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