503 lines
19 KiB
C#
503 lines
19 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Invector;
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using Invector.vCharacterController;
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using Invector.vCharacterController.vActions;
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using Sirenix.OdinInspector;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.VFX;
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using static Invector.vObjectDamage;
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using DG.Tweening;
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namespace Beyond
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{
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[RequireComponent(typeof(Animator))]
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[RequireComponent(typeof(vGenericAnimation))]
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public class MagicAttacks : MonoBehaviour
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{
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public delegate void ActionDelegate();
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[Serializable]
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public class EffectDesc
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{
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public string name = "MagicPush";
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public string secondaryName = "MagicPush Scroll";
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public float delay = 0f;
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public float startTime = 0f;
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public float endTime = 0f;
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public GameObject effectObject;
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public string animClipName = "MagicPush";
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public ActionDelegate del;
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}
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[SerializeField] private bEquipArea powersArea;
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public List<EffectDesc> m_effects;
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public EffectDesc selectedEffect;
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public enum EffectType
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{ MAGIC_PUSH, FLAME_THROWER, SCAN, NOONE, FIREBALL, SHIELD, SILENT_PEEK };
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public EffectType m_selectedType = EffectType.NOONE;
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public string currentSelectedSpellName = "";
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private int currentSpellFaithCost = int.MaxValue;
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private Coroutine lastPushRoutine = null;
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private ParticleSystem flame;
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private BoxCollider flameDamager;
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private bLockOn lockOn;
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private const float fireballAimerThreshold = -1.0f;
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private const float fireballAimerHeightAdjuster = 0.1f;
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private const float fireballDamagerDuration = 0.3f;
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private const float fireballTargetYPositionOffset = 0.75f;
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private const int spellLayerIndex = 5;
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private EffectDesc shield;
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private EffectDesc silentPeek; //called covert gaze now
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private ShieldEffectController shieldEffectController;
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private ShieldCollisionController shieldCollisionController;
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private bool canPlayNoFaithClip = true;
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private bool canPlayCantDoClip = true;
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public UnityAction<Collider> onHitFireball;
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// Start is called before the first frame update
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private void Awake()
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{
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tpInput = GetComponent<bThirdPersonInput>();
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EffectDesc mpush = m_effects[(int)EffectType.MAGIC_PUSH];
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EffectDesc flameThrowe = m_effects[(int)EffectType.FLAME_THROWER];
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EffectDesc scan = m_effects[(int)EffectType.SCAN];
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EffectDesc fireball = m_effects[(int)EffectType.FIREBALL];
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shield = m_effects[(int)EffectType.SHIELD];
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silentPeek = m_effects[(int)EffectType.SILENT_PEEK];
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shieldEffectController = shield.effectObject.GetComponent<ShieldEffectController>();
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shieldCollisionController = shield.effectObject.GetComponentInChildren<ShieldCollisionController>();
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mpush.effectObject.SetActive(false);
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mpush.del = MagicPushAttack;
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if (flameThrowe.effectObject)
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{
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flameThrowe.effectObject.GetComponent<ParticleSystem>().Stop();
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var ps = flameThrowe.effectObject.GetComponentsInChildren<ParticleSystem>();
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foreach (var p in ps)
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{
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p.Stop();
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}
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}
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flameThrowe.del = FlameThrowerAttack;
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scan.del = Scan;
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if (scan.effectObject)
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{
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scan.effectObject.SetActive(false);
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}
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fireball.del = Fireball;
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if (fireball.effectObject)
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{
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fireball.effectObject.SetActive(false);
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}
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shield.del = Shield;
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if (shield.effectObject)
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{
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shield.effectObject.SetActive(false);
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}
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flame = flameThrowe.effectObject.GetComponent<ParticleSystem>();
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flameDamager = flameThrowe.effectObject.GetComponentInChildren<BoxCollider>();
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lockOn = GetComponent<bLockOn>();
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silentPeek.del = OnSilentPeek;
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}
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private void OnDisable()
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{
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//for example if you enter cutsene, it should be disabled when we are back to the game
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if (shieldAnimationIsActive)
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{
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DisableShield();
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}
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}
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private void OnEnable()
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{
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canPlayNoFaithClip = true;
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canPlayCantDoClip = true;
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}
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[Button]
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private void OnSilentPeek()
