343 lines
15 KiB
C#
343 lines
15 KiB
C#
// Paste this code into your existing bMeleeAttackControl.cs file, replacing its content.
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Beyond; // For Player, GameStateManager, TimeController
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using Invector.vCharacterController.AI.FSMBehaviour; // For vFSMBehaviourController
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using UnityEngine;
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namespace Invector.vMelee
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{
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using vEventSystems; // For vIAttackListener
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public class bMeleeAttackControl : StateMachineBehaviour
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{
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[Header("Damage Window")]
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[Tooltip("NormalizedTime of Active Damage")]
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public float startDamage = 0.05f;
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[Tooltip("NormalizedTime of Disable Damage")]
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public float endDamage = 0.9f;
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[Header("Attack Properties")]
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public int damageMultiplier;
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public int recoilID;
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public int reactionID;
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public vAttackType meleeAttackType = vAttackType.Unarmed;
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[Tooltip("You can use a name as reference to trigger a custom HitDamageParticle")]
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public string damageType;
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[Tooltip("Body parts to activate for damage detection.")]
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public List<string> bodyParts = new List<string> { "RightLowerArm" };
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[Header("Hit Effects")]
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public bool ignoreDefense;
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public bool activeRagdoll;
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[vHideInInspector("activeRagdoll")]
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[Tooltip("Time to keep Ragdoll active if activeRagdoll is true.")]
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public float senselessTime;
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[Header("Attack Flow")]
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[Tooltip("Check true in the last attack of your combo to reset the FSM attack triggers.")]
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public bool resetAttackTrigger;
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[Tooltip("Normalized time point to reset attack triggers if resetAttackTrigger is true.")]
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public float resetTriggerBeforeTime = 0.5f;
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// --- NEW ---: Combo Rotation and Position Lerp Settings
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[Header("Combo & Movement")]
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[Tooltip("Normalized time to unlock rotation, allowing the player to aim the next attack in a combo. Set to 1 to disable.")]
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[Range(0,1)]
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public float unlockRotationTime = 0.7f;
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[Tooltip("Enable to make the character move towards the target during the attack.")]
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public bool lerpPositionTowardsTarget = false;
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[vHideInInspector("lerpPositionTowardsTarget")]
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[Tooltip("Max distance from the target to start moving towards it.")]
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public float maxLerpDistance = 3.5f;
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[vHideInInspector("lerpPositionTowardsTarget")]
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[Tooltip("How fast the character moves towards the target.")]
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public float positionLerpSpeed = 2.0f;
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[vHideInInspector("lerpPositionTowardsTarget")]
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[Tooltip("How close the character should get to the target.")]
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public float stoppingDistance = 1.2f;
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// --- END NEW ---
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[Header("Slow Motion Settings")]
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[Tooltip("Enable slow motion effect during this attack based on conditions below.")]
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public bool useAttackTimeScale = false;
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public float maxTargetDistance = 3f;
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public float lowHealthTh = 10f;
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public float attackTimeScale = 0.2f;
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public float attackTimeScaleStart = -1f;
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public float attackTimeScaleEnd = -1f;
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[Header("Rotation Settings")]
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[Tooltip("If true, the character will attempt to rotate towards the auto-target during this attack state.")]
