using MoreMountains.Feedbacks;
using MoreMountains.Tools;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MoreMountains.Feel
{
///
/// A simple class controlling the hero character in the Barbarians demo scene
/// It simulates a very simple character controller in an ARPG game
///
public class Barbarian : MonoBehaviour
{
[Header("Cooldown")]
/// a duration, in seconds, between two attacks, during which attacks are prevented
[Tooltip("a duration, in seconds, between two attacks, during which attacks are prevented")]
public float CooldownDuration = 0.1f;
[Header("Feedbacks")]
/// a feedback to call when the attack starts
[Tooltip("a feedback to call when the attack starts")]
public MMFeedbacks AttackFeedback;
/// a feedback to call when each individual attack phase starts
[Tooltip("a feedback to call when each individual attack phase starts")]
public MMFeedbacks IndividualAttackFeedback;
/// a feedback to call when trying to attack while in cooldown
[Tooltip("a feedback to call when trying to attack while in cooldown")]
public MMFeedbacks DeniedFeedback;
[Header("Attack settings")]
/// a curve on which to move the character when it attacks
public MMTween.MMTweenCurve AttackCurve = MMTween.MMTweenCurve.EaseInOutOverhead;
/// the duration of the attack in seconds
public float AttackDuration = 2.5f;
/// an offset at which to attack enemies
public float AttackPositionOffset = 0.3f;
/// a duration by which to reduce movement duration after every attack (making each attack faster than the previous one)
public float IntervalDecrement = 0.1f;
protected List _targets;
protected float _lastAttackStartedAt = -100f;
protected Vector3 _initialPosition;
protected Vector3 _initialLookAtTarget;
protected Vector3 _lookAtTarget;
protected BarbarianEnemy _enemy;
///
/// On Awake we store our initial position
///
protected virtual void Awake()
{
_initialPosition = this.transform.position;
_initialLookAtTarget = this.transform.position + this.transform.forward * 10f;
_lookAtTarget = _initialLookAtTarget;
}
///
/// On Update we look for input
///
protected virtual void Update()
{
HandleInput();
LookAtTarget();
}
///
/// Makes the character look at the target it's attacking
///
protected virtual void LookAtTarget()
{
Vector3 direction = _lookAtTarget - _initialPosition;
this.transform.LookAt(_lookAtTarget + direction * 5f);
}
///
/// Detects input
///
protected virtual void HandleInput()
{
if (FeelDemosInputHelper.CheckMainActionInputPressedThisFrame())
{
Attack();
}
}
///
/// Performs an attack if possible, otherwise plays a denied feedback
///
protected virtual void Attack()
{
if (Time.time - _lastAttackStartedAt < CooldownDuration + AttackDuration)
{
DeniedFeedback?.PlayFeedbacks();
}
else
{
AcquireTargets();
StartCoroutine(AttackCoroutine());
_lastAttackStartedAt = Time.time;
}
}
///
/// Finds targets around the Barbarian and stores them
///
protected virtual void AcquireTargets()
{
_targets = new List();
Collider[] hitColliders = Physics.OverlapSphere(this.transform.position, 5f);
foreach (var hitCollider in hitColliders)
{
Vector3 enemyPosition = hitCollider.transform.position;
Vector3 direction = this.transform.position - enemyPosition;
if (hitCollider.GetComponent() != null)
{
_targets.Add(enemyPosition + direction * AttackPositionOffset);
}
}
_targets.MMShuffle();
}
///
/// A coroutine used to move to each stored target to attack them
///
///
protected virtual IEnumerator AttackCoroutine()
{
float intervalDuration = AttackDuration / _targets.Count;
// we play our initial attack feedback
AttackFeedback?.PlayFeedbacks();
int enemyCounter = 0;
foreach (Vector3 destination in _targets)
{
// for each new enemy, we play an attack feedback
IndividualAttackFeedback?.PlayFeedbacks();
MMTween.MoveTransform(this, this.transform, this.transform.position, destination, null, 0f, intervalDuration, AttackCurve);
_lookAtTarget = destination;
yield return MMCoroutine.WaitFor(intervalDuration - enemyCounter * IntervalDecrement);
enemyCounter++;
}
MMTween.MoveTransform(this, this.transform, this.transform.position, _initialPosition, null, 0f, intervalDuration, AttackCurve);
_lookAtTarget = _initialLookAtTarget;
}
///
/// When we collide with an enemy, we apply damage to it
///
///
protected virtual void OnTriggerEnter(Collider other)
{
_enemy = other.GetComponent();
if (_enemy != null)
{
// we randomize the damage done and apply it to the enemy
int damage = Random.Range(50, 250);
_enemy.TakeDamage(damage);
}
}
}
}