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{
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StopCoroutine(SilentPeekCoroutine());
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StartCoroutine(SilentPeekCoroutine());
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}
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private IEnumerator SilentPeekCoroutine()
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{
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EffectDesc peek = m_effects[(int)EffectType.SILENT_PEEK];
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yield return new WaitForSeconds(peek.startTime);
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if (SilentPeekController.instance.IsActive())
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{
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SilentPeekController.instance.SetActive(false);
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}
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else
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{
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if (peek.effectObject != null)
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{
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peek.effectObject.SetActive(false);
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peek.effectObject.SetActive(true);
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yield return new WaitForSeconds(peek.delay);
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}
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SilentPeekController.instance.SetActive(true, powersArea.equipSlots[equipAreaSelectedIndex].item);
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}
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yield return null;
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}
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public void MagicPushAttack()
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{
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if (lastPushRoutine != null)
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{
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StopCoroutine(lastPushRoutine);
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}
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lastPushRoutine = StartCoroutine(MagicPushCoroutine());
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}
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private IEnumerator MagicPushCoroutine()
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{
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EffectDesc mpush = m_effects[(int)EffectType.MAGIC_PUSH];
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yield return new WaitForSeconds(mpush.startTime);
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mpush.effectObject.SetActive(false);
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mpush.effectObject.SetActive(true);
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yield return new WaitForSeconds(mpush.delay);
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Debug.Log("Bum!");
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yield return new WaitForSeconds(mpush.endTime);
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mpush.effectObject.SetActive(false);
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yield return null;
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}
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public void FlameThrowerAttack()
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{
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StartCoroutine(FlameThrowerhCoroutine());
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}
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private IEnumerator FlameThrowerhCoroutine()
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{
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EffectDesc flameThrowe = m_effects[(int)EffectType.FLAME_THROWER];
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yield return new WaitForSeconds(flameThrowe.startTime);
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flameDamager.enabled = true;
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flame.Play();
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yield return new WaitForSeconds(flameThrowe.endTime);
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flame.Stop();
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yield return new WaitForSeconds(flameThrowe.delay);
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flameDamager.enabled = false;
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yield return null;
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}
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[Button]
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public void Scan()
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{
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StartCoroutine(ScanCoroutine());
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}
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private IEnumerator ScanCoroutine()
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{
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EffectDesc scan = m_effects[(int)EffectType.SCAN];
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yield return new WaitForSeconds(scan.startTime);
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float time = scan.startTime - scan.delay;
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float maxRange = 50f;
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float speed = maxRange / (scan.endTime - scan.startTime);
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int mask = 1 << LayerMask.NameToLayer("Triggers") | 1 << LayerMask.NameToLayer("HiddenObject");
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if (scan.effectObject)
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{
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scan.effectObject.SetActive(true);
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VisualEffect effect = scan.effectObject.GetComponent<VisualEffect>();
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effect.Play();
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}
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while (time < scan.endTime - scan.delay)
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{
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Shader.SetGlobalFloat("_WaveTime", speed * (time - scan.startTime));
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time += Time.deltaTime;
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yield return null;
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}
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Shader.SetGlobalFloat("_WaveTime", 0f);
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var colliders = Physics.OverlapSphere(transform.position, maxRange, mask);
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foreach (var c in colliders)
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{
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var h = c.gameObject.GetComponent<IScannable>();
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if (h != null)
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h.OnScanned();
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}
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scan.effectObject.SetActive(false);
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yield return null;
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}
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public void Fireball()
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{
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StartCoroutine(FireballCoroutine());
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}
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private IEnumerator FireballCoroutine()
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{
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EffectDesc fireball = m_effects[(int)EffectType.FIREBALL];
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yield return new WaitForSeconds(fireball.startTime);
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var fireballClone = Instantiate(fireball.effectObject, fireball.effectObject.transform.position, fireball.effectObject.transform.rotation);
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fireballClone.SetActive(true);
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RFX4_PhysicsMotion fireballMotionController = fireballClone.GetComponentInChildren<RFX4_PhysicsMotion>(); //could maybe add some reference container to use get component without children
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fireballMotionController.CollisionEnter += EnableBrieflyFireballDamager; //have to do it on each instantiate, since it cant be serialized
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if (onHitFireball != null)
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{
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fireballClone.GetComponentInChildren<vObjectDamage>().onHit.AddListener(onHitFireball);
