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CrowdControl/Assets/Source/Scripts/SquadComponent.cs

405 lines
12 KiB
C#

2 months ago
using Cinemachine;
using D2D.Core;
using D2D.Utilities;
using SRF;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using static D2D.Utilities.CommonGameplayFacade;
public class SquadComponent : GameStateMachineUser
{
[Header("Squad Settings")]
[SerializeField] private List<SquadMember> squadMembers;
[SerializeField] private float _speed = 5f;
[SerializeField] private float _formationRadius = 1.5f;
[Header("Camera Settings")]
[SerializeField] private CinemachineTargetGroup cinemachineTargetGroup;
private Joystick _joystick;
private FormationComponent _formation;
private SquadMember openSquadMember;
private float temporaryFireRateIncrease;
private float temporaryFirePowerIncrease;
private float currentSpeed;
public SquadMember LastSquadMember => squadMembers[squadMembers.Count - 1];
public Vector3 SpawnPosition => squadMembers.Count > 0 ? squadMembers[squadMembers.Count - 1].transform.position - Vector3.back : _formation.transform.position;
public float TemporaryFireRateIncrease => temporaryFireRateIncrease / 100;
public float TemporaryFirePowerIncrease => temporaryFirePowerIncrease / 100;
private const float CinemachineMemberRadius = 5f;
private void Awake()
{
_squad = this;
_formation = FindObjectOfType<SquadFormation>().Get<FormationComponent>();
cinemachineTargetGroup = FindObjectOfType<CinemachineTargetGroup>();
squadMembers = GetComponentsInChildren<SquadMember>().ToList();
foreach (var member in squadMembers)
{
member.Init();
member.animancer.Layers[0].Play(member.animations.Idle);
member.health.Died += () => MemberDie(member);
}
_stateMachine.On<WinState>(SqaudIdle);
var squadMembersCount = squadMembers.Count;
_formation.RecreateFormation(Vector3.zero, squadMembersCount <= 4 ? _formationRadius - .3f : _formationRadius, squadMembersCount - 1);
SetMembersToCinemachineGroup();
_gameData.SetProjectilePrefab(_gameData.pistolProjectile);
_gameData.SetSideProjectiles(0);
currentSpeed = _speed;
}
private void Update()
{
if (!_stateMachine.Last.Is<RunningState>())
{
return;
}
Movement();
Shoot();
}
#region States
protected override void OnGameRun()
{
_joystick = FindObjectOfType<Joystick>();
}
protected override void OnGameWin()
{
base.OnGameWin();
foreach (var member in squadMembers)
{
member.SetDanceAnimation(member.animations.DanceAnimations.Random());
}
}
#endregion
#region Squad Members Control
public void AddMember(SquadMember member)
{
if (member != null && !squadMembers.Contains(member))
{
member.Init();
squadMembers.Add(member);
var squadMembersCount = squadMembers.Count;
_formation.RecreateFormation(squadMembers[0].transform.position, squadMembersCount <= 4 ? _formationRadius - .3f : _formationRadius, squadMembersCount - 1);
member.health.Died += () => MemberDie(member);
SetMembersToCinemachineGroup();
PunchScaleSquad();
}
CheckForEvolves(member);
OrderMembers();
}
private void CheckForEvolves(SquadMember newMember)
{
var exceptNewMemberList = new List<SquadMember>(squadMembers);
exceptNewMemberList.Remove(newMember);
if (exceptNewMemberList.Count > 0 && exceptNewMemberList.Any(x => x.EvolveLevel == newMember.EvolveLevel))
{
newMember.Evolve(exceptNewMemberList.First(x => x.EvolveLevel == newMember.EvolveLevel));
}
}
private void PunchScaleSquad()
{
for (int i = squadMembers.Count - 1; i >= 0; i--)
{
squadMembers[i].PunchScaleWithDelay(_gameData.punchDelay * i);
}
}
private void SpawnLvlUpVFX()
{
var vfx = Instantiate(_gameData.levelUpVFX, squadMembers[0].transform.position + Vector3.up / 5f, Quaternion.LookRotation(Vector3.up));
Destroy(vfx, 2f);
}
private void SpawnLvlUpVFXColored(Color color)
{
var vfx = Instantiate(_gameData.levelUpVFX, squadMembers[0].transform.position + Vector3.up / 5f, Quaternion.LookRotation(Vector3.up));
var particleSystems = vfx.ChildrenGets<ParticleSystem>();
Gradient grad = new Gradient();
grad.SetKeys(new GradientColorKey[] { new GradientColorKey(color, 0.0f), new GradientColorKey(color, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(0.0f, 1.0f) });
foreach (var system in particleSystems)
{
var co = system.colorOverLifetime;
co.color = grad;
}
Destroy(vfx, 2f);
}
private void OrderMembers()
{
squadMembers = squadMembers.OrderByDescending(x => x.EvolveLevel).ToList();
}
public void EvolveMembers(SquadMember flyingMember, SquadMember staticMember = null)
{
if (flyingMember.NextEvolution == null)
{
return;
}
var flyingMemberPos = flyingMember.transform.position;
Vector3 staticMemberPos = Vector3.zero;
if (squadMembers.Contains(flyingMember))
{
squadMembers.Remove(flyingMember);
Destroy(flyingMember.gameObject);
}
if (staticMember != null && squadMembers.Contains(staticMember))
{
staticMemberPos = staticMember.transform.position;
squadMembers.Remove(staticMember);