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public bool rotatePlayerTowardsTarget;
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public float degreeThreshold = 20f;
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[Header("Debug")]
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public bool debug;
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// Private state variables
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private bool isActive;
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private vIAttackListener mFighter;
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private bool isAttacking;
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private bool m_hasScaledTime;
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private AutoTargetting _autoTargettingInstance;
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// --- NEW ---: Private variables for new features
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private bThirdPersonController _characterController;
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private bool _isRotationLockedByThis; // Tracks if this specific state has locked rotation
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// --- END NEW ---
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override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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mFighter = animator.GetComponent<vIAttackListener>();
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// --- NEW ---: Get reference to the character controller
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_characterController = animator.GetComponent<bThirdPersonController>();
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// --- END NEW ---
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if (Player.Instance != null)
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{
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_autoTargettingInstance = Player.Instance.AutoTarget;
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}
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if (_autoTargettingInstance == null && debug)
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{
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Debug.LogWarning($"({damageType}) AutoTargetting instance not found on {animator.name}. Rotation and target-dependent features will be limited.");
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}
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isAttacking = true;
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isActive = false;
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m_hasScaledTime = false;
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// --- NEW ---: Lock character rotation at the beginning of the attack
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if (_characterController != null)
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{
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_characterController.lockRotation = true;
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_isRotationLockedByThis = true;
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if (debug) Debug.Log($"({damageType}) Rotation locked by state.");
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}
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// --- END NEW ---
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if (mFighter != null)
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mFighter.OnEnableAttack();
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if (debug)
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Debug.Log($"({damageType}) OnStateEnter: {animator.name}, Layer: {layerIndex}");
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if (attackTimeScaleStart < 0f) attackTimeScaleStart = startDamage;
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if (attackTimeScaleEnd < 0f) attackTimeScaleEnd = endDamage;
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}
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override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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if (Player.Instance.ActiveWeaponTrail)
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{
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Player.Instance.ActiveWeaponTrail.m_colorMultiplier = Color.white + Color.red * damageMultiplier;
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}
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float currentNormalizedTime = stateInfo.normalizedTime % 1;
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if (currentNormalizedTime == 0 && stateInfo.normalizedTime > 0.5f) currentNormalizedTime = 1f;
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// --- MODIFIED ---: Rotation and Movement logic is now more sophisticated
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// Only execute script-based rotation if the controller's rotation is locked
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if (_characterController != null && _characterController.lockRotation)
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{
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AttemptRotationTowardsAutoTarget(animator);
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}
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// Handle position lerping
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AttemptPositionLerp(animator);
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// Handle unlocking rotation for combo aiming
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UpdateRotationLock(currentNormalizedTime);
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// --- END MODIFIED ---
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if (useAttackTimeScale)
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{
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UpdateSlowMotion(animator, stateInfo, currentNormalizedTime);
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}
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if (!isActive && currentNormalizedTime >= startDamage && currentNormalizedTime <= endDamage)
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{
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if (debug) Debug.Log($"({damageType}) Enable Damage: normTime={currentNormalizedTime:F2} (Start:{startDamage:F2}, End:{endDamage:F2})");
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isActive = true;
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ActiveDamage(animator, true);
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}
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else if (isActive && currentNormalizedTime > endDamage)
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{
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if (debug) Debug.Log($"({damageType}) Disable Damage: normTime={currentNormalizedTime:F2} > {endDamage:F2}");
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isActive = false;
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ActiveDamage(animator, false);
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}
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if (isAttacking)
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{
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if (currentNormalizedTime > endDamage)
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{
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if (mFighter != null) mFighter.OnDisableAttack();
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isAttacking = false;
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if (debug) Debug.Log($"({damageType}) OnDisableAttack called: normTime={currentNormalizedTime:F2}");
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}
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else if (resetAttackTrigger && currentNormalizedTime >= resetTriggerBeforeTime)
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{
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if (mFighter != null) mFighter.ResetAttackTriggers();
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if (debug) Debug.Log($"({damageType}) ResetAttackTriggers called: normTime={currentNormalizedTime:F2}");
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}
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}
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}
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override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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if (debug) Debug.Log($"({damageType}) OnStateExit: {animator.name}");
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if (isActive)
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{
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isActive = false;
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ActiveDamage(animator, false);
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if (debug) Debug.Log($"({damageType}) Damage disabled on StateExit.");
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}
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if (isAttacking && mFighter != null)
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{
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mFighter.OnDisableAttack();
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if (debug) Debug.Log($"({damageType}) OnDisableAttack called on StateExit (fallback).");
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}
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isAttacking = false;
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m_hasScaledTime = false;
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if (mFighter != null && resetAttackTrigger)
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{
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mFighter.ResetAttackTriggers();
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if (debug) Debug.Log($"({damageType}) ResetAttackTriggers called on StateExit due to resetAttackTrigger flag.");
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}
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// --- NEW ---: Ensure rotation is unlocked upon exiting the state