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}
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TryToAimToNearbyEnemy(fireballClone, lockOn);
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Destroy(fireballClone, 10f);
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yield return null;
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}
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private void EnableBrieflyFireballDamager(object sender, RFX4_PhysicsMotion.RFX4_CollisionInfo e)
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{
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RFX4_PhysicsMotion rFX4_PhysicsMotion = (RFX4_PhysicsMotion)sender;
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CapsuleCollider collider = rFX4_PhysicsMotion.GetComponentInChildren<CapsuleCollider>();
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StartCoroutine(EnableBrieflyFireballDamagerCoroutine(collider));
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}
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private void TryToAimToNearbyEnemy(GameObject fireballClone, bLockOn lockOn)
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{
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if (lockOn.isLockingOn && lockOn.currentTarget != null)
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{
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Vector3 targetPosition = lockOn.currentTarget.position;
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targetPosition.y += fireballTargetYPositionOffset; //because it gets point on the ground
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Vector3 forward = (fireballClone.transform.TransformDirection(Vector3.forward)).normalized;
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Vector3 toOther = (targetPosition - fireballClone.transform.position).normalized;
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//rotate player toword
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transform.rotation = Quaternion.LookRotation(toOther);
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fireballClone.transform.rotation = Quaternion.LookRotation(new Vector3(toOther.x, toOther.y + fireballAimerHeightAdjuster, toOther.z));
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return;
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}
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List<Transform> closeEnemies = lockOn.GetNearbyTargets(); //is already nicely sorted
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for (int i = 0; i < closeEnemies.Count; i++)
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{
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Vector3 targetPosition = closeEnemies[i].position;
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targetPosition.y += fireballTargetYPositionOffset;
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Vector3 forward = transform.forward;//(fireballClone.transform.TransformDirection(Vector3.forward)).normalized;
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Vector3 toOther = (targetPosition - fireballClone.transform.position).normalized;
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if (Vector3.Dot(forward, toOther) > fireballAimerThreshold)
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{
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fireballClone.transform.rotation = Quaternion.LookRotation(new Vector3(toOther.x, toOther.y + fireballAimerHeightAdjuster, toOther.z));
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//toOther.y = 0f;
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//transform.rotation = Quaternion.LookRotation(toOther);
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i = closeEnemies.Count;
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}
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}
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}
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private void TryToTurnTowordsEnemy()
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{
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List<Transform> closeEnemies = lockOn.GetNearbyTargets(); //is already nicely sorted
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for (int i = 0; i < closeEnemies.Count; i++)
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{
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Vector3 targetPosition = closeEnemies[i].position;
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Vector3 forward = transform.forward;//(fireballClone.transform.TransformDirection(Vector3.forward)).normalized;
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Vector3 toOther = (targetPosition - transform.position).normalized;
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if (Vector3.Dot(forward, toOther) > fireballAimerThreshold)
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{
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toOther.y = 0f;
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transform.rotation = Quaternion.LookRotation(toOther);
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return;
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}
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}
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}
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private IEnumerator EnableBrieflyFireballDamagerCoroutine(CapsuleCollider collider)
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{
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collider.enabled = true;
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yield return new WaitForSeconds(fireballDamagerDuration);
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collider.enabled = false;
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}
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public void Shield()
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{
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StopCoroutine(ShieldCoroutine());
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StartCoroutine(ShieldCoroutine());
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}
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private IEnumerator ShieldCoroutine()
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{
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shieldAnimationIsActive = true;
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yield return new WaitForSeconds(shield.startTime);
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shieldEffectIsActive = true; //this makes the player immune to dmg
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shieldEffectController.InitializeEffect();
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shield.effectObject.SetActive(true);
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shieldCollisionController.shieldCollider.enabled = true;
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yield return new WaitForSeconds(shield.endTime);
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shieldEffectController.DisableEffect();
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yield return new WaitForSeconds(shield.delay / 2f);
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shieldEffectIsActive = false;
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shieldCollisionController.shieldCollider.enabled = false;
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yield return new WaitForSeconds(shield.delay / 2f);
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shield.effectObject.SetActive(false);
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shieldAnimationIsActive = false;
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}
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private void DisableShield()
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{
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shieldEffectIsActive = false;
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shieldCollisionController.shieldCollider.enabled = false;
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shieldAnimationIsActive = false;
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shield.effectObject.SetActive(false);
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}
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[Tooltip("Input to trigger the custom animation")]
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public GenericInput actionInput = new GenericInput("L", "L", "L");
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[Tooltip("Name of the animation clip")]
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public string animationClip;
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[Tooltip("Where in the end of the animation will trigger the event OnEndAnimation")]
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public float animationEnd = 0.8f;
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public UnityEvent OnPlayAnimation;
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public UnityEvent OnEndAnimation;
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public bool isPlaying;
