Files
beyond/Assets/ThirdParty/Invector-3rdPersonController/Melee Combat/Scripts/CharacterController/vMeleeCombatInput.cs

361 lines
11 KiB
C#

using UnityEngine;
namespace Invector.vCharacterController
{
using vEventSystems;
using vMelee;
// here you can modify the Melee Combat inputs
// if you want to modify the Basic Locomotion inputs, go to the vThirdPersonInput
[vClassHeader("MELEE INPUT MANAGER", iconName = "inputIcon")]
public class vMeleeCombatInput : vThirdPersonInput, vIMeleeFighter
{
#region Variables
[vEditorToolbar("Inputs")]
[Header("Melee Inputs")]
public GenericInput weakAttackInput = new GenericInput("Mouse0", "RB", "RB");
public GenericInput strongAttackInput = new GenericInput("Alpha1", false, "RT", true, "RT", false);
public GenericInput blockInput = new GenericInput("Mouse1", "LB", "LB");
internal vMeleeManager meleeManager;
protected bool _isAttacking;
public bool isAttacking { get => _isAttacking || cc.IsAnimatorTag("Attack"); protected set { _isAttacking = value; } }
public bool isBlocking { get; protected set; }
public bool isArmed { get { return meleeManager != null && (meleeManager.rightWeapon != null || (meleeManager.leftWeapon != null && meleeManager.leftWeapon.meleeType != vMeleeType.OnlyDefense)); } }
public bool isEquipping { get; protected set; }
[HideInInspector]
public bool lockMeleeInput;
public void SetLockMeleeInput(bool value)
{
lockMeleeInput = value;
if (value)
{
isAttacking = false;
isBlocking = false;
}
}
public override void SetLockAllInput(bool value)
{
base.SetLockAllInput(value);
SetLockMeleeInput(value);
}
#endregion
public virtual bool lockInventory
{
get
{
return isAttacking || cc.isDead || cc.customAction || cc.isRolling;
}
}
protected override void Start()
{
base.Start();
}
protected override void LateUpdate()
{
UpdateMeleeAnimations();
base.LateUpdate();
}
protected override void FixedUpdate()
{
base.FixedUpdate();
}
protected override void InputHandle()
{
if (cc == null || cc.isDead)
{
return;
}
base.InputHandle();
if (MeleeAttackConditions() && !lockMeleeInput)
{
MeleeWeakAttackInput();
MeleeStrongAttackInput();
BlockingInput();
}
else
{
ResetAttackTriggers();
isBlocking = false;
}
}
#region MeleeCombat Input Methods
/// <summary>
/// WEAK ATK INPUT
/// </summary>
public virtual void MeleeWeakAttackInput()
{
if (cc.animator == null)
{
return;
}
if (weakAttackInput.GetButtonDown() && MeleeAttackStaminaConditions())
{
TriggerWeakAttack();
}
}
public virtual void TriggerWeakAttack()
{
cc.animator.SetInteger(vAnimatorParameters.AttackID, AttackID);
cc.animator.SetTrigger(vAnimatorParameters.WeakAttack);
}
/// <summary>
/// STRONG ATK INPUT
/// </summary>
public virtual void MeleeStrongAttackInput()
{
if (cc.animator == null)
{
return;
}
if (strongAttackInput.GetButtonDown() && (!meleeManager.CurrentActiveAttackWeapon || meleeManager.CurrentActiveAttackWeapon.useStrongAttack) && MeleeAttackStaminaConditions())
{
TriggerStrongAttack();
}
}
public virtual void TriggerStrongAttack()
{
cc.animator.SetInteger(vAnimatorParameters.AttackID, AttackID);
cc.animator.SetTrigger(vAnimatorParameters.StrongAttack);
}
/// <summary>
/// BLOCK INPUT
/// </summary>
public virtual void BlockingInput()
{
if (cc.animator == null)
{
return;
}
isBlocking = blockInput.GetButton() && cc.currentStamina > 0 && !cc.customAction && !isAttacking;
}
/// <summary>
/// Override the Sprint method to cancel Sprinting when Attacking
/// </summary>
protected override void SprintInput()
{
if (sprintInput.useInput)
{
bool canSprint = cc.useContinuousSprint ? sprintInput.GetButtonDown() : sprintInput.GetButton();
cc.Sprint(canSprint && !isAttacking);
}
}
#endregion
#region Conditions
protected virtual bool MeleeAttackStaminaConditions()
{
var result = cc.currentStamina - meleeManager.GetAttackStaminaCost();
return result >= 0;
}
protected virtual bool MeleeAttackConditions()
{
if (meleeManager == null)
{
meleeManager = GetComponent<vMeleeManager>();
}
return meleeManager != null && cc.isGrounded && !cc.customAction && !cc.isJumping && !cc.isCrouching && !cc.isRolling && !isEquipping && !cc.animator.IsInTransition(cc.baseLayer);
