Files
beyond/Assets/Scripts/InvectorDerivatives/bMeleeAttackControl.cs
2025-09-20 06:29:18 +02:00

360 lines
15 KiB
C#

// Paste this code into your existing bMeleeAttackControl.cs file, replacing its content.
using System;
using System.Collections;
using System.Collections.Generic;
using Beyond; // For Player, GameStateManager, TimeController
using Invector.vCharacterController.AI.FSMBehaviour; // For vFSMBehaviourController
using UnityEngine;
namespace Invector.vMelee
{
using vEventSystems; // For vIAttackListener
public class bMeleeAttackControl : StateMachineBehaviour
{
// --- MODIFICATION: Static variable to track the currently active attack state ---
private static int activeAttackInstanceId = 0;
private int myAttackInstanceId;
// --- END MODIFICATION ---
[Header("Damage Window")]
[Tooltip("NormalizedTime of Active Damage")]
public float startDamage = 0.05f;
[Tooltip("NormalizedTime of Disable Damage")]
public float endDamage = 0.9f;
[Header("Attack Properties")]
public int damageMultiplier;
public int recoilID;
public int reactionID;
public vAttackType meleeAttackType = vAttackType.Unarmed;
[Tooltip("You can use a name as reference to trigger a custom HitDamageParticle")]
public string damageType;
[Tooltip("Body parts to activate for damage detection.")]
public List<string> bodyParts = new List<string> { "RightLowerArm" };
[Header("Hit Effects")]
public bool ignoreDefense;
public bool activeRagdoll;
[vHideInInspector("activeRagdoll")]
[Tooltip("Time to keep Ragdoll active if activeRagdoll is true.")]
public float senselessTime;
//[Header("Attack Flow")]
//[Tooltip("Normalized time point to start allowing the next attack input.")]
//public float blockInputBeforeTime = 0.5f;
[Header("Combo & Movement")]
[Tooltip("Normalized time to unlock rotation, allowing the player to aim the next attack in a combo. Set to 1 to disable.")]
[Range(0,1)]
public float unlockRotationTime = 0.7f;
[Tooltip("Enable to make the character move towards the target during the attack.")]
public bool lerpPositionTowardsTarget = false;
[vHideInInspector("lerpPositionTowardsTarget")]
[Tooltip("Max distance from the target to start moving towards it.")]
public float maxLerpDistance = 3.5f;
[vHideInInspector("lerpPositionTowardsTarget")]
[Tooltip("How fast the character moves towards the target.")]
public float positionLerpSpeed = 2.0f;
[vHideInInspector("lerpPositionTowardsTarget")]
[Tooltip("How close the character should get to the target.")]
public float stoppingDistance = 1.2f;
[Header("Combo Timing Window")]
[Tooltip("Enable a special timing window at the end of the attack to chain the next combo hit.")]
public bool useComboTimingWindow = false;
[Tooltip("Normalized time to START the combo window.")]
[Range(0, 1)]
public float comboWindowStartTime = 0.8f;
[Tooltip("How long the combo window stays open in REAL-WORLD SECONDS.")]
public float comboWindowDuration = 0.5f;
[Tooltip("The time scale to use during the combo window for a slow-motion effect.")]
public float comboWindowTimeScale = 0.1f;
[Header("Slow Motion Settings")]
[Tooltip("Enable slow motion effect during this attack based on conditions below.")]
public bool useAttackTimeScale = false;
public float maxTargetDistance = 3f;
public float lowHealthTh = 10f;
public float attackTimeScale = 0.2f;
public float attackTimeScaleStart = -1f;
public float attackTimeScaleEnd = -1f;
[Header("Rotation Settings")]
[Tooltip("If true, the character will attempt to rotate towards the auto-target during this attack state.")]