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protected bool triggerOnce;
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protected vThirdPersonInput tpInput;
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internal bool shieldEffectIsActive;
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private bool shieldAnimationIsActive;
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private int equipAreaSelectedIndex = 0;
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protected virtual void LateUpdate()
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{
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TriggerSpellAnimation();
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AnimationBehaviour();
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}
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protected virtual void TriggerSpellAnimation()
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{
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// condition to trigger the animation
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bool playConditions = !isPlaying && !(tpInput.cc.customAction || tpInput.cc.IsAnimatorTag("special") || tpInput.cc.IsAnimatorTag("LockMovement"));
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if (actionInput.GetButtonDown() && playConditions)
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TryToPlaySpellAnimation();
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}
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public void TryToPlaySpellAnimation()
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{
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// EffectDesc selectedEffect = GetCurrentlySelectedPower();
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if (shieldAnimationIsActive && selectedEffect == shield) //casting shield on shield shouldnt be possible
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{
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TryToPlayCantDoThatYetClip();
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return;
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}
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if (selectedEffect != null && currentSpellFaithCost <= Player.Instance.GetCurrentFaithValue())
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{
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Player.Instance.UpdateFaithCurrentValue(-currentSpellFaithCost);
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animationClip = selectedEffect.animClipName;
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tpInput.cc.animator.CrossFadeInFixedTime(animationClip, 0.1f);
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TryToTurnTowordsEnemy();
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selectedEffect.del();
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if (powersArea.equipSlots[equipAreaSelectedIndex].item.destroyAfterUse)
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{
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if (selectedEffect == silentPeek)
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{
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//for silent peek it is handled in it's controller
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//if (SilentPeekController.Instance.IsActive())
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// powersArea.UseEquippedItem();
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}
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else
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powersArea.UseItem(powersArea.equipSlots[equipAreaSelectedIndex]);
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}
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}
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else
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{
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TryToPlayNoEnoughFaithClip();
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}
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}
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private void TryToPlayCantDoThatYetClip()
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{
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if (!canPlayCantDoClip)
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{
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return;
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}
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canPlayCantDoClip = false;
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DOVirtual.DelayedCall(1, () => canPlayCantDoClip = true);
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var text = $"Spell is already active";
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bItemCollectionDisplay.Instance.FadeText(text, 4, 0.25f);
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Player.Instance.PlayICantDoThatYet();
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}
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private void TryToPlayNoEnoughFaithClip()
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{
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if (!canPlayNoFaithClip)
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{
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return;
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}
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canPlayNoFaithClip = false;
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DOVirtual.DelayedCall(1.5f, () => canPlayNoFaithClip = true);
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var text = $"Not enough Faith";
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bItemCollectionDisplay.Instance.FadeText(text, 4, 0.25f);
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Player.Instance.PlayNoFaithClip();
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}
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public EffectDesc GetCurrentlySelectedPower()
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{
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// powersArea.equipSlots[index];
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if (powersArea.equipSlots[equipAreaSelectedIndex] == null)
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{
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currentSpellFaithCost = int.MaxValue;
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return null;
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}
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bItem selectedSpell = powersArea.equipSlots[equipAreaSelectedIndex].item;
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string itemName = selectedSpell.name;
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currentSpellFaithCost = selectedSpell.GetItemAttribute(bItemAttributes.Faith).value;
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return m_effects.Find(item => item.name == itemName || item.secondaryName == itemName);
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}
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public void SelectPowerBasedOnArea(int newIndex)
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{
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equipAreaSelectedIndex = newIndex;
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selectedEffect = GetCurrentlySelectedPower();
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}
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protected virtual void AnimationBehaviour()
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{ // know if the animation is playing or not
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// isPlaying = spellLayerInfo.IsName(animationClip);
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isPlaying = tpInput.cc.animator.GetCurrentAnimatorStateInfo(spellLayerIndex).IsName(animationClip);
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// isPlaying = tpInput.cc.baseLayerInfo.IsName(animationClip);
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if (isPlaying)
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{
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// detected the end of the animation clip to trigger the OnEndAnimation Event
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if (tpInput.cc.animator.GetCurrentAnimatorStateInfo(spellLayerIndex).normalizedTime >= animationEnd)
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{
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if (triggerOnce)
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{
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triggerOnce = false; // reset the bool so we can call the event again
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OnEndAnimation.Invoke(); // call the OnEnd Event at the end of the animation
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}
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}
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}
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}
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}
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} |