Destroy(staticMember.gameObject);
}
Vector3 newPos = staticMember == null ? flyingMemberPos : staticMemberPos;
var newMember = Instantiate(flyingMember.NextEvolution.gameObject,
newPos,
Quaternion.identity, _squad.transform).Get<SquadMember>();
newMember.animancer.Play(newMember.animations.Idle);
AddMember(newMember);
var squadMembersCount = squadMembers.Count;
_formation.RecreateFormation(Vector3.zero, squadMembersCount <= 4 ? _formationRadius - .3f : _formationRadius, squadMembersCount - 1);
SetMembersToCinemachineGroup();
OrderMembers();
SpawnLvlUpVFXColored(flyingMember.NextEvolution.memberColor);
}
private void MemberDie(SquadMember member)
{
if (squadMembers.Contains(member))
{
squadMembers.Remove(member);
if (squadMembers.Count <= 0)
{
_stateMachine.Push(new LoseState());
return;
}
var squadMembersCount = squadMembers.Count;
_formation.RecreateFormation(Vector3.zero, squadMembersCount <= 4 ? _formationRadius - .3f : _formationRadius, squadMembersCount - 1);
SetMembersToCinemachineGroup();
}
OrderMembers();
}
private void SetMembersToCinemachineGroup()
{
/*foreach (var oldTarget in cinemachineTargetGroup.m_Targets)
{
cinemachineTargetGroup.RemoveMember(oldTarget.target);
}
foreach (var member in squadMembers)
{
cinemachineTargetGroup.AddMember(member.transform, 1, CinemachineMemberRadius + squadMembers.Count / 2);
}*/
}
private void SqaudIdle()
{
foreach (var member in squadMembers)
{
member.animancer.Layers[0].Play(member.animations.Idle);
}
}
#endregion
#region Upgrades
public void IncreaseFireRate(float value)
{
temporaryFireRateIncrease += value;
PunchScaleSquad();
SpawnLvlUpVFX();
}
public void IncreaseSpeed()
{
currentSpeed *= _gameData.speedIncreasePercent;
PunchScaleSquad();
SpawnLvlUpVFX();
}
public void IncreaseFirePower(float value)
{
temporaryFirePowerIncrease += value;
PunchScaleSquad();
SpawnLvlUpVFX();
}
public void SetLaserProjectile()
{
_gameData.SetProjectilePrefab(_gameData.laserProjectile);
SpawnLvlUpVFX();
}
public void HealSquad(float value)
{
foreach (var member in squadMembers)
{
member.health.Heal(member.health.MaxPoints * (value / 100));
}
SpawnLvlUpVFX();
}
public void DoubleEveryMember()
{
var squadMembersCopy = new List<SquadMember>(squadMembers);
foreach (var member in squadMembersCopy)
{
EvolveMembers(member);
}
SpawnLvlUpVFX();
}
#endregion
private void Shoot()
{
foreach (var member in squadMembers)
{
if (member.IsEvolving)
{
continue;
}
member.currentTarget = member.overLapEnemy.NearestTouchedOfType<EnemyComponent>(member.transform);
if (member.currentTarget != null)
{
var newTargetPos = member.currentTarget.transform.position;
newTargetPos.y = member.transform.position.y;
member.targetVector = newTargetPos;
member.Shoot(member.currentTarget.transform);
}
}
}
private void Movement()
{
var swift = new Vector3(_joystick.Horizontal, 0, _joystick.Vertical).normalized * currentSpeed;
if (swift.magnitude < .1f)
{
int index = -1;
for (int i = 0; i < squadMembers.Count; i++)
{
SquadMember member = squadMembers[i];
index++;
if (member.IsEvolving)
{
continue;
}
if (index == 0)
{
member.navMesh.ResetPath();
member.SetIdleAnimation();
continue;
}
Transform targetPoint = index == 0 ? _formation.FormationPoints[index] : squadMembers[i - 1].transform;
if (Vector3.Distance(targetPoint.position, member.navMesh.transform.position) > member.navMesh.stoppingDistance)
{
member.animancer.Layers[0].Play(member.runForward, .4f).Speed = .8f;
member.navMesh.updateRotation = true;
member.navMesh.SetDestination(targetPoint.position);
}
else
{
member.animancer.Layers[0].Play(member.animations.Idle, .4f);
}
}
return;
}
int memberIndex = -1;
for (int i = 0; i < squadMembers.Count; i++)
{
SquadMember member = squadMembers[i];
memberIndex++;
if (member.IsEvolving)
{
continue;
}
member.navMesh.isStopped = false;
Transform targetPoint = memberIndex == 0 ? _formation.FormationPoints[memberIndex] : squadMembers[i - 1].transform;
if (memberIndex == 0)
{
member.animancer.Layers[0].Play(member.runForward, .4f);
member.navMesh.Move(swift * Time.deltaTime);
member.navMesh.ResetPath();
_formation.transform.position = member.transform.position;
}
else
{
member.navMesh.SetDestination(targetPoint.position);
member.navMesh.updateRotation = false;
member.navMesh.speed = currentSpeed;
if (Vector3.Distance(targetPoint.position, member.navMesh.transform.position) <= member.navMesh.stoppingDistance)
{
member.animancer.Layers[0].Play(member.animations.Idle, .4f);
}
else
{
member.animancer.Layers[0].Play(member.runForward, .4f);
}
}
if (member.currentTarget == null)
{
member.targetVector = member.transform.position + swift;
}
}
}
private void SetNotBlockedMember()
{
if (openSquadMember == null || openSquadMember.overLapObstacle.HasTouch)
{
openSquadMember = squadMembers.DefaultIfEmpty(squadMembers[0]).FirstOrDefault(x => !x.overLapObstacle.HasTouch);
}
}
}