possible' and doing Vector3.Angle checks.
// For now, we rely on base.SortTargets() which is screen-based.
if (possible.Count > 0)
{
targetToLock = possible.FirstOrDefault(); // Base.GetPossibleTargets already sorts them
}
}
}
if (targetToLock != null)
{
// If we were previously locked on a different target
if (isLockingOn && base.currentTarget != null && base.currentTarget != targetToLock)
{
onUnLockOnTarget.Invoke(base.currentTarget); // Invoke for old target
}
// This directly sets the protected 'target' field in the base class
// Since we can't call a base.SelectTarget(), we mimic what base.UpdateLockOn(true) would do.
this.GetType().GetField("target", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)?.SetValue(this, targetToLock);
// this.target = targetToLock; // This would create a new field in bLockOn, not set base.target
isLockingOn = true;
base.UpdateLockOn(true); // This will set base.target if list not empty, and also set _inLockOn
// and might call SetTarget if list was empty and now has one.
// It's a bit of a dance because the base class design is restrictive.
// We need to ensure our 'isLockingOn' and the base class's internal lock state are synced.
// And that SetTarget() (our override) is called to update camera & events.
if (base.currentTarget == targetToLock) // If base.UpdateLockOn successfully set it
{
this.SetTarget(); // Manually call our override to ensure camera and events fire
UpdateStrafeState(true);
UpdateAimImage();
}
else // Fallback if base.UpdateLockOn didn't pick our target (e.g. list was empty for it)
{
// This case should ideally not happen if targetToLock was valid.
// If it does, it means base.GetPossibleTargets within UpdateLockOn failed.
UnlockTarget(false); // Silently unlock
}
}
else // No target found or preferred target was invalid
{
UnlockTarget();
}
}
protected void UnlockTarget(bool invokeEvent = true)
{
if (tpInput == null || tpInput.tpCamera == null) return;
Transform previouslyLocked = base.currentTarget; // Get before clearing
base.UpdateLockOn(false); // This sets base.target to null and base._inLockOn to false
isLockingOn = false;
if (previouslyLocked != null && invokeEvent)
{
onUnLockOnTarget.Invoke(previouslyLocked);
}
tpInput.tpCamera.RemoveLockTarget();
UpdateStrafeState(false);
UpdateAimImage();
}
public void ManuallySetLockOnTarget(Transform newTargetTransform, bool shouldLock)
{
if (shouldLock)
{
AttemptLockOn(newTargetTransform);
}
else
{
UnlockTarget();
}
}
public Transform GetCurrentLockOnTarget()
{
// Relies on base.currentTarget which is the Transform 'target' from base class
return isLockingOn ? base.currentTarget : null;
}
private void UpdateStrafeState(bool shouldStrafe)
{
if (strafeWhileLockOn && tpInput?.cc != null && !tpInput.cc.locomotionType.Equals(vThirdPersonMotor.LocomotionType.OnlyStrafe))
{
bool canStrafe = shouldStrafe && isLockingOn && base.currentTarget != null;
tpInput.cc.lockInStrafe = canStrafe;
tpInput.cc.isStrafing = canStrafe;
}
}
public void SetLockOnToFalse() => UnlockTarget();
protected virtual void UpdateAimImage()
{
var displayImage = AimImageDisplay;
if (!aimImageContainer || displayImage == null) return;
displayImage.sizeDelta = aimImageSize;
// base.currentTarget is the Transform, base.isCharacterAlive() checks it
bool shouldShowAimImage = isLockingOn && base.currentTarget != null && base.isCharacterAlive(base.currentTarget);
if (hideSprite) displayImage.gameObject.SetActive(shouldShowAimImage);
else if (!displayImage.gameObject.activeSelf) displayImage.gameObject.SetActive(true);
if (shouldShowAimImage && tpCamera != null && base.currentTarget != null)
{
// Using the extension method from vLockOnHelper
displayImage.anchoredPosition = base.currentTarget.GetScreenPointOffBoundsCenter(aimImageContainer, tpCamera.targetCamera, spriteHeight);
}
else if (!hideSprite) displayImage.anchoredPosition = Vector2.zero;
}
// StopLockOn is effectively UnlockTarget now
// public virtual void StopLockOn() { UnlockTarget(); }
public List<Transform> GetNearbyTargets() // For AutoTargetting/MagicAttacks
{
if (autoTargetingSystem != null)
{
base.range = autoTargetingSystem.maxTargetingDistance;
// Angle filtering from AutoTargetting would need to be applied manually here
// if we want to override the base class's screen-based sorting/filtering for this specific call.
}
// base.GetPossibleTargets() returns List<Transform>
List<Transform> allTargetsInBaseRange = base.GetPossibleTargets();
if (allTargetsInBaseRange == null) return new List<Transform>();
// Optional: Further filter allTargetsInBaseRange by AutoTargetting's angle
if (autoTargetingSystem != null && _playerTransform != null) // Assuming _playerTransform is accessible or passed
{
List<Transform> angleFilteredTargets = new List<Transform>();
Vector3 playerPos = _playerTransform.position; // Need player transform
Vector3 playerFwd = _playerTransform.forward;
foreach (Transform t in allTargetsInBaseRange)
{
if (t == null) continue;
Vector3 dirToTarget = (t.position - playerPos);
dirToTarget.y = 0; // Assuming 2D angle check for simplicity
if (dirToTarget.sqrMagnitude < 0.001f) // Target is at player's feet
{
angleFilteredTargets.Add(t);
continue;
}
float angle = Vector3.Angle(playerFwd, dirToTarget.normalized);
if (angle <= autoTargetingSystem.targetingAngleThreshold)
{
angleFilteredTargets.Add(t);
}
}
return angleFilteredTargets;
}
return allTargetsInBaseRange;
}
// Need player transform for angle filtering in GetNearbyTargets
private Transform _playerTransform;
void Awake() // Get player transform
{
if (Player.Instance != null) _playerTransform = Player.Instance.transform;
else _playerTransform = transform; // Fallback if bLockOn is on player
}
// --- ADD THIS ENTIRE METHOD TO YOUR bLockOn.cs SCRIPT ---
/// <summary>
/// Externally sets the lock-on state.
/// </summary>
/// <param name="value">True to turn lock-on ON, False to turn it OFF.</param>
public void SetLockOn(bool value)
{
// If the state is already what we want, do nothing.
if (isLockingOn == value)
{
return;
}
// We don't set isLockingOn directly here, as the methods below handle the state change.
if (value)
{
// If we are turning lock-on ON, find the best target immediately.
// This prevents a delay before the first lock.
// The `null` argument tells it to find any valid target.
AttemptLockOn(null);
}
else
{
// If we are turning lock-on OFF, clear the current target.
UnlockTarget();
}
}
}
}