Files
beyond/Assets/Scripts/Characters/AutoTargetting.cs

359 lines
13 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq; // Required for List.AddRange and ToArray
using Invector.vCharacterController.AI.FSMBehaviour; // For vFSMBehaviourController
using Beyond; // For GameStateManager and Player (ensure Player.cs is in this namespace or adjust)
using System; // For Action
public class AutoTargetting : MonoBehaviour
{
[Header("Targeting Parameters")]
[Tooltip("Maximum distance AutoTargetting will consider an enemy for selection.")]
public float maxTargetingDistance = 20f;
[Tooltip("How often (in seconds) to re-evaluate for a new target during combat.")]
public float targetingInterval = 0.25f;
[Tooltip("Maximum angle (in degrees from player's forward) within which an enemy can be auto-targeted.")]
public float targetingAngleThreshold = 90f;
[Header("Rotation Parameters")]
[Tooltip("Speed at which the player rotates towards the current target when rotation is explicitly called (e.g., by MagicAttacks).")]
public float playerRotationSpeed = 10f; // This will be used by MagicAttacks
[Header("Visuals")]
[Tooltip("Name of the material color property to animate for Fresnel effect.")]
public string materialHighlightPropertyName = "_FresnelColor";
[Tooltip("HDR Color to use for Fresnel highlight when a target is selected (fade-in target).")]
[ColorUsage(true, true)]
public Color highlightColor = Color.white;
[Tooltip("HDR Color to use for Fresnel when a target is deselected (fade-out target).")]
[ColorUsage(true, true)]
public Color deselectHighlightColor = Color.black;
[Tooltip("Duration of the fade in/out animation for the highlight.")]
public float highlightFadeDuration = 0.3f;
[Tooltip("If true, was previously used to prefer SkinnedMeshRenderer. Now GetTargetRenderers collects both SkinnedMeshRenderers and MeshRenderers regardless of this flag. This flag might be repurposed or removed in the future.")]
public bool preferSkinnedMeshRenderer = true; // Note: Its effect on GetTargetRenderers is changed.
public vFSMBehaviourController CurrentTarget { get; private set; }
public event Action<vFSMBehaviourController> OnTargetSelected;
public event Action<vFSMBehaviourController> OnTargetDeselected;
private GameStateManager _gameStateManager;
private Coroutine _targetingLoopCoroutine;
private Dictionary<Material, Color> _originalMaterialColors = new Dictionary<Material, Color>();
private Dictionary<Material, Coroutine> _materialToFadeCoroutineMap = new Dictionary<Material, Coroutine>();
private Transform _playerTransform;
void Start()
{
if (Player.Instance == null)
{
Debug.LogError("AutoTargetting: Player.Instance is not available at Start! Ensure Player script with static Instance exists and runs before AutoTargetting.");
enabled = false;
return;
}
_playerTransform = Player.Instance.transform;
_gameStateManager = GameStateManager.Instance;
if (_gameStateManager != null)
{
_gameStateManager.m_OnStateChanged.AddListener(HandleGameStateChanged);
HandleGameStateChanged(_gameStateManager.CurrentState);
}
else
{
Debug.LogError("AutoTargetting: GameStateManager.Instance not found! Disabling script.");
enabled = false;
}
}
void OnDestroy()
{
if (_gameStateManager != null)
{
_gameStateManager.m_OnStateChanged.RemoveListener(HandleGameStateChanged);
}
StopAndClearAllFadeCoroutines();
if (_targetingLoopCoroutine != null)
{
StopCoroutine(_targetingLoopCoroutine);
_targetingLoopCoroutine = null;
}
}
private void StopAndClearAllFadeCoroutines()
{
foreach (var pair in _materialToFadeCoroutineMap)
{