public bool rotatePlayerTowardsTarget;
public float degreeThreshold = 20f;
[Header("Debug")]
public bool debug;
// Private state variables
private bool isActive;
private vIAttackListener mFighter;
private bool isAttacking;
private bool m_hasScaledTime;
private AutoTargetting _autoTargettingInstance;
private bThirdPersonController _characterController;
private bool _isRotationLockedByThis;
private bool _comboWindowEffectTriggered;
private Animator _animator;
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (_animator == null) _animator = animator;
// --- MODIFICATION: Assign a unique ID to this state instance ---
myAttackInstanceId = ++activeAttackInstanceId;
// --- END MODIFICATION ---
mFighter = animator.GetComponent<vIAttackListener>();
_characterController = animator.GetComponent<bThirdPersonController>();
if (Player.Instance != null)
_autoTargettingInstance = Player.Instance.AutoTarget;
if (_autoTargettingInstance == null && debug)
Debug.LogWarning($"({damageType}) AutoTargetting instance not found. Rotation/Target features limited.");
isAttacking = true;
isActive = false;
m_hasScaledTime = false;
_comboWindowEffectTriggered = false;
if (_characterController != null)
{
_characterController.lockRotation = true;
_isRotationLockedByThis = true;
}
if (mFighter != null)
mFighter.OnEnableAttack();
if (debug)
Debug.Log($"({damageType}, ID: {myAttackInstanceId}) OnStateEnter. Now the authoritative state.");
// --- MODIFICATION: Immediately block input on enter ---
// This ensures the new state takes control right away.
BlockAttack(true);
// --- END MODIFICATION ---
if (attackTimeScaleStart < 0f) attackTimeScaleStart = startDamage;
if (attackTimeScaleEnd < 0f) attackTimeScaleEnd = endDamage;
}
void BlockAttack(bool block)
{
// --- MODIFICATION: Only allow the authoritative state to change the lock ---
if (myAttackInstanceId != activeAttackInstanceId)
{
if(debug) Debug.Log($"({damageType}, ID: {myAttackInstanceId}) Tried to change block but I am not the active instance ({activeAttackInstanceId}). Ignoring.");
return;
}
// --- END MODIFICATION ---
if (Player.Instance != null)
{
var meleeInput = Player.Instance.MeleeCombatInput;
if (meleeInput != null)
{
if (meleeInput.BlockAttack != block) // Only log/change if there is a change
{
if(debug) Debug.Log($"({damageType}, ID: {myAttackInstanceId}) Setting BlockAttack to: {block}");
meleeInput.BlockAttack = block;
}
}
}
}
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (Player.Instance.ActiveWeaponTrail)
Player.Instance.ActiveWeaponTrail.m_colorMultiplier = Color.white + Color.red * damageMultiplier;
float currentNormalizedTime = stateInfo.normalizedTime % 1;
if (currentNormalizedTime == 0 && stateInfo.normalizedTime > 0.5f) currentNormalizedTime = 1f;
ManageComboLogic(currentNormalizedTime);
if (_characterController != null && _characterController.lockRotation)
AttemptRotationTowardsAutoTarget(animator);
AttemptPositionLerp(animator);
UpdateRotationLock(currentNormalizedTime);
if (useAttackTimeScale)
UpdateSlowMotion(animator, stateInfo, currentNormalizedTime);
if (!isActive && currentNormalizedTime >= startDamage && currentNormalizedTime <= endDamage)
{
if (debug) Debug.Log($"({damageType}) Enable Damage: normTime={currentNormalizedTime:F2}");
isActive = true;
ActiveDamage(animator, true);
}
else if (isActive && currentNormalizedTime > endDamage)
{
if (debug) Debug.Log($"({damageType}) Disable Damage: normTime={currentNormalizedTime:F2}");
isActive = false;
ActiveDamage(animator, false);
}
if (isAttacking && currentNormalizedTime > endDamage)
{
if (mFighter != null) mFighter.OnDisableAttack();
isAttacking = false;
}
}
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (debug) Debug.Log($"({damageType}, ID: {myAttackInstanceId}) OnStateExit.");
if (isActive)
{
isActive = false;
ActiveDamage(animator, false);
}
if (isAttacking && mFighter != null)
mFighter.OnDisableAttack();
isAttacking = false;
m_hasScaledTime = false;
if (_comboWindowEffectTriggered && TimeController.Instance != null)
{
_comboWindowEffectTriggered = false;
TimeController.Instance.Reset();
}
if (_characterController != null && _isRotationLockedByThis)
{
_characterController.lockRotation = false;
_isRotationLockedByThis = false;
}
// --- MODIFICATION: When exiting, ensure the attack is unblocked. ---
// This is a safety net. If this was the last attack in a combo,
// we need to make sure the input is unlocked for future actions.