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if (_characterController != null && _isRotationLockedByThis)
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{
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_characterController.lockRotation = false;
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_isRotationLockedByThis = false;
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if (debug) Debug.Log($"({damageType}) Rotation unlocked by state on exit.");
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}
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// --- END NEW ---
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}
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private void AttemptRotationTowardsAutoTarget(Animator animator)
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{
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if (!rotatePlayerTowardsTarget || _autoTargettingInstance == null || _autoTargettingInstance.CurrentTarget == null)
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{
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return;
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}
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if (_autoTargettingInstance.IsTargetInAngle(animator.transform, _autoTargettingInstance.CurrentTarget, degreeThreshold))
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{
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_autoTargettingInstance.ExecuteRotationTowardsCurrentTarget(Time.deltaTime);
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}
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}
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// --- NEW ---
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private void UpdateRotationLock(float normalizedTime)
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{
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if (_characterController != null && _isRotationLockedByThis && normalizedTime >= unlockRotationTime)
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{
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_characterController.lockRotation = false;
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_isRotationLockedByThis = false; // Stop this state from managing the lock
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if(debug) Debug.Log($"({damageType}) Rotation unlocked for combo aiming at normTime={normalizedTime:F2}");
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}
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}
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private void AttemptPositionLerp(Animator animator)
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{
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if (!lerpPositionTowardsTarget || _characterController == null || _autoTargettingInstance == null || _autoTargettingInstance.CurrentTarget == null)
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{
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return;
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}
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Transform playerTransform = _characterController.transform;
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Transform targetTransform = _autoTargettingInstance.CurrentTarget.transform;
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float distance = Vector3.Distance(playerTransform.position, targetTransform.position);
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// Only lerp if within max distance and further than stopping distance
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if (distance <= maxLerpDistance && distance > stoppingDistance)
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{
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Vector3 directionToTarget = (targetTransform.position - playerTransform.position).normalized;
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directionToTarget.y = 0; // Keep movement on the horizontal plane
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// The target position is a point in front of the enemy at the stopping distance
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Vector3 targetPosition = targetTransform.position - directionToTarget * stoppingDistance;
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// Use MoveTowards for consistent speed. This adds to root motion rather than fighting it.
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playerTransform.position = Vector3.MoveTowards(playerTransform.position, targetPosition, positionLerpSpeed * Time.deltaTime);
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}
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}
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// --- END NEW ---
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private void UpdateSlowMotion(Animator animator, AnimatorStateInfo stateInfo, float currentNormalizedTime)
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{
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// ... (this method remains unchanged)
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if (_autoTargettingInstance == null || TimeController.Instance == null) return;
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if (!m_hasScaledTime)
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{
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if (currentNormalizedTime >= attackTimeScaleStart && currentNormalizedTime <= attackTimeScaleEnd)
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{
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bool triggerSlowMo = false;
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if (_autoTargettingInstance.CurrentTarget != null)
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{
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float distSqr = (_autoTargettingInstance.CurrentTarget.transform.position - animator.transform.position).sqrMagnitude;
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bool targetNear = distSqr <= maxTargetDistance * maxTargetDistance;
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if (targetNear)
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{
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float currentTargetHealth = _autoTargettingInstance.GetCurrentTargetHealth();
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bool targetHealthLow = currentTargetHealth > 0f && currentTargetHealth < lowHealthTh;
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if (targetHealthLow)
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{
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triggerSlowMo = true;
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}
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else
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{
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triggerSlowMo = true;
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}
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}
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}
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if (triggerSlowMo)
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{
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float slowMoEffectDuration = (attackTimeScaleEnd - currentNormalizedTime) * stateInfo.length;
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if (slowMoEffectDuration > 0.01f)
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{
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TimeController.Instance.SetTimeScaleForSec(attackTimeScale, slowMoEffectDuration);
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if (debug) Debug.Log($"({damageType}) Slow-mo ACTIVATED. Target: {_autoTargettingInstance.CurrentTarget?.name ?? "N/A"}. Duration: {slowMoEffectDuration:F2}s. NormTime: {currentNormalizedTime:F2}");
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}
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else if (debug) Debug.Log($"({damageType}) Slow-mo trigger met, but calculated duration too short ({slowMoEffectDuration:F2}s). NormTime: {currentNormalizedTime:F2}");
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m_hasScaledTime = true;
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}
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}
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}
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else if (currentNormalizedTime > attackTimeScaleEnd && m_hasScaledTime)
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{
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m_hasScaledTime = false;
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if (debug) Debug.Log($"({damageType}) Slow-mo window ended (normTime={currentNormalizedTime:F2}). m_hasScaledTime reset.");
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}
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}
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void ActiveDamage(Animator animator, bool value)
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{
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// ... (this method remains unchanged)
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var meleeManager = animator.GetComponent<vMeleeManager>();
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if (meleeManager)
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{
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meleeManager.SetActiveAttack(bodyParts, meleeAttackType, value, damageMultiplier, recoilID, reactionID,
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ignoreDefense, activeRagdoll, senselessTime, damageType);
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}
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else if(debug)
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{
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Debug.LogWarning($"({damageType}) vMeleeManager not found on {animator.name}. Cannot activate/deactivate damage.");
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}
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}
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}
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} |