287 lines
15 KiB
C#
287 lines
15 KiB
C#
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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[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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[Tooltip("Distance within which the current auto-target must be for slow motion to consider activating. Analogous to slowMoActivationDistance in vMeleeAttackControl.")]
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public float maxTargetDistance = 3f; // This will be used as slowMoActivationDistance
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[Tooltip("Target health threshold below which slow motion might activate (if near).")]
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public float lowHealthTh = 10f;
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[Tooltip("Time scale to apply during slow motion.")]
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public float attackTimeScale = 0.2f;
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[Tooltip("Normalized time to start the slow motion window. If < 0, uses 'startDamage'.")]
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public float attackTimeScaleStart = -1f;
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[Tooltip("Normalized time to end the slow motion window. If < 0, uses 'endDamage'.")]
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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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[Tooltip("The angle (in degrees from player's forward) within which the auto-target must be for rotation to engage. Analogous to rotationActivationAngle in vMeleeAttackControl.")]
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public float degreeThreshold = 20f; // This will be used as rotationActivationAngle
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// rotationSpeed field is now unused, AutoTargetting.playerRotationSpeed will be used.
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// maxTurnTowardDistance field is now unused.
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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; // Is damage window active
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private vIAttackListener mFighter;
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private bool isAttacking; // Is this attack state logic considered "attacking"
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private bool m_hasScaledTime; // Has slow motion been activated in this instance of the state
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private AutoTargetting _autoTargettingInstance;
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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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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($"({damageType}) AutoTargetting instance not found via Player.Instance.AutoTarget on {animator.name}. Rotation and target-dependent slow-mo will be limited.");
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}
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isAttacking = true;
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isActive = false;
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m_hasScaledTime = false;
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if (mFighter != null)
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mFighter.OnEnableAttack();
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if (debug)
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Debug.Log($"({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) // Existing weapon trail logic
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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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// --- ROTATION LOGIC ---
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AttemptRotationTowardsAutoTarget(animator);
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// --- SLOW MOTION LOGIC ---
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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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// --- DAMAGE WINDOW LOGIC ---
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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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// Note: Original bMeleeAttackControl reset m_hasScaledTime here.
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// vMeleeAttackControl resets it if currentNormalizedTime > attackTimeScaleEnd.
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// TimeController handles restoring time, so m_hasScaledTime is more about preventing re-triggering within one state.
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// It's reset in UpdateSlowMotion or OnStateExit.
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}
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// --- ATTACK STATE AND TRIGGER RESET LOGIC ---
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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($"({damageType}) OnDisableAttack called: normTime={currentNormalizedTime:F2}");
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}
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// Original bMelee had: "if (nTime > .1f && nTime < resetTriggerBeforeTime && isAttacking)"
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// vMelee has: "else if (resetAttackTrigger && currentNormalizedTime >= resetTriggerBeforeTime)"
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// Adopting vMelee's more standard approach for early reset:
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else if (resetAttackTrigger && currentNormalizedTime >= resetTriggerBeforeTime)
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{
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if (mFighter != null) mFighter.ResetAttackTriggers();
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if (debug) Debug.Log($"({damageType}) ResetAttackTriggers called: normTime={currentNormalizedTime:F2}");
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// To prevent multiple calls, ideally ResetAttackTriggers is idempotent or use a flag.
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// For now, matching vMelee's potential for multiple calls if time hovers.
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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($"({damageType}) OnDisableAttack called on StateExit (fallback).");
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}
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isAttacking = false;
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m_hasScaledTime = false; // Reset slow motion flag
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if (mFighter != null && resetAttackTrigger) // Final reset if configured
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{
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mFighter.ResetAttackTriggers();
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if (debug) Debug.Log($"({damageType}) ResetAttackTriggers called on StateExit due to resetAttackTrigger flag.");
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}
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}
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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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// Using bMeleeAttackControl's degreeThreshold as the activation angle
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if (_autoTargettingInstance.IsTargetInAngle(animator.transform, _autoTargettingInstance.CurrentTarget, degreeThreshold))
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{
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// AutoTargetting.playerRotationSpeed will be used internally by this call
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_autoTargettingInstance.ExecuteRotationTowardsCurrentTarget(Time.deltaTime);
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}
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}
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private void UpdateSlowMotion(Animator animator, AnimatorStateInfo stateInfo, float currentNormalizedTime)
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{
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// This method is called only if useAttackTimeScale (field) is true.
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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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// Use bMeleeAttackControl's maxTargetDistance as the activation distance
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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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// Mimicking vMeleeAttackControl's effective logic:
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// If useAttackTimeScale (field) is true (which it is to get here) and target is near, then trigger.
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// The lowHealthTh can act as an additional, prioritized condition if desired,
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// but with current structure, `this.useAttackTimeScale` being true makes the second part of OR true.
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float currentTargetHealth = _autoTargettingInstance.GetCurrentTargetHealth();
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bool targetHealthLow = currentTargetHealth > 0f && currentTargetHealth < lowHealthTh;
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if (targetHealthLow) // Prioritize if health is low and near
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{
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triggerSlowMo = true;
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}
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// else if (this.useAttackTimeScale) // This refers to the field, which is true if we are in this function.
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// So if target is Near, this path will be taken if not already low health.
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// Simplified: if targetNear, triggerSlowMo = true because this.useAttackTimeScale is already true.
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// The following `else if` is essentially `else if (true)`
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else
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{
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triggerSlowMo = true; // General case: near and useAttackTimeScale is on
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}
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}
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}
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// else: No current target, so no target-dependent slow motion.
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if (triggerSlowMo)
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{
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// Use vMeleeAttackControl's duration calculation for SetTimeScaleForSec
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float slowMoEffectDuration = (attackTimeScaleEnd - currentNormalizedTime) * stateInfo.length;
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if (slowMoEffectDuration > 0.01f) // Ensure a meaningful duration
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{
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// The 'true' for forceUnique in bMelee's original TimeController call.
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// Assuming TimeController.Instance.SetTimeScaleForSec now handles this or has an overload.
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// If SetTimeScaleForSec(scale, duration, bool forceUnique) exists:
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// TimeController.Instance.SetTimeScaleForSec(attackTimeScale, slowMoEffectDuration, true);
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// If not, use the existing TimeController method. For now, assuming vMelee's version:
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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) // If slow-mo was active and window has passed
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{
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m_hasScaledTime = false;
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if (debug) Debug.Log($"({damageType}) Slow-mo window ended (normTime={currentNormalizedTime:F2}). m_hasScaledTime reset.");
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// TimeController.Instance is responsible for restoring time scale.
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}
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}
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void ActiveDamage(Animator animator, bool value)
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{
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var meleeManager = animator.GetComponent<vMeleeManager>();
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if (meleeManager)
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{
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meleeManager.SetActiveAttack(bodyParts, meleeAttackType, value, damageMultiplier, recoilID, reactionID,
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ignoreDefense, activeRagdoll, senselessTime, damageType);
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}
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else if(debug)
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{
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Debug.LogWarning($"({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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} |