if (pair.Value != null) StopCoroutine(pair.Value);
}
_materialToFadeCoroutineMap.Clear();
}
private void HandleGameStateChanged(GameStateManager.State newState)
{
if (newState == GameStateManager.State.COMBAT)
{
if (_targetingLoopCoroutine == null)
{
_targetingLoopCoroutine = StartCoroutine(TargetingLoop());
}
}
else
{
if (_targetingLoopCoroutine != null)
{
StopCoroutine(_targetingLoopCoroutine);
_targetingLoopCoroutine = null;
}
if (CurrentTarget != null)
{
SetNewTarget(null);
}
}
}
private IEnumerator TargetingLoop()
{
while (true)
{
if (_playerTransform == null && Player.Instance != null)
{
_playerTransform = Player.Instance.transform;
}
if (_playerTransform != null)
{
UpdateTarget();
}
yield return new WaitForSeconds(targetingInterval);
}
}
public bool IsTargetInAngle(Transform sourceTransform, vFSMBehaviourController targetAI, float angleThreshold)
{
if (targetAI == null || sourceTransform == null)
{
return false;
}
Vector3 directionToTarget = (targetAI.transform.position - sourceTransform.position);
directionToTarget.y = 0;
if (directionToTarget.sqrMagnitude < 0.0001f) return true;
directionToTarget.Normalize();
float angle = Vector3.Angle(sourceTransform.forward, directionToTarget);
return angle <= angleThreshold;
}
private void UpdateTarget()
{
if (_playerTransform == null || _gameStateManager == null) return;
vFSMBehaviourController bestCandidate = null;
float minDistanceSqr = maxTargetingDistance * maxTargetingDistance;
HashSet<vFSMBehaviourController> combatControllers = _gameStateManager.GetActiveCombatcontrollers();
if (combatControllers == null || combatControllers.Count == 0)
{
if (CurrentTarget != null) SetNewTarget(null);
return;
}
foreach (var controller in combatControllers)
{
if (controller == null || !controller.gameObject.activeInHierarchy || controller.aiController.currentHealth <= 0)
{
continue;
}
if (!IsTargetInAngle(_playerTransform, controller, targetingAngleThreshold))
{
continue;
}
float distSqr = (controller.transform.position - _playerTransform.position).sqrMagnitude;
if (distSqr <= minDistanceSqr)
{
minDistanceSqr = distSqr;
bestCandidate = controller;
}
}
if (CurrentTarget != bestCandidate)
{
SetNewTarget(bestCandidate);
}
else if (CurrentTarget != null && !IsTargetValid(CurrentTarget))
{
SetNewTarget(null);
}
}
private bool IsTargetValid(vFSMBehaviourController target)
{
if (target == null || !target.gameObject.activeInHierarchy || target.aiController.currentHealth <= 0)
return false;
if (_playerTransform == null) return false;
if (!IsTargetInAngle(_playerTransform, target, targetingAngleThreshold))
return false;
float distSqr = (target.transform.position - _playerTransform.position).sqrMagnitude;
return distSqr <= maxTargetingDistance * maxTargetingDistance;
}
private void SetNewTarget(vFSMBehaviourController newTarget)
{
if (CurrentTarget == newTarget) return;
if (CurrentTarget != null)
{
ApplyHighlight(CurrentTarget, false);
OnTargetDeselected?.Invoke(CurrentTarget);
}
CurrentTarget = newTarget;
if (CurrentTarget != null)
{
ApplyHighlight(CurrentTarget, true);
OnTargetSelected?.Invoke(CurrentTarget);
}
}
public void ExecuteRotationTowardsCurrentTarget(float deltaTime)
{
if (CurrentTarget == null || _playerTransform == null)
{
return;
}
Vector3 directionToTarget = CurrentTarget.transform.position - _playerTransform.position;
directionToTarget.y = 0f;
if (directionToTarget.sqrMagnitude < 0.0001f) return;
directionToTarget.Normalize();
Quaternion targetRotation = Quaternion.LookRotation(directionToTarget);
_playerTransform.rotation = Quaternion.Lerp(_playerTransform.rotation, targetRotation, deltaTime * playerRotationSpeed);