BlockAttack(false);
// --- END MODIFICATION ---
}
private void ManageComboLogic(float currentNormalizedTime)
{
/*
if (blockInputBeforeTime > 0f)
{
if (currentNormalizedTime >= blockInputBeforeTime)
{
BlockAttack(false); // Unlock input
}
else
{
BlockAttack(true); // Block input
}
}
*/
if (!useComboTimingWindow) return;
bool isInsideWindow = currentNormalizedTime >= comboWindowStartTime;
if (isInsideWindow)
{
if (!_comboWindowEffectTriggered && TimeController.Instance != null)
{
_comboWindowEffectTriggered = true;
TimeController.Instance.SetTimeScaleForRealTimeSec(comboWindowTimeScale, comboWindowDuration, false);
BlockAttack(false);
if (debug) Debug.Log($"({damageType}) COMBO WINDOW OPEN. Accepting input.");
}
}
else
{
BlockAttack(true);
}
}
// --- Other methods remain unchanged ---
private void AttemptRotationTowardsAutoTarget(Animator animator)
{
if (!rotatePlayerTowardsTarget || _autoTargettingInstance == null || _autoTargettingInstance.CurrentTarget == null) return;
if (_autoTargettingInstance.IsTargetInAngle(animator.transform, _autoTargettingInstance.CurrentTarget, degreeThreshold))
_autoTargettingInstance.ExecuteRotationTowardsCurrentTarget(Time.deltaTime);
}
private void UpdateRotationLock(float normalizedTime)
{
if (_characterController != null && _isRotationLockedByThis && normalizedTime >= unlockRotationTime)
{
_characterController.lockRotation = false;
_isRotationLockedByThis = false;
}
}
private void AttemptPositionLerp(Animator animator)
{
if (!lerpPositionTowardsTarget || _characterController == null || _autoTargettingInstance == null || _autoTargettingInstance.CurrentTarget == null) return;
Transform playerTransform = _characterController.transform;
Transform targetTransform = _autoTargettingInstance.CurrentTarget.transform;
float distance = Vector3.Distance(playerTransform.position, targetTransform.position);
if (distance <= maxLerpDistance && distance > stoppingDistance)
{
Vector3 directionToTarget = (targetTransform.position - playerTransform.position).normalized;
directionToTarget.y = 0;
Vector3 targetPosition = targetTransform.position - directionToTarget * stoppingDistance;
playerTransform.position = Vector3.MoveTowards(playerTransform.position, targetPosition, positionLerpSpeed * Time.deltaTime);
}
}
private void UpdateSlowMotion(Animator animator, AnimatorStateInfo stateInfo, float currentNormalizedTime)
{
if (_autoTargettingInstance == null || TimeController.Instance == null) return;
if (!m_hasScaledTime && currentNormalizedTime >= attackTimeScaleStart && currentNormalizedTime <= attackTimeScaleEnd)
{
bool triggerSlowMo = false;
if (_autoTargettingInstance.CurrentTarget != null)
{
float distSqr = (_autoTargettingInstance.CurrentTarget.transform.position - animator.transform.position).sqrMagnitude;
if (distSqr <= maxTargetDistance * maxTargetDistance)
{
triggerSlowMo = true;
}
}
if (triggerSlowMo)
{
float slowMoEffectDuration = (attackTimeScaleEnd - currentNormalizedTime) * stateInfo.length;
if (slowMoEffectDuration > 0.01f)
{
TimeController.Instance.SetTimeScaleForSec(attackTimeScale, slowMoEffectDuration);
m_hasScaledTime = true;
}
}
}
else if (m_hasScaledTime && currentNormalizedTime > attackTimeScaleEnd)
{
m_hasScaledTime = false;
}
}
void ActiveDamage(Animator animator, bool value)
{
var meleeManager = animator.GetComponent<vMeleeManager>();
if (meleeManager)
meleeManager.SetActiveAttack(bodyParts, meleeAttackType, value, damageMultiplier, recoilID, reactionID, ignoreDefense, activeRagdoll, senselessTime, damageType);
}
}
}