}
protected override bool JumpConditions()
{
return !isAttacking && base.JumpConditions();
}
protected override bool RollConditions()
{
return base.RollConditions() && !isAttacking;// && !cc.animator.IsInTransition(cc.upperBodyLayer) && !cc.animator.IsInTransition(cc.fullbodyLayer);
}
#endregion
#region Update Animations
protected virtual void UpdateMeleeAnimations()
{
if (cc.animator == null || meleeManager == null)
{
return;
}
cc.animator.SetInteger(vAnimatorParameters.AttackID, AttackID);
cc.animator.SetInteger(vAnimatorParameters.DefenseID, DefenseID);
cc.animator.SetBool(vAnimatorParameters.IsBlocking, isBlocking);
cc.animator.SetFloat(vAnimatorParameters.MoveSet_ID, meleeMoveSetID, .2f, vTime.deltaTime);
isEquipping = cc.IsAnimatorTag("IsEquipping");
}
/// <summary>
/// Default moveset id used when is without weapon
/// </summary>
public virtual int defaultMoveSetID { get; set; }
/// <summary>
/// Used to ignore the Weapon moveset id and use the <seealso cref="defaultMoveSetID"/>
/// </summary>
public virtual bool overrideWeaponMoveSetID { get; set; }
/// <summary>
/// Current moveset id based if is using weapon or not
/// </summary>
public virtual int meleeMoveSetID
{
get
{
int id = meleeManager.GetMoveSetID();
if (id == 0 || overrideWeaponMoveSetID)
{
id = defaultMoveSetID;
}
return id;
}
}
public virtual void ResetMeleeAnimations()
{
if (meleeManager == null || !animator)
{
return;
}
cc.animator.SetBool(vAnimatorParameters.IsBlocking, false);
}
public virtual int AttackID
{
get
{
return meleeManager ? meleeManager.GetAttackID() : 0;
}
}
public virtual int DefenseID
{
get
{
return meleeManager ? meleeManager.GetDefenseID() : 0;
}
}
#endregion
#region Melee Methods
public virtual void OnEnableAttack()
{
if (meleeManager == null)
{
meleeManager = GetComponent<vMeleeManager>();
}
if (meleeManager == null)
{
return;
}
cc.currentStaminaRecoveryDelay = meleeManager.GetAttackStaminaRecoveryDelay();
cc.currentStamina -= meleeManager.GetAttackStaminaCost();
isAttacking = true;
cc.isSprinting = false;
}
public virtual void OnDisableAttack()
{
isAttacking = false;
}
public virtual void ResetAttackTriggers()
{
cc.animator.ResetTrigger(vAnimatorParameters.WeakAttack);
cc.animator.ResetTrigger(vAnimatorParameters.StrongAttack);
}
public virtual void BreakAttack(int breakAtkID)
{
ResetAttackTriggers();
OnRecoil(breakAtkID);
}
public virtual void OnRecoil(int recoilID)
{
cc.animator.SetInteger(vAnimatorParameters.RecoilID, recoilID);
cc.animator.SetTrigger(vAnimatorParameters.TriggerRecoil);
cc.animator.SetTrigger(vAnimatorParameters.ResetState);
cc.animator.ResetTrigger(vAnimatorParameters.WeakAttack);
cc.animator.ResetTrigger(vAnimatorParameters.StrongAttack);
}
public virtual void OnReceiveAttack(vDamage damage, vIMeleeFighter attacker)
{
// character is blocking
if (!damage.ignoreDefense && isBlocking && meleeManager != null && meleeManager.CanBlockAttack(damage.sender.position))
{
var damageReduction = meleeManager.GetDefenseRate();
if (damageReduction > 0)
{
damage.ReduceDamage(damageReduction);
}
if (attacker != null && meleeManager != null && meleeManager.CanBreakAttack())
{
attacker.BreakAttack(meleeManager.GetDefenseRecoilID());
}
meleeManager.OnDefense();
cc.currentStaminaRecoveryDelay = damage.staminaRecoveryDelay;
cc.currentStamina -= damage.staminaBlockCost;
}
// apply damage
damage.hitReaction = !isBlocking || damage.ignoreDefense;
cc.TakeDamage(damage);
}
public virtual vICharacter character
{
get { return cc; }
}
#endregion
}
public static partial class vAnimatorParameters
{
public static int AttackID = Animator.StringToHash("AttackID");
public static int DefenseID = Animator.StringToHash("DefenseID");
public static int IsBlocking = Animator.StringToHash("IsBlocking");
public static int MoveSet_ID = Animator.StringToHash("MoveSet_ID");
public static int RecoilID = Animator.StringToHash("RecoilID");
public static int TriggerRecoil = Animator.StringToHash("TriggerRecoil");
public static int WeakAttack = Animator.StringToHash("WeakAttack");
public static int StrongAttack = Animator.StringToHash("StrongAttack");
}
}