You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
154 lines
3.9 KiB
C#
154 lines
3.9 KiB
C#
3 months ago
|
using Animancer;
|
||
|
using D2D;
|
||
|
using D2D.Gameplay;
|
||
|
using DG.Tweening;
|
||
|
using Sirenix.OdinInspector;
|
||
|
using UnityEngine;
|
||
|
using UnityEngine.AI;
|
||
|
|
||
|
using static D2D.Utilities.CommonGameplayFacade;
|
||
|
|
||
|
[RequireComponent(typeof(Health))]
|
||
|
public class SquadMember : Unit
|
||
|
{
|
||
|
public NavMeshAgent navMesh;
|
||
|
public SexyOverlap overLapObstacle;
|
||
|
public SexyOverlap overLapEnemy;
|
||
|
public MemberClass memberClass;
|
||
|
public Animations animations;
|
||
|
public Health health;
|
||
|
public AnimancerComponent animancer;
|
||
|
public Transform shootPoint;
|
||
|
public int EvolveLevel;
|
||
|
public SquadMember NextEvolution;
|
||
|
|
||
|
[Header("Movement Settings")]
|
||
|
public Vector3 targetVector;
|
||
|
public float rotationLerp = 10f;
|
||
|
public AnimationClip runForward;
|
||
|
|
||
|
[HideInInspector]
|
||
|
public EnemyComponent currentTarget;
|
||
|
public SquadMember evolveTarget;
|
||
|
|
||
|
[SerializeField] internal Color memberColor;
|
||
|
|
||
|
private CharacterCanvas canvas;
|
||
|
private Camera currentCamera;
|
||
|
|
||
|
private Tween punchTween;
|
||
|
|
||
|
internal float reloadTime = 0;
|
||
|
internal float delayBeforeEvolve = 0;
|
||
|
internal float lastShotSoundTime = 0;
|
||
|
|
||
|
public bool IsEvolving;
|
||
|
|
||
|
|
||
|
[Button("Debug Kill")]
|
||
|
private void DebugKill()
|
||
|
{
|
||
|
health.ApplyDamage(null, health.CurrentPoints);
|
||
|
}
|
||
|
private void Awake()
|
||
|
{
|
||
|
navMesh = GetComponent<NavMeshAgent>();
|
||
|
overLapObstacle = GetComponent<SexyOverlap>();
|
||
|
health = GetComponent<Health>();
|
||
|
|
||
|
if (canvas == null)
|
||
|
{
|
||
|
canvas = GetComponentInChildren<CharacterCanvas>();
|
||
|
}
|
||
|
|
||
|
targetVector = transform.forward * 10f + transform.up;
|
||
|
|
||
|
canvas.HealthBar.SetHealth(health);
|
||
|
}
|
||
|
private void Update()
|
||
|
{
|
||
|
if (IsEvolving)
|
||
|
{
|
||
|
if (evolveTarget == null)
|
||
|
{
|
||
|
StopEvolving();
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
delayBeforeEvolve += Time.deltaTime;
|
||
|
|
||
|
if (delayBeforeEvolve < _gameData.evolveDelay)
|
||
|
{
|
||
|
animancer.Play(animations.Idle);
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
var targetDistance = Vector3.Distance(evolveTarget.transform.position, transform.position);
|
||
|
|
||
|
animancer.Play(runForward);
|
||
|
navMesh.Move((evolveTarget.transform.position - transform.position) * Time.deltaTime * navMesh.speed * (1.7f / targetDistance));
|
||
|
|
||
|
if (targetDistance < 0.5f)
|
||
|
{
|
||
|
_squad.EvolveMembers(this, evolveTarget);
|
||
|
|
||
|
IsEvolving = false;
|
||
|
}
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.LookRotation(targetVector - transform.position), Time.deltaTime * rotationLerp);
|
||
|
}
|
||
|
public virtual void Init()
|
||
|
{
|
||
|
runForward = animations.RunForward;
|
||
|
|
||
|
if (canvas == null)
|
||
|
{
|
||
|
canvas = GetComponentInChildren<CharacterCanvas>();
|
||
|
}
|
||
|
|
||
|
animancer.Play(animations.Idle);
|
||
|
|
||
|
canvas.EvolutionText.text = $"{Mathf.Pow(2, EvolveLevel + 1)}";
|
||
|
}
|
||
|
public virtual void Shoot(Transform target)
|
||
|
{
|
||
|
|
||
|
}
|
||
|
public virtual void PunchScaleWithDelay(float delay)
|
||
|
{
|
||
|
punchTween.KillTo0();
|
||
|
|
||
|
punchTween = transform.DOPunchScale(Vector3.one * _gameData.punchScale, _gameData.punchDuration, 0, 0).SetDelay(delay);
|
||
|
}
|
||
|
public virtual void SetIdleAnimation()
|
||
|
{
|
||
|
animancer.Layers[0].Play(animations.Idle);
|
||
|
}
|
||
|
public void SetDanceAnimation(AnimationClip animation)
|
||
|
{
|
||
|
animancer.Play(animation, 0.5f);
|
||
|
}
|
||
|
public void Evolve(SquadMember evolveTarget)
|
||
|
{
|
||
|
if (NextEvolution == null)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
animancer.Play(animations.RunForward);
|
||
|
navMesh.ResetPath();
|
||
|
IsEvolving = true;
|
||
|
transform.LookAt(evolveTarget.transform.position);
|
||
|
this.evolveTarget = evolveTarget;
|
||
|
}
|
||
|
private void StopEvolving()
|
||
|
{
|
||
|
animancer.Play(animations.Idle);
|
||
|
IsEvolving = false;
|
||
|
}
|
||
|
}
|