}
public float GetCurrentTargetHealth()
{
if (CurrentTarget != null && CurrentTarget.aiController != null)
{
return CurrentTarget.aiController.currentHealth;
}
return -1f;
}
public void ClearTarget(bool findNewOneImmediately)
{
SetNewTarget(null);
if (findNewOneImmediately && _gameStateManager != null && _gameStateManager.CurrentState == GameStateManager.State.COMBAT)
{
UpdateTarget();
}
}
// *** MODIFIED GetTargetRenderers METHOD ***
private Renderer[] GetTargetRenderers(vFSMBehaviourController targetController)
{
if (targetController == null) return new Renderer[0];
List<Renderer> collectedRenderers = new List<Renderer>();
// Collect all SkinnedMeshRenderers
SkinnedMeshRenderer[] smrs = targetController.GetComponentsInChildren<SkinnedMeshRenderer>(true);
if (smrs != null && smrs.Length > 0)
{
collectedRenderers.AddRange(smrs);
}
// Collect all MeshRenderers
MeshRenderer[] mrs = targetController.GetComponentsInChildren<MeshRenderer>(true);
if (mrs != null && mrs.Length > 0)
{
collectedRenderers.AddRange(mrs);
}
// If no specific SMRs or MRs were found, fall back to all Renderers (optional, but good for safety)
// Or, if the goal is *only* SMRs and MRs, this fallback can be removed.
// For now, let's assume we want to highlight *something* if possible.
// If you strictly want ONLY SMRs and MRs, and nothing else, remove this 'if' block.
if (collectedRenderers.Count == 0)
{
Renderer[] allRenderers = targetController.GetComponentsInChildren<Renderer>(true);
if (allRenderers != null && allRenderers.Length > 0)
{
collectedRenderers.AddRange(allRenderers);
}
}
// The preferSkinnedMeshRenderer flag is not directly used here for filtering types anymore.
// It could potentially be used for ordering or other logic if needed in the future.
return collectedRenderers.Distinct().ToArray(); // Distinct() to avoid duplicates if an object somehow has multiple relevant renderer types
}
private void ApplyHighlight(vFSMBehaviourController targetController, bool fadeIn)
{
if (targetController == null || string.IsNullOrEmpty(materialHighlightPropertyName)) return;
Renderer[] renderers = GetTargetRenderers(targetController);
foreach (Renderer rend in renderers)
{
if (rend == null) continue;
foreach (Material mat in rend.materials)
{
if (mat == null || !mat.HasProperty(materialHighlightPropertyName)) continue;
if (_materialToFadeCoroutineMap.TryGetValue(mat, out Coroutine existingCoroutine) && existingCoroutine != null)
{
StopCoroutine(existingCoroutine);
}
Color currentColor = mat.GetColor(materialHighlightPropertyName);
Color targetColor = fadeIn ? highlightColor : deselectHighlightColor;
if (fadeIn)
{
if (!_originalMaterialColors.ContainsKey(mat) ||
(_originalMaterialColors[mat] != currentColor && currentColor != deselectHighlightColor && currentColor != highlightColor) )
{
_originalMaterialColors[mat] = currentColor;
}
}
Coroutine newFadeCoroutine = StartCoroutine(FadeMaterialPropertyCoroutine(mat, currentColor, targetColor, highlightFadeDuration));
_materialToFadeCoroutineMap[mat] = newFadeCoroutine;
}
}
}
private IEnumerator FadeMaterialPropertyCoroutine(Material material, Color fromValue, Color toValue, float duration)
{
float timer = 0f;
while (timer < duration)
{
if (material == null) yield break;
timer += Time.deltaTime;
float progress = Mathf.Clamp01(timer / duration);
material.SetColor(materialHighlightPropertyName, Color.Lerp(fromValue, toValue, progress));
yield return null;
}
if (material != null)
{
material.SetColor(materialHighlightPropertyName, toValue);
